• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當(dāng)自強(qiáng)而不息

            Controlling Players and Characters(1)


            A gaming world is nothing without players and monsters running around.
            Nevertheless, creating them can be a little daunting at first. But don’t worry.
            In this chapter, you can find the basic information you need to create characters
            and give them a life of their own in your game—all in an easy-to-follow format.
            In this chapter, you learn how to do the following:


            ■ Define characters
            ■ Control characters in play
            ■ Use spells with characters
            ■ Deal with interaction between the player character and NPCs

             

            Players, Characters, and Monsters, Oh My!

            Prior to this chapter, the game components are pretty standard. Those components—
            graphics engines, object handling, and using scripts—are easy to handle.


            Now you come to what can seem like an impasse because fashioning characters can
            be difficult or easy depending on your game’s needs. You must handle the player
            characters (from now on referred to as PCs) that are under the control of the
            player, the non-player characters (from now on called NPCs) that are running
            around populating the world and carrying on with their own lives, and the monster
            characters (from now on called MCs) that want nothing more than to strike you down.
            In this section, I introduce you to the various topics that help you design and define your game's
            characters, ranging from a character's controls, abilities, and features.

            NOTE
            A player character is your player’s alter ego. Non-player characters are the characters
            for whom your player has no direct control. NPCs are often townsfolk, shopkeepers,
            bankers, healers, and monsters.Yes, even monsters are NPCs, I like to make a clear distinction between an NPC and an MC. NPCs do not attack players, whereas MCs do attack.

            Talk about pressure! How do you handle every little aspect of these three types of characters? You might first break those aspects into the following categories and then determine how to proceed:

            ■ Definition. You determine everything that a character can accomplish in
            a game by using a set of rules. Those rules need to establish exactly what a
            character is capable of accomplishing. Character definition includes a character’s
            abilities (such as physical strength and agility) and a character’s
            graphical appearance (as defined by 3-D meshes, for example).


            ■ Navigation. Characters need to navigate through the world, whether on foot,
            by horse, or in an airship.


            ■ Conversation. PCs interact with other PCs and with NPCs by talking or via
            other communication channels. The course of your game can change with
            a single spoken word, or the story can be permanently laid out by means of
            canned responses from talking dummies.

            ■ Resource management. Resource management plays a large part in roleplaying
            games. You have a PC inventory that consists of armor, weapons,
            potions, keys, and whatever else the PCs can fit into their virtual pockets.
            Those items, of course, are used at some point in the game, and it’s the job of
            PCs to figure out each object’s use. Spells and magic also fall into this category.


            ■ Combat. Combat is a PC’s means of ridding the world of evildoers, who take
            the form of NPCs or other PCs, and of giving PCs a chance to gain experience
            and power. Remember that a major element of role-playing games is to
            take your big, bad characters and build them into even bigger, badder characters!


            ■ Character building. As I just mentioned, the purpose of typical role-playing
            games is to consistently increase your characters’ powers and experiences so
            that they are better prepared to take on the more challenging aspects of the
            game. As characters’ experiences increase, they gain knowledge of new skills,
            powers, spells, and abilities.


            ■ Character actions and appearance. Characters can do only so much in a
            game. They can walk around, attack, cast spells, use items, and what have
            you. Each action that a character can perform is matched by a graphical representation,
            such as a 3-D mesh displayed on the screen.


            posted on 2007-11-09 14:57 lovedday 閱讀(200) 評論(0)  編輯 收藏 引用

            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            91性高湖久久久久| AAA级久久久精品无码片| 久久狠狠一本精品综合网| 久久久WWW成人免费精品| 亚洲国产精品综合久久一线| 久久这里只有精品首页| 国产亚洲欧美精品久久久| 久久久久久久久久久免费精品| 性做久久久久久久久老女人| 久久亚洲精品国产精品| 久久综合九色综合久99| 精品精品国产自在久久高清| 人人狠狠综合久久亚洲| 久久久久久狠狠丁香| 亚洲综合伊人久久综合| 国内精品久久久久久久亚洲| 亚洲中文字幕无码久久2020| 久久精品国产99国产精品| 久久w5ww成w人免费| 伊人久久大香线蕉av一区| 国产日韩欧美久久| 国产一久久香蕉国产线看观看 | 一本色道久久综合| 久久午夜电影网| 久久亚洲精品成人av无码网站| 亚洲国产视频久久| 久久精品国产亚洲一区二区三区| 精品久久久久久无码中文字幕一区 | 一级女性全黄久久生活片免费 | 久久久久亚洲AV无码专区桃色 | 久久中文字幕无码专区| 精品乱码久久久久久夜夜嗨 | .精品久久久麻豆国产精品| 国产精品成人久久久| 精品国产青草久久久久福利| 久久精品免费观看| 色综合久久综精品| 国产精品无码久久四虎| 久久久久国色AV免费观看| 国产伊人久久| 国产欧美久久久精品影院|