遊戲的設計理念:

我一開始是想設計一個可以像Minecraft一樣自訂Skin的遊戲,

甚至可以直接用那些已經設計好的Skin在這遊戲裡遊玩.

而這個功能也已經在Demo裡實現,

目前使用的Skin是用minecraft-skins上搜尋Zoro的Skin.

完成這項功能後我接著思考是要像Monster Hunter一樣製作一個單機動作遊戲,

還是要像Among Us做成團體競爭遊戲.

思考許久後決定先做單機動作類.

既然要做動作類當然要講求判定的精準,還有一些遊戲獨創的特色.

我自己覺得最有趣的就是可以做出"換手"這個動作.

為了要做出"精準的判定"和"攻擊的深淺會影響傷害"的效果.

玩家角色包含武器是由1843個"立方體"堆積而成的.

上面這個Demo裡可以看到三個不同顏色的角色分別持有不同的"碰撞體":

1.綠色的角色:像大部分簡單遊戲一樣,持有膠囊體碰撞體.

2.黃色的角色:將角色分成8個立方體碰撞體(頭,身體,手,腳,武器...等)一些需要精密判斷的遊戲,或許就是採用這種.

3.紅色的角色:是由1843個小立方體碰撞體堆積而成的,是我想採用的最理想且精準的判斷模式.

但也可能是立方體太多導致玩家角色接近紅色角色時會出現穿透BUG,

更重要的是立方體太多也嚴重影響到整體效能,

上面這個Demo在我的電腦上只有15-35FPS(15FPS是同時看到4個角色,如果轉動角色畫面上只出現玩家角色則會到35FPS).

可見目前這個遊戲專案是走不下去的.

雖然如此但也從這項專案中學習到很多,

下一個專案還是會再挑戰一次3D遊戲.

有任何留言跟建議都可以在下面留言,

那些都是我繼續製作遊戲的動力.



Game Design Concept: 

Initially, my idea was to design a game where players could customize their skins, similar to Minecraft. 

They would even be able to use pre-designed skins within the game. 

This feature has already been implemented in the demo, using a Zoro skin found on minecraft-skins.

After accomplishing this, I pondered whether to create a standalone action game like Monster Hunter or a multiplayer competitive game like Among Us. 

After much consideration, I decided to focus on developing a standalone action game.

Since it's an action game, precise hit detection and unique gameplay mechanics were paramount. 

The most interesting aspect, in my opinion, is the ability to perform a "switch hand" action. 

This allows for precise hit detection and the depth of attacks affecting the damage dealt. 

The player character, including the weapons, is composed of 1,843 stacked "cubes."

In the demo, you can see three characters of different colors, each with different collision bodies:

1.Green character: Uses a capsule-shaped collision body, similar to most simple games.

2.Yellow character: Divides the character into 8 cube-shaped collision bodies (head, body, hands, legs, weapons, etc.). This would be suitable for games requiring precise calculations.

3.Red character: Comprises 1,843 small cube-shaped collision bodies, representing the ideal and precise collision model I envisioned. However, having too many cubes may lead to collision bugs when the player character is close to the red character. Additionally, having numerous cubes significantly impacts overall performance. In the demo, my computer achieved only 15-35 FPS (15 FPS when all four characters are on the screen, and 35 FPS when the view is focused on the player character).

Given these limitations, it is clear that the current game project is not feasible.

Nonetheless, I have learned a great deal from this project, and my next project will once again challenge a 3D game. 

Feel free to leave any comments or suggestions below, as they are my motivation to continue game development.

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