design-game-encounters
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ChineseDesign Game Encounters
设计游戏战斗场景
Design encounters as decisions, not actor counts.
将战斗场景设计视为决策问题,而非单纯的角色数量问题。
Compose
组合设计
Define objective, available space, enemy roles, spawn timing, hazards, player resources, exits, failure recovery, and reward. Add one pressure source at a time; require each archetype to create a distinct response.
定义任务目标、可用空间、敌人角色、刷新时机、危险障碍、玩家资源、出口、失败恢复机制以及奖励。每次添加一个压力源;要求每个敌人原型都能引发独特的玩家反应。
Keep it fair
保持公平性
Protect readable paths, telegraphs, camera sight lines, and recovery windows. Cap simultaneous committed attackers and avoid offscreen damage, unavoidable chains, or encounter resets that duplicate rewards.
确保清晰的行进路径、预警提示、相机视野范围和恢复窗口。限制同时发动攻击的敌人数量,避免屏幕外伤害、无法规避的连锁攻击或重复奖励的战斗场景重置。
Validate
验证测试
Create deterministic starts for low resources, each wave, boss phase, victory, and death/retry. Test desktop and mobile at the real camera distance, then adjust composition from observed decisions rather than raw completion time.
为低资源状态、每一波敌人、BOSS阶段、胜利和死亡/重试创建确定性的起始状态。在真实相机距离下测试桌面端和移动端,然后根据观察到的玩家决策而非单纯的完成时间来调整战斗场景组合。