ZX Review #5-6
04 ноября 1997 |
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Adventure Project - Design and razrabotaka Adventyurnyh and RPG games.
(C) Humeniuk NV, g.Sayanogorsk Adventyury and RPG Hello. I am your reader with 91. I especially like sections on adventyurnym and RPG games, as well as section "Forum". After I read the article "ADVENTURE GAMES", "ADVENTURE LESSONS", "ADVENTURE PROJECT "," SHERLOCK ", published in 1994, I became interested in studying adventyurnyh games. As I remember, my friends perepotroshili hundreds of games from the collection in search of at least one adventyury. We were lucky, and we something found. Since then passed years. My brother and I spent a lot of time studying the work adventyurnyh games, analysis, search for their decisions. We managed to write, for experimental purposes, several adventyurnyh game programs, however, not at the Spectrum, and the Vector-Regional Exhibition Center ". The fact that we started, like most, with BASIC, and in the simple experiments proved that the BASIC "Vector" is more convenient for writing such programs. He more economical, easier, and it easier to handle and analyze the arrays and string variables, as well as he wins graphic and music capabilities. Now, looking at the path, I would like to discuss some points in creating adventyurnyh and RPG - programs to express their point view and give some advice those who make their first steps in this direction. 1. The plot, traps, puzzles, obstacles It's no secret that that adventyurnye games in its Most are quite interesting and intricate plot, which may be based on what whatever. This and legends and myths tale, perhaps even real life situations. Hero of the game can be placed in whatever world: real or fantastic, kind or treacherous and hostile. Before the hero with the ultimate goal, to achieve that perhaps only overcome a number of obstacles that may be expressed in riddles, secret traps, entanglement of the playing field etc. All this, of course, well but there is one important point about which we should not forget. We should not forget that that the game must first fun, to attract, and often goes quite another. User sits at the game and get stuck in the first two locations. Why? Apparently, it is partly in the number of these very obstacles set before the protagonist of the game. And not always logically sound. I want to note that in most games adventyurnyh obstacles is a type of quest. The program is so full of obstacles that can not step to step how to clog, and this, in my opinion, may deter many from maybe an interesting game. You can spend a lot of nerves and time trying to get out of several locations, and the reason can be covered in detail: You do not guess smell a flower, from which was supposed to drop the key to open the door. Not everyone people will look for key beautiful colors. Such twists in the game I think logically unreasonable that go beyond framework of logical thinking and calculated by a nonstandard approach. Well, if the program intelligent and gave a hint in time or a hint, but if not? I believe that the writers in the early stages of development of the plot and the playing field should think about how to find a middle ground number of obstacles in the quest to make it not too many, and their address and combat have brought satisfaction and interest, rather than a headache. Fascination and interest in the game lies not in the number of obstacles, as well as their development. If your game able to get just one person, and not the whole country, it does not mean that your program is simple and uninteresting. 2. Movement of the protagonist and other characters Very often the hero adventyurnyh games, getting into gaming space immediately feels restraint on all sides. You can afford to take a walk a dozen locations, and this is something for volume of the playing field in the hundreds, thousands of locations. You know the situation: stuck in the north - door to the south - the gulf; oh yes! to the east you can still have a couple of locations. Do not have time to start playing, and so the door does not open, across the river - think how to swim. Well think, is in real life, you interfere with something to bypass? Why go bypass is impossible, the program is, of course, does not report. And what a deal play after all this up the remaining thousands of unclimbed locations, if he can not overpower a dozen. The same applies to other characters that are marking time in several locations around you, scurrying around, saying something, and sometimes just suddenly somewhere to go. Of course, this does not apply to all programs, but all the same case is fairly typical. I will cite the case of life. When we designed one of his first adventyur, I immediately drew attention to this fact; a little thought, I decided this discrepancies so. Why did the protagonist hamper such rigid framework to limit as much his freedom? Let him be first opportunity to walk, look around, and the characters can move around the playing field, where only able to reach. Of course, this does not mean that the program lacked the closed paths and locations, but Freedom was still quite palpable. When the game was programmed, we are in the process debug realized how dynamic and fun it turned out. Characters briskly ran through the four-story castle, opened the door, thereby opening the way for the movement, collect items, exchanged them among themselves, came to the main hero, tried to speak to him, teleported to other locations, etc. While playing the field was just a child, just about 70 locations, however, the main character an opportunity to wander through the castle, look around where you do not hurry, think, or just drive on for someone to attack or pick up a subject that he has someone claimed right out from under the nose. Program adopted lively character that gave her a good playability. This was especially valuable for program in BASIC. During the design of maps, we tried to take into account such factor as the distance, ie, if, say, the corridor was long, then he has held several locations in length, that is, in my opinion, gives adventyure more realistic. In adventyurnyh programs I often encountered a situation where one location, for example, is marked as a house, the other - the river, the third - a mountain, etc. Here, of course, plays its role scope RAM, programmers do not install intermediate locations, so there is a somewhat distorted picture of the distance between key locations. I do tried to avoid. Who has desire, you can try. Key locations will become less but the game will be more close to real life. 3. Little about the characters I am a big supporter of programs in which the characters are complete, ie they lead an independent life, self-focused move, understood by most words from the dictionary program, well improvise some action hero, able to support the dialogue, are quite specific role and task. However, sometimes dominant desire to make as much as possible characters in their game, well what they will receive - it of secondary importance. How do I I think it is not entirely correct. In my opinion, far more interesting to interact and communicate with high-grade characters who live and obey the same rules and laws on whom you are acting. If, For example, you can not pass through the wall and use the door, then the character should be able to use it. Well, if it is closed, it should be able to figure out what need to find the key, etc. Paying due attention to the characters, you ensure yourself a more than might appear at first look. The protagonist is not Equally interesting to communicate and interact with established characters, than to run home the task of the game. It appears opportunity to wander with them, trace their path, observe their actions, to examine their nature and much more. Not bad the characters provide even would be simply the ability to improvise with respect to the actions of the protagonist. It is obvious that it is impossible to foresee all its actions. Character may still be misunderstood something, say, in an address to his cue. In such a situation character does not necessarily suggest that it is something not well understood, the answers like: "I will did not understand, "that you were told?", "I do not understand your words." It is better to use "I'm tired of listening to you," you bored me, "Excuse me, but I'm in a hurry", etc. Similarly, she program is very easy can respond to incorrect input commands. 4. How to diversify adventyurnuyu game Can I lay adventyuru elements that would made it a little more interesting a little more diverse than all others are available adventyurnye program? I hope that something in this direction do still possible. Although the idea that I want to offer below, yet hardly realized in their programs, but the experiment is worth. I do not sure that this idea is new, perhaps someone has already tried to development in this direction, I do not know. The essence of the idea is now in nothing. What if adventyure implement a mechanism to generate new characters with all the attributes, names, challenges, opportunities, etc. After all, generates the same ELITE thousands of planets and their names, characteristics and prices of goods. Characters will to die and be born. All in life. The game can turn out such that after a half-hour game even a programmer and writer does not be sure whether they This time, pass it through. Well, and if able to generate new items, traps and new locations to some allowable maximum, then at the end ends, you may have nederminirovannaya game. Not excluded that in return will have to sacrifice something, but it is worth it. 5. RPG elements in adventyure Many readers will probably drew attention to an interesting series of articles on the game genre RPG. What a pity that such programs there is little to Spectrum. Output is still there. Those who have read carefully article "ADVENTURE PROJECT", they know that adventyurnyh games, and RPG, keeps track of attributes: intelligence, strength, courage, pride, anger, agility, etc. Attributes allow you to determine the behavior of characters in one or other situations. A thought to establish in the very beginning of the game some tuning block, which would allow the user to choose your character name and attribute to your liking. More addition, a set of attributes can be greatly expanded. Introduce the opportunity to choose roles, race, abilities, skills, gender, and all the best which is well-proven D'D gaming and RPG. Now you need to create conditions for change in all these attributes in the best and worst part of the game. It should be possible to train protagonist. Attributes better just keep on the screen constantly, in the limited space, or print on-demand user, as list Attributes can be large enough to be constantly keep on the screen. The user has an incentive to improve his situation, he begins to realize that the more he open the doors, so it will be ability in this regard; than reading more books, will be the smarter, more will attacks, the more chances he has defeat a more powerful and strong enemy. Of course, the need to develop their microsystem rules by which you can perform all the calculations, balance and etc. Not only is keen on taking something from the RPG, we is still under adventyury. Maybe someone will want to go further, and he will introduce another choice of a professional class the hero game: warrior, priest, an attacker, the magician. Since character we have as long as one and the program looked more like a hybrid between adventyuroy and D'D, then by introducing three more characters to the existing one, you can get hybrid adventyura - RPG. It is also necessary to take care of the number of quest obstacles Located on the playing field - they should be considerably less. Ultimately, we may, and does not get RPG in the truest sense words, but very interesting adventyuru - that's for sure. 6. Designing RPG Not be ruled out that someone wants to try to make a clean RPG game. I want to suggest You try this option creation of RPG. In my opinion, he quite practical and will insure you in advance of possible Error in creating its system rules. Yet the system of rules not established and run-in, you can try to start making game desktop applications. Thus, you produce cardboard playing field, share it on location, sign them, to lay out gambling chips, in general, doing all that will count necessary. Start simple. Not worry, the computer is idle is not necessary. There You put all the tables, data, formulas, attributes, etc. And program should be provided with A convenient editor for the rapid changes and amendments to the data, formulas, calculations, etc. Moving the pieces and distractions to a computer for calculations, for a while, I think, you can create a small system of rules for simple RPG and D'D games. Seeking like-minded people on the passage and the establishment adventyurnyh game with RPG elements and D'D, as at the Spectrum, and on the "Vector 06C. Our address: 662793, g.Sayanogorsk, 5-72-36, Humeniuk, NV ' Humeniuk AV *
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