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[轉載] Compendium On Map Creation And Design -地圖設計與創作概論 [複製鏈接]

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發表於 2011-3-25 20:00:05 |只看該作者 |倒序瀏覽
本帖最後由 Teddy 於 2011-3-26 13:11 編輯

剛剛發現這個網站sc2mapster,看見一篇關於地圖設計與創作的蓋論的文章
看完以後,覺得內容所說的不僅僅是地圖繪製,同時可以用於一整個遊戲的創作
在此分享給大家,同時用我的破爛英語逐步翻譯中~~敬請不要期待~!

原文網址:

Compendium On Map Creation And Design
地圖創造與設計概論

1.What is design?
1.何謂設計?

2.Steps to map creation
2.步向地圖創造

3.Recipe for good design
3.好設計的訣竅

4.Solo or team development?
4.單人或團隊設計?

5.Additonal resources
5.額外的資源

6.Final words
6.結語

Intro

序言


The aforementioned document was written and is based on my own personal understanding and experience. Do not see it as law but rather a guide. I hope it helps any aspiring map-maker in someway.
本文乃是依據個人的感覺與經驗所寫,所以不需要看作是規則,反而希望各位能把它當作是指南,同時希望能提供所有設計者任何的協助。

You are welcome to add your own advice, experiences, resources, tips, or anything related to the matter.
也歡迎加入任何個人的建議、經驗、小訣竅,或任何相關的意見。

This thread is meant to be a focal resource for people wanting to add general advice, encouragement and knowledge erratum when it comes to creating maps
本討論串的在於集中
資源,讓人在準備創製地圖的時候,加入一般意見,鼓勵,與知識勘誤。


1|| What is Design?

1|| 何謂設計?


In regard to gaming. "Design" is a process. A method of trial and error to settle on a working forumla. It requires a good insight into what would make a fun game for the intended audience.
Note, making a game fun for yourself or your game giving you the impression that it is fun, does not equate to it being fun for other people.
當與遊戲有關的時候,"設計"是一個程序,一個試驗與解決錯誤的工作方程式。它需要好的觀察力,來洞悉怎樣好玩的遊戲能夠吸引玩家。
要注意的是,為自己做出一個好玩的遊戲,或自己做的遊戲自己覺得很好玩,並不等於其他人也會覺得好玩。

As a designer, It is imperative to be critical of your own work. Doing so will lead to several iterations/revisions unto your final product. At the end it will be as good as can possibly be.
身為一個設計者,
當務之急是要批評自己的成果。這麼做的話會導致多次重複/修訂你們最終的產品,而最終成品將會儘可能的完善。


2|| Steps to map creation

2|| 步向地圖創造


-Idea
-構想

-Research
-研究

-Implementation
-履行

[Sub section: Idea]
[想法]

Everything begins with an "idea". So too does a map. There are basically two ideas when it comes to design, that being "new" and "old". You can decide weather you want to work on a past idea done in other games, and maybe refine/improve it or come up with a completely new idea and take it from there. The choice is yours.
所有的事物都始於一個"構想/概念",創製地圖也是如此。在設計的時候,基本上有2種方法-"創新"或是"襲舊"。你可以利用其他遊戲有的東西,或將它改進/精製,或者使用一個全新的東西,然後開始
創造。決定權在你

You then need to get a good understanding and clear picture of where it fits in. For example, In which category would you classify your idea?
然後你需要清楚的了解這個構想然後將它在腦中具現化,同時將它定位。舉例來說,你要如何將你的"構想"分類?

1V World(Solo, Campaign type, etc)
1v1
2v2
3v3
4v4
FFA (I.E A vs B vs C, A vs B vs C vs D,etc)
FFA teams (I.E AB vs CD vs EF, ABC vs DEF, etc)
1vMany
2vMany
3vMany
4vMany


[Sub section: Research]
[研究]

Research is the next big step. Failing to follow this through or ignoring it can be risky.
研究是接下來的一大步驟,無視或忽略它,將有很大的風險。

Essentially you need to research the following:
從本質上講,你需要研究以下內容:


-Is my idea viable?. Will it work given the technology and tools Im using?.
-我的構想可行嗎?再我使用的工具上能實現嗎?

This is to say that you should develop your map within the allocated boundries of the given system. An example would be many of the multiplayer FPS maps designed. At the time, map makers thought it would be a pretty cool idea and assumed it would be popular amongst players. However, It was later shown that input lag and frame rate drops on most FPS maps, made this genre near impossible to play or be enjoyed by most players.
意思是說,創作地圖的時候應該要在可用的系統需求之內來作。舉個例子,很多多人連線的FPS地圖設計,設計的時候設計者覺得一些想法很酷很棒應該會很受玩家歡迎,然而實際上卻造成lag,畫面延遲等等問題,導致該地圖幾乎不能被玩家所使用。

Given, Work arounds and optimizations are somewhat possible but a good majority of FPS maps turned out fail, and much hard work and time was lost. Thus knowing the limitations of what the system can or cannot do, or how far it can be pushed, is significant knowledge prior to developing a map.
當然,重製和優化是可行的,但許多好的FPS的地圖卻失敗了,而這些辛勤工作和時間也白白浪費了。因此知道系統的局限,系統什麼可以或不可以做,或者系統上限是多少,在製作地圖之前是重要的課題。


-How many people should I expect to play/like my map?
-我應該期待多少人玩/喜歡我的地圖?

If you are designing a map solely for your own use or that of close friends only. This section is of no consequence to you.
如果你設計的地圖僅用自己以及親朋好友身上,那麼這個課題跟你是完全無關的。

So, many people create maps, good or bad, big or small and then wonder "Wait..Why are so few people playing it?" or "My map used to be popular but now its slowly fading away.."
Why are certain maps played by fewer people and other maps seemingly enjoyed by scores more?.
This is something actually quite simple but often overseen. In terms of map design, Ive compiled a basic formula to
demonstrate this:
許多人製作地圖,好的壞的,大的小的,然後質疑"為什麼我的地圖這麼少人在玩?"或是"我的地圖以前很熱門,現在卻越來越少人玩了"
為什麼一些地圖只有少數人在玩,有些地圖玩家卻逐漸增加?
其實有一點相當簡單卻又常常被忽略。在提到地圖設計的時候,我匯集成了一個基本公式的來驗證這點:

X = (G + I) * P

Where X is Map popularity
X=地圖受歡迎的程度

G is Genre
G=型態
I is Ideas
I=構想
P is Polish
P=完善度

Its really as simple as that.
真的就這麼簡單。

1.So as you can see a maps popularity or fanbase is directly proportional to the genre. Meaning niche maps such as Rpg`s or Fps or others will usually always have a smaller audience than say a team game map or a tower defence map.
1.由此可知地圖的熱門程度,是直接與地圖的型態(類型)有關。意指Rpg或者Fps或者其他遊戲的地圖,往往受歡迎程度小於團體遊戲或城堡防禦類型的遊戲的地圖。

2.That said audience however will further fluctuate in size depending on the ideas presented in your map. Weather new/old or improved mechanics.The better or more fun those ideas are, a greater audience will play and enjoy it. Vice versa in that fewer people will enjoy it if its boring or too deep/complicated etc. In essence your ideas presented could end up making a good and popular rpg or a bad and less popular rpg.
2.玩家的數量將進一步隨著你的地圖構想產生變化,不管新舊或是改進過的地圖。更好或更有趣的構想將受更多的玩家喜愛及參與遊戲。反之如果地圖太無趣、太複雜或太困難等等,則玩家數量將會更少。你的構想在本質上的呈現,將可能導致一個好玩又受歡迎的rpg或者不好玩又不受歡迎的rpg。

3.Polish or presentation is a scaling factor in your maps popularity. If you are familiar with Dota(like it or hate it) , Its a good example of this ideology.
When it first started out it was very much similar to other AoS hero style maps. However, Its fanbase grew with each revision and improvement made. In such a process, a map will develop a "hardcore" early following of fans.
Suffice to say, Dota became what it is today because of the numerous improvements and tweaking over the years to its formula and mechanics, and the addition of more content. Its not easy but depending on the type of map you are doing, keeping at this will eventually make your map perfect.


[Sub section: Implementation]

This is most important. You need to work out a realistic time frame on when you WANT your map to be done. Otherwise you`ll be going into this blindly, and depending on the scale of your project and the circumstances of real life, You may have to abort development on your map. Thus wasting many precious spent hours.

So give yourself a time frame. Say "I expect my map to be completed in X days/weeks/months" and then work at it. Set aside some time during each day or on weekends, working on certain aspects of your map.

Its always best to work on the hardest aspects first. Leave polish for last. Get the main mechanics working first.
So lets say you are doing an Rpg game. First begin work on your inventory mechanics, Leveling system, Save/Load feature etc.
What you basically want to do first is to develop an "Alpha build" of your map. Which in essence is the core functions/mechanics and features working, minus the polish/pretty effects/etc.
http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha


Finally, when all the hard parts are done, proceed to work on terrain design and things like map layout, What type of quests there will be, dialogs etc.
You want your map to be presentable. First impressions can also be lasting impressions, So spend a good amount of time after development to polish it..


3|| Recipe for good map design
3|| 地圖製作的訣竅

I like to think that map-making is similar to baking. What you put in, is what you get out. Now, like baking, there are a few key ingredients that are essential to your map.

我喜歡把製作地圖當作就像是烤麵包。當你放進一個材料,就得出一個成果。而就就烤麵包一樣,有幾樣配方是在製作地圖時所不可或缺的。

-Simplicity
-單純化

-Atmosphere
-魅力

-Depth
-深度

Think of it like flour, water, baking powder. All important but you can get mixed results depending on the quantity of each.
想像它們就像是麵粉、水,酵母粉。通通都很重要,但你可以混入不同的量,而得到不同的結果。

The more simple or accessible a game is, the more fun it usually is. A greater amount of people will play and enjoy it.
越簡單或容易上手的遊戲,通常都有更多的樂趣。而會讓更多的人喜愛和參與。

Atmosphere contributes to the "experience". Making your game believable and giving it the right tone in terms of music, sounds and scenery(terrain design) is a great way of grabbing attention and providing an immersive experience.

Depth is tied to many things. Including but not limited to "replayability". Depending on your map type, Adding some depth or a learning curve can be a great thing. People like challenges or progressively getting better at something. Depth may also seperate the skilled from the unskilled. A way of archievement for the skilled player, and a goal to acquire for the unskilled.

4|| Solo or team development


In the days of Warcraft 2 and Starcraft 1 map editing, this would probably have never been a question on anyones mind. However, as technology develops,  Mod/editing tools follow suite and generally become more complicated

The Galaxy editor is a bit complicated and time consuming to say the very least. Making simple spells or abilites or units can take quite some time depending(assuming you know what to do).

Doing a big project which involves many custom units/abilities/spells or complex game mechanics, or multi-faceted gameplay, would take far too long to archieve if done solo.
It is for this reason that it may be best to consider joining a team or leading a team yourself.


If you plan on joining a team:

-Ensure the leader is a capable one and that communication will not be a barrier in anyway. Feel comfortable about it.
-Believe in the project and show enthusiasm. If its not to your liking or your gut tells you that it will fail, Best to leave early.
-Be a team player. If you plan on joining a team, make sure you will get your allocated work done as best you can and as soon as possible. Otherwise you will only build bad reputation on yourself.
-Remember, you will be working toward the greater group glory. You may not like some aspects of the project or you may think that some of your ideas would be better. You can convey those feelings to the leader but weather it is accepted or not should be of little concern to you. At some point you must learn to trust the leader`s judgement and believe that he is taking the project in the right direction. Being a good follower will one day make you an even better leader.


If you plan on leading a team:

-Do a project thats within your scope of knowledge and experience. Dont attempt something grand or too ambitious if you are inexperienced. Doing so will make you fail badly and humiliate you in front of your team, wasting everyone`s time in the process too.
-Divide sections of work to each member. Allocate tasks accordingly to each member`s strength and expertise.
-Take the position seriously. Being a leader in anything is important and serious. Its not a joke or position for laughs. Focus, be proffesional and lead by example.
-Lead effectively. Be open to ideas from team members. Encourage and praise any effort they make. Critisize bad work in a good constructive manner. Be patient and understanding with team members that may seem slacking, Sometimes "life happens" and delays/setbacks will occur. Credit them well in the end, for without them, your project would have been nothing.


A general outline of the pros and cons of teams

Pros-

1.More resources and able to complete larger scale projects

2.More solutions (Diversity)

3.Better ability to detect flaws

4.Greater understanding of what needs to be done

5.Sometimes members become good friends

Cons.

1. One member down, progress is halted.

2. Difference in interest

3. Too many opinions to consider and everybody promotes their own

4. Motivation is there but depends largely on the leader

5|| Additional resources


Some excellent reading material that could undoubtedly be of value to you.

Intro to Game Design and practice:
http://www.gamedev.net/reference/design/features/rouse1/

Depth and mechanics
http://www.gamasutra.com/view/feature/5901/evaluating_game_mechanics_for_depth.php?print=1


Basic Game theory in Mulitplayer level design:
http://www.brighthub.com/video-games/pc/articles/60255.aspx


Basic analysis on what makes games fun:
http://lsvp.wordpress.com/2008/01/07/what-makes-games-fun/


6|| Final Words


Last but certainly not least, Have fun!. Enjoy editing/creating your worlds and let your imagination run wild.
Whatever you decide to make, do it as best you can. As half-jobs or lackluster maps are really just a waste of time.


If at anytime you become bored with the project/map you are doing. Instead of abandoning it, attempt to rather change your direction in design. Change things, add different features, experiment with new ideas. Always keep your work fresh and alive.

Feedback is important. Get a few close friends or people you trust to critique your work prior to releasing it.

If you are new to map-making, You will probably fail at first, Several times perhaps. Its part of the process though, and dont be too hard on yourself. If you allow yourself the opportunity to learn and get better from it, you will no doubt create some amazing maps in the future.

Dont ever give up on something you want to do.

永遠不要放棄你想做的任何事情。


劍的重量就等於生命的重量~
劍掌握著生死~
出鞘之時,就要做好把生命托付給這把利刃的覺悟。
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