[{"data":1,"prerenderedAt":206},["ShallowReactive",2],{"\u002F2021-11-16-note-of-video-by-jonastyroller":3},{"id":4,"title":5,"body":6,"date":184,"description":12,"extension":185,"meta":186,"navigation":189,"path":201,"seo":202,"stem":203,"tags":204,"__hash__":205},"blogs\u002F_legacy\u002F2021\u002F2021-11-16-note-of-video-by-jonastyroller.md","JonasTyroller游戏设计视频笔记",{"type":7,"value":8,"toc":172},"minimark",[9,13,16,20,30,39,42,63,66,69,72,83,86,89,104,107,110,118,121,125,128,131,142,145,148,157,160,163,166,169],[10,11,12],"p",{},"最近看了JonasTyroller的几个视频，感觉挺有收获，在此作些笔记。",[10,14,15],{},"这里仅作个人笔记，强烈推荐看原视频，每个人的视点不同可能会出现理解偏差。",[17,18,19],"h2",{"id":19},"如何获得游戏创意",[10,21,22,23],{},"原视频： ",[24,25,29],"a",{"href":26,"rel":27},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=y2IAjXl5xRU",[28],"nofollow","GET GAME IDEAS - The Ultimate Guide!",[10,31,32,33,38],{},"另有一个关于设计的视频：",[24,34,37],{"href":35,"rel":36},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=x46VdUtvDDs",[28],"Get Good Design Ideas! But... Design Method!","，介绍的思路具有相似性",[10,40,41],{},"对于任何游戏创意，需要从以下四点去考虑是否合适：",[43,44,45,49,57,60],"ol",{},[46,47,48],"li",{},"它是否让你兴奋",[46,50,51,52,56],{},"它是否",[53,54,55],"strong",{},"对你","是可行的",[46,58,59],{},"它的目标玩家群体",[46,61,62],{},"它是否能然目标玩家兴奋",[10,64,65],{},"除了第一点之外，后面三点更多的是出于商业上的考量。",[10,67,68],{},"寻找游戏创意首先要从玩家所熟悉的游戏机制开始，要从头创造一个从未有过的游戏模式是很难的。现有的游戏机制已经为玩家所熟悉并获得了很多玩家的喜爱。",[10,70,71],{},"总结起来共有三个步骤：",[43,73,74,77,80],{},[46,75,76],{},"寻找现有的游戏机制",[46,78,79],{},"添加创新元素、核心机制",[46,81,82],{},"找出核心卖点，砍掉多余的部分",[10,84,85],{},"从第一步找到的机制中，尝试加入一些新的东西。设计新的挑战或者移除已有的机制，添加新的限定条件或者尝试打破常规。",[10,87,88],{},"可以通过分析现有的机制来找到新的想法：",[90,91,92,95,98,101],"ul",{},[46,93,94],{},"机制中玩家的障碍是什么",[46,96,97],{},"胜利条件\u002F失败条件",[46,99,100],{},"机制的核心是什么",[46,102,103],{},"玩家的决策和操作是如何进行的",[10,105,106],{},"至于砍掉多余的部分，就是要让游戏的总体设计向核心卖点靠拢。游戏最终的核心卖点一定要简单明快，要能形成一个简单的Pitch。",[17,108,109],{"id":109},"如何快速让游戏变得两倍有趣",[10,111,112,113],{},"原视频：",[24,114,117],{"href":115,"rel":116},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=plj09H-aLOk",[28],"How to make your game 2X as fun! - (In No Time.)",[10,119,120],{},"可能建议上不是很有什么新的内容，但是视频的例子举得很好。能够看到一个粗糙的游戏如何变得像一个游戏。",[122,123,124],"h3",{"id":124},"玩家决策设计",[10,126,127],{},"需要为玩家的决策空间设计最优解，但是不能太过于明晰",[10,129,130],{},"添加设计：",[90,132,133,136,139],{},[46,134,135],{},"使用重武器时移动速度下降，扔雷时不能移动",[46,137,138],{},"不射击时移动更快",[46,140,141],{},"场景中始终有两个得分点",[122,143,144],{"id":144},"主题颜色",[10,146,147],{},"对游戏内的物体，玩家、敌人、地形的颜色进行调整。",[10,149,150,151,156],{},"可以到网上找些现成的颜色方案，视频中的是[",[24,152,155],{"href":153,"rel":154},"https:\u002F\u002Fcoolors.co",[28],"这个","]。",[122,158,159],{"id":159},"调整节奏",[10,161,162],{},"尽可能让游戏的节奏变快。",[122,164,165],{"id":165},"特效",[10,167,168],{},"添加与环境和上下文关联的特效。",[10,170,171],{},"添加相机移动(CameraShake)效果。",{"title":173,"searchDepth":174,"depth":175,"links":176},"",2,3,[177,178],{"id":19,"depth":174,"text":19},{"id":109,"depth":174,"text":109,"children":179},[180,181,182,183],{"id":124,"depth":175,"text":124},{"id":144,"depth":175,"text":144},{"id":159,"depth":175,"text":159},{"id":165,"depth":175,"text":165},"2021-11-16","md",{"layout":187,"status":188,"published":189,"author":190,"author_login":191,"author_email":192,"author_url":193,"wordpress_id":194,"wordpress_url":195,"date_gmt":196,"excerpt":197},"post","publish",true,{"display_name":191,"login":191,"email":192,"url":193},"chaoshikari","chaoshikari@gmail.com","\u002F",3618,"\u002F?p=3618","2021-11-15 18:29:08 +0000",{"type":7,"value":198},[199],[10,200,12],{},"\u002F2021-11-16-note-of-video-by-jonastyroller",{"title":5,"description":12},"_legacy\u002F2021\u002F2021-11-16-note-of-video-by-jonastyroller",[],"XidshZQU1BSEv9APN3A_k3b1btlrsPey40Ujo_vQMrI",1788763177148]