博文

目前显示的是 三月, 2025的博文

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.