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[官网消息] 任务与魔方世界

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发表于 2019-9-20 19:14:00 | 显示全部楼层 |阅读模式

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原文地址:https://picroma.com/blog/post/14
标题:Quests & Cube World
原文:
Quests are an important part of an RPG. Quests guide the player to various places, tell stories and give a reason to do all the monster and item hunting. So we decided to add quests to Cube World as well.

There were some challenges due to Cube World's procedural generation: The world is generated on-the-fly in a small region around the player while he's exploring it, but we wanted to be able to define quests more globally. E.g. there should be quests that send you from one end of a land to the other. So I developed a system which allows me to create quests in areas that haven't been generated yet. Complicated, isn't it? ;) Also NPCs, monsters and items need to be generated before the actual landscape, so they can be logically linked to quests.

We first started with an MMO-style quest system with quest-givers and many icons on the map, indicating quest locations, NPCs and so on. While it turned out to be a refreshing way to play Cube World, after a while we realized that it wasn't in line with the original Cube World feel: You felt forced to visit all those quest locations and to find quest-givers - there wasn't much reason to explore the world on your own.

So we made the system more exploration-based: we removed quest-givers and also removed all markers from the world map. Quests are just there and players can find them by exploring. E.g. you might find an old crypt and when you enter it, there is a skeleton boss that you have to defeat. Maybe the boss will drop a key or a treasure which is needed for another quest.

We added a quest journal with quest objectives and previews of creatures and items. The journal is updated automatically by fighting, finding items or talking to NPCs. Some NPCs give hints about quests that haven't been discovered yet.

By removing all quest markers from the map, players are forced to study the world around them more actively rather than following an icon on the map. It makes finding the quest target part of the quest itself and leads to a much more immersive gameplay.

Being an RPG, we want to make the quest system deep and inscrutable, so we're currently adding more quest variations, items and locations. Here are some screenshots:

翻译:
  任务是一个RPG游戏的一个重要组成部分。任务引导玩家去不同的地方:讲述故事、并给出一个原由去寻找怪物和物品。所以我们决定将任务添加到Cube World中。

  Cube World的世界生成过程上有一些挑战:当玩家在探索时,世界是在一个小区块内动态生成的,但是我们希望能够在更大范围内定义任务。比如,应该有这种任务,把你从大陆的这一端传送到另一端。所以我开发了一个系统,允许我在尚未生成的区域创建任务。很复杂,不是吗? :) 当然NPC、怪物和物品需要在地图生成前产生,这样他们就可以合理地链接到任务中。

  我们首先从一个MMO风格的任务系统开始,这个系统有任务发布者和地图上的许多图标,指示任务位置、NPC等等。虽然这被证明是使得魔方世界的游玩过程变得令人耳目一新的方式,但过了一会儿,我们意识到它与最初的魔方世界感觉不一致:你觉得自己被迫去所有那些任务地点寻找任务给予者——没有太多理由独自探索这个世界。

  所以我们让这个系统更加基于探索过程:我们移除了任务发布者,也移除了世界地图上的所有标记。任务就在那里,玩家可以通过探索找到它们。你可能会发现一个旧地窖,当你进入它时,你必须打败一个骷髅BOSS。也许BOSS会丢下另一个任务所需的钥匙或财宝。

  我们增加了一个任务日志,上面有任务目标以及生物和物品的预览。通过战斗、寻找物品或与NPC交谈,日志会自动更新。一些NPC给出了尚未被发现的任务的提示。

  通过从地图上移除所有任务标记,玩家不得不更积极地研究他们周围的世界,而不是跟随地图上的图标。这使得寻找任务目标成为任务本身的一部分,并带来更具沉浸感的游戏体验。

  作为一个角色扮演游戏,我们想让任务系统变得深刻和不可思议,所以我们目前正在添加更多的任务变体、物品和地点。以下是一些截图:

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