博文

Final map testing and optimization (April 15, 2025)

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 Final map testing and optimization (April 15, 2025) After the initial construction, I conducted a round of scene deployment and gameplay simulation tests in Unity. After my own testing, I reported the following problems: 1. The angle of the stairs in the southeast corner is too small and easy to get stuck; 2. Some second-floor platforms are too high and have no guide jump points; 3. The high repetition of material textures affects immersion. In response to these problems, I expanded the corner platform at the structural level, added footholds and ladders to replace jumping and moving; at the art level, I added random decals and damaged materials to alleviate the sense of repetition. At present, the general prototype of the map is basically completed, and the visual unity of the scene art is first improved.

Map decoration and scene narrative construction (April 1, 2025)

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 Map decoration and scene narrative construction (April 1, 2025) In order to reflect the immersiveness of the medieval map, I chose to purchase two resource packages from the Unity Asset Store: "The Big Castle Kit" and "Dark Fantasy Gigantic Environment". These two resource packages provide a large number of medieval-style walls, towers, window decorations and scene decorations. I particularly emphasize the shaping of environmental narratives: setting broken stone bridges, burned buildings, collapsed bell towers and corridors covered with rubble tiles, etc., to imply the desolation and desolation in the dark medieval art background. These details enrich the player's visual experience and enhance the possibility of scene interaction, such as using broken walls as hidden entrances.

Map Guidance Design (Lighting Mechanism and Stealth System Design (March 18, 2025)

 Map Guidance Design (Lighting Mechanism and Stealth System Design (March 18, 2025) One of the tactical cores of the game "Dimension Hunter" is "information confrontation". The lighting system, as a carrier of concealment and exposure, is a key component in map design. In this map, I simulated and set several light switches that can be controlled by players. When the player triggers the mechanism or alarm, the lighting system will activate/close specific areas. For example, players can actively turn off the light source under the bridge to ambush, or turn on the candlelight in the tower to gain the lighting advantage in the corridor. At the same time, we added the "Shadow Lurking" ability to the stealth profession, so that moving in low-light areas will not be perceived by the enemy. The close combination of lighting and path design makes the map have a sense of day and night, visual confrontation, and encourages players to make dynamic tactical deployment...

Map design improvement (path node analysis) (March 4, 2025)

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 Map design improvement (path node analysis) (March 4, 2025) In this phase, I conducted the first simulation analysis of paths and tactical rhythms. By marking the active areas of the player's movement trajectory and analyzing similar games, I predicted that most players would concentrate on the central bridge and the large platform area on the south side, verifying the "high point visual area advantage" of this map. The slopes, stairs and corners in the map are frequently used as raid paths and ambush points. These points should be set up with cover and material feedback in the formal art production to enhance the action feedback of "lurking-attacking". The next step will be to optimize the guidance of the edge area based on this hot zone distribution, such as through light, sound or broken wall openings, to induce players to explore more abundant flanking strategies.

Map white box stage: Blender preliminary modeling (February 18, 2025)

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 Map white box stage: Blender preliminary modeling (February 18, 2025) I built the block structure of the map in Blender, and repeatedly tested the player's movement rhythm, field of view occlusion relationship and angle advantage by adjusting the module combination. Several factors were tested: 1) Whether the average distance from the birth point to the resource point is fair; 2) Whether the openness of the central firefighting area brings balanced firepower interaction; 3) Whether the height difference design is sufficient to form position suppression but not too uncounterable. We adopted the principle of "interlaced passages" to ensure that players always have multiple passages to choose from, avoid being forced to advance by a single route, and improve tactical richness and variability.

Game Design Map Concept (February 4, 2025)

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Game Design Map Concept (February 4, 2025) "Dimension Hunter" is a 2v2 tactical shooting game that integrates stealth mechanism, light control and resource competition, focusing on high-tension confrontation and team cooperation experience. In this project, I am responsible for designing a medieval castle-themed map, aiming to create a multi-level, multi-path, and tactical game-suitable combat environment. This map is set as an abandoned defensive castle with unique closure, structural complexity and historical remnants. In the stage of design, I referred to many ancient European cities and ruins, including round towers, Gothic church ruins, stone floors and moss-covered walls. In terms of structure, we established the three core principles of "asymmetric layout + multiple paths + control point confrontation". The map revolves around the central bridge and the upper and lower passages, emphasizing the tactical position value of different professions in vertical spac...