XNA角色扮演游戏大战(入门套件) [英] XNA Role Playing Game Battles (nhot starter kit)

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问题描述

大家好!

首先,我发现了正负值问题.触及率不支持负值,但我使用了可解决此问题的精美图形卡.

现在,我正在XNA中扮演角色扮演游戏,而我几乎完成了工作(获得了世界,故事情节,奖金等).但是我正在战斗,我想知道:

在进行RPG战斗时,战斗应由玩家自动进行还是由玩家控制.我都看过这两个,但是您认为哪一个更适合RPG?

谢谢,
ge-force.

P.S.我可能很快会发表有关RPG的文章. :-)

Hi everyone!

First off, I found out the positive negative values problem. Reach did not support the negative values, but I git a sweet graphics card that fixed that.

Now, I am making an role playing game in XNA, and I am almost finished (got the world, storyline, bonuses, etc working). But I am working on battles, and I am wondering:

When doing RPG battles, should the battles be automated or controlled by the player. I''ve seen both done, but which one do you think more fits an RPG?

Thanks,
ge-force.

P.S. I might do an article about the RPG soon. :-)

推荐答案

这是有关首选项的问题.对于我来说,玩家应该处理策略,而计算机应该处理系统.博德之门是一个很好的起点. 《 M& M英雄》显然完全不同,但确实相似.您可以添加更好的图形和更多的动作感,但是想法保持不变.在诸如Skyrim或Gothic之类的自称为RPG的现代游戏中,战斗实际上是在点击比赛+统计数据比较+保健瓶库存-这不是走的路.坦白说,我宁愿完全取消战斗,但随后我提到的游戏将几乎没有提供.如果您的游戏即使没有战斗也值得一玩,那么您可以使用任何想要的系统.您已经与所有其他游戏设计师背道而驰,将重点从战斗中移开了.但这很难,需要大量的创造力.

因此,就像我说的那样-让玩家有机会选择自己想要的策略,而不用担心引擎盖下的系统.啊-没什么提示,例如说对于对手X,您需要使用战术Y".它破坏了所有的乐趣.如您所料,自从我喜欢这个主题以来,我已经准备好使用它们. ;)

祝你好运:)
It is a question about a preference. As for me, the player should handle a strategy and the computer should handle a system. The Baldur''s Gate is a good starting point. Apparently completely different, but indeed similar, was Heroes of M&M. You can add a better graphics and more action sense, but the idea stays the same. In some modern games which call themselves RPG, like Skyrim or Gothic, the battles are actually clicking contests + stats comparison + health bottle stock -- this is not a way to go. Frankly, I would prefer to remove battles at all, but then the games I mentioned would have very little to offer. If your game is worth playing even without battles, then you can use any system you want to. You have go opposite to all of the other game designers and move the focus away from battles. But this is hard and needs a lot of creativity.

So, as I said -- give a player a chance to choose a strategy he wants to and not to care about the system under the hood. Ah -- no hints, like saying "for opponent X you need to use startegy Y". It spoils all the fun. As you can presume, I had those though ready to use since I like the topic. ;)

Good luck :)


谢谢.

是的,我决定坚持良好的"ol战斗"风格,并让用户控制他的播放器(这是口香糖).

但是我还有一个问题:

是什么让战斗变得有趣?我以前看过几场RPG战斗,而且其中大多数都很无聊.真正使战斗变得有趣的是什么?这是一场战斗,是一场混乱的混战,还是您需要详细计划攻击的地方?

谢谢(对于额外的问题,我们深表歉意.)

ge-force.
Thanks.

Yes, I decided to stick with the good ''ol battle style, and have the user control his player (which is a stick of gum).

But I have another question:

What makes a battle fun? I''ve seen a few RPG battles before, and most of them were downright boring. What actually makes a battle fun? Is it a battle were it is a confused melee, or where you get to in detail plan attacks?

Thanks (and sorry for the extra question).

ge-force.


如果您查看流行的内容,它将获得强大的设备来测试强大的对手和手工艺.

如果您不想进行以动作为导向的点击竞赛,建议您与您的游戏同伴.
看一下《星际海洋》系列,您可以与AI控制的同伴进行实时战斗.(您的角色不是AI).
随着故事的发展,您可以调整他们的AI并使其适应战斗风格.
最终幻想12,龙腾世纪也是具有良好战斗系统的游戏.
如果您问我,我认为最有趣的战斗是您可以建立防御和进攻的地方.
只有令人讨厌的点击很无聊.
If you look at what´s popular, it is getting strong equipment to test on strong opponents and crafting.

If you don´t want an action oriented clicking contest I suggest you have companions your game.
Take a look at Star Ocean series, there you have realtime battles with companions controlled by AI.(Your character is not AI).
As the story moves on you can level their AI and make them fit their fighting style.
Final fantasy 12,Dragon age are also games with good battle system.
If you ask me I think the most fun battles are where you can set up a defense as well as offense.
Only offensive clicking is boring.


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