非线性练习白盒NonlinearPracticeBlockOut
A downloadable game
文件为UE5工程文件
The file is a UE5 project file
关卡白盒练习,主题为遗迹,主要参考了现实中一些城堡与神秘海域和古墓丽影中的场景。关卡游玩目标是前往敲响四口不同的大钟,从而前往遗迹深处地底。
The level white box exercise, the theme is ruins, mainly referring to some real castles and scenes from Uncharted and Tomb Raider. The goal of the level is to ring four different bells to go deep underground in the ruins.
依然是纯手搓建筑,感觉自己在建筑上的搭建和之前相比有提升,并且对于关卡尺寸的把握上有明显提升。同时让关卡场景能够在每一个角度看上去都比较舒服。但是有些地方应该有的关卡细节没有完成(跨过峡谷的城墙的内部设计不够完善);对于地编的掌控程度上有较明显提升,相较于之前的地形来说都好看些许。
It is still purely hand-made construction. I feel that my building skills have improved compared to before, and my control of the level size has also improved significantly. At the same time, the level scene can look comfortable from every angle. However, some level details that should be there are not completed (the internal design of the wall across the canyon is not perfect); the control of the terrain has been significantly improved, and it looks a little better than before.
本次尝试了非线性的设计模式,玩家场景中的四个大钟没有固定的敲响顺序,在完成所有敲响行为之后才能够进行下一步。游戏中的引导是目标性的,在到达一口大钟后,保证自己视野内能够看到其他的至少一口钟,来作为在关卡中的目标点,让玩家制订自己的行进路线。
This time, I tried a non-linear design mode. There is no fixed order for ringing the four bells in the player's scene. The next step can only be taken after all the ringing actions are completed. The guidance in the game is goal-oriented. After reaching a bell, you must ensure that you can see at least one other bell in your field of vision as the target point in the level, allowing players to plan their own route.
给自己设置一个目标,在下一次的关卡白盒练习中,要多尝试设置不同的机关和文字/场景的引导
Set a goal for myself. In the next white box exercise, try to set up different mechanisms and text/scene guidance.
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