激战2开发商博客:地牢是怎么设计而成的

2011-06-29 2081

在激战2开发商的最新博客中,arena.net's william fairfield 让读者看到了地牢是怎么设计而成的。fairfield 说,在设计一个地牢时,地牢的流动,不断的挑战和必需品都应是玩家运用的战略技术。代理ip是您进入外服游戏的通行证关系到封号等诸多问题,所以选择一个好的代理ip显得尤为的重要。

 如其他事情一样,它开始于一个想法。地牢的设计者负责和jeff grubb一起编写出剧情,而我们试图分辨地牢的内部结构。之后,他们会确定地牢的设计方案。一旦设计图纸完成,我们就要开个会议,会议的成员包括我们的环境设计师,设计领导,地牢团队以及qa的几位成员。在会议中,负责地牢的设计师会部署他的计划。我们一起讨论和建议需要改进的地方从而给地牢的各个部分提供帮助。

完后,设计师会给予补充。重复是这个过程的重大部分,从某些角度,地牢的试玩和审查不仅是靠地牢团,还有qa的成员和设计师。我们得到反馈并据此做出改进。这个过程会持续好几周直到我们满意为止。最终当我们认为它真的已经完成了,我们会让整个公司在全体出席会议上试玩地牢。在我们再次开始进程前,它给我们提供了来自不同水平和风格的玩家的反馈,并随着对地牢的了解让其更完美。这是我们非常需要的。玩游戏赚钱 不再是一个梦想,很多玩家到外服通过玩游戏赚钱,打来的金币想要快速的出手还可以通过专业玩家网的比价器进行交易的。

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In the latest Guild Wars 2 developer blog, Arena.Net's William Fairfield gives readers an inside look at how the dungeons are designed. When designing a dungeon, Fairfield says, the flow of the dungeon, adequate challenges and the necessity for players to use strategic skills。

It begins—as most things do—with an idea. The designer responsible for the dungeon will sit down with Jeff Grubb and work out the story that we are trying to tell inside the dungeon. Then they will set down a paper design of the dungeon. Once the paper design is finished, we have a meeting that includes our environmental artists, the design lead, the dungeon team, and several members of QA. In this meeting, the designer responsible for the dungeon will lay out his plan. We discuss the plan and suggest changes we think could help bring the various parts of the dungeon together.

After this, the designer will go back and begin implementation. Iteration is a huge part of this process, and at several points, the dungeon is played and scrutinized not just by the dungeon team but by members of QA and design as well. Feedback is given and changes are made based on that feedback. This process will continue, often for weeks, until the dungeon is in a state we are all happy with. When we finally feel it is ready, we have the entire company play the dungeon in an all call session. This gives us much-needed feedback from many different levels and styles of players before we start the process again, polishing the dungeon as we learn more.
Read more on the Arena.Net Guild Wars 2 blog.

 

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