美服《H1Z1》武器包讲解 从选择到实际游戏的模型的持续的设计过程

2014-09-30 1496

H1Z1网站一个新的开发博客,高级游戏设计师Jimmy Whisenhunt讨论各种武器如何'晋级'被包含在游戏中。之后,Whisenhunt叙述从选择到实际游戏的模型的持续的设计过程。

我们已经提到我们想要避免调整和创造一些东西,只是因为他们“这是在现实生活中的样子”,这意味着我要采取切合实际的弹道和武器反冲力的感觉,并使其感到满意和乐趣。通常,在现实生活中弹丸的严重性不适合我们寻求预期的游戏体验。毕竟,武器手感和功能适合我们的世界设计以及僵尸和玩家战斗。

我想象的H1Z1的反冲力和射击力学已初步证明是成功的,到目前为止,但仍需要工程的调整和支持。纵观早期进入的玩家会看到系统变化,而不是删除功能。在我们的游戏中发令枪以不同的方式反冲,但不会返回到自己的休息点。这意味着,如果你的目标是一个点和火灾,必须在每个镜头之间的再次调整。专业玩家比价器为外服游戏担保比价和担保交易。

原文

In a new developer blog on the H1Z1 site, Senior Game Designer Jimmy Whisenhunt discusses how various weapons 'made the cut' to be included in the game. After, Whisenhunt writes about the continuing design process from selection through the actual in-game model.

We’ve mentioned in the past that we want to avoid tuning and creating things simply because they ‘that’s the way it is in real life,’ which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn’t fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat.

The recoil and shooting mechanics I envisioned for H1Z1 initially has proved successful so far, but still needs tuning and support from engineering. Throughout early access players will see the systems change through additions, rather than removing functionality. Guns in our game will recoil in different ways but do not return to their resting position. This means that if you aim at a point and fire, you must readjust between each shot to fire again.

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