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            天行健 君子當自強而不息

                 摘要: 驀然回首,我玩游戲竟然已經十幾年了!從八位機出現在家鄉的街頭巷尾,到今天奔IV電腦的廣泛普及,我也步入而立之年。以前不經世事時我往往沉迷于游戲的樂趣,然而直到最近我才真正思索游戲的意義。

              電子游戲也好、電腦游戲也罷,到現在方興未艾的網絡游戲,它無疑是作為一種娛樂的形式應現于世。它的功能是娛樂,是為人們帶來樂趣。這種樂趣源自于人們潛伏在內心深處的欲望、理想、憧憬的實現所帶來的滿足欲、成就感。比如排兵布將、沙場征伐,這源于我的領導欲,當在嚴肅的現實中無力實現時,便用一種易于實現的方式排遣,那么,這就是游戲生生不息的大眾心理基礎。她不同于現實游戲,現實中的游戲更多是博弈。  閱讀全文
            posted @ 2007-11-13 14:09 lovedday 閱讀(514) | 評論 (0)編輯 收藏
                 摘要: 殺戮的快感可否依舊感悟于心?登峰造極的游戲角色可否依然令人景仰萬分?曾幾何時,想找回游戲的本質,無奈之余,面對看似“逼真”的各式游戲,心涼?心酸?或許略帶傷感。游戲是什么?夜深人靜之時,心中默許的問自己,這就是娛樂嗎?這就是享受樂趣嗎?紅白機的經典已不再延續,在街機游戲廳爭搶機位的場面或許永久不會重演。游蕩在各種網絡游戲中許久,面對的是那枯燥的升級、打裝備、 PK,心累了、體乏了,大腦的神經每天都緊緊地繃著,不知道何時繃緊的弓弦會射出最后一只斷箭。想在游戲中重溫兒時的樂趣,那是一份殷切的渴望,也是一份不斷追求的奢望。  閱讀全文
            posted @ 2007-11-13 13:42 lovedday 閱讀(544) | 評論 (0)編輯 收藏
                 摘要: 復雜的游戲,重點在于游戲系統的復雜程度以及游戲系統的多樣化。雖然說法有所區別,但是在實際效果上并沒有差太多,同樣都是讓玩家無法很快的掌握整個游戲。大多數的策略游戲,以及一些比較注重戰斗的RPG都能夠被歸為這種復雜游戲。策略游戲中最出名的,無疑是光榮公司的“三國志”系列游戲。要想在這個以中國三國時代為背景的游戲中取勝,玩家們不但需要了解游戲中武將的屬性數值對戰斗造成的影響,準確的知道兵種之間相生相克的效果,還要在內政時合理的安排所有的事務,并且要在戰場上熟練而準確的使用各種武將技和正確的利用地形優勢,甚至還要對風向和天氣有所了解。另外,在7代之后的“三國志”游戲中還包含有少許養成成分,可以培養自己的武將的各項能力讓其成為傲視三國的超級猛將。一些并不喜好復雜游戲的玩家恐怕在聽完上面的那段敘述就開始有點頭暈腦漲,但是真正懂得復雜游戲樂趣的玩家聽到這些會感到熱血沸騰。  閱讀全文
            posted @ 2007-11-13 13:22 lovedday 閱讀(572) | 評論 (1)編輯 收藏
                 摘要: Rotational control allows the player to rotate the character using the left and right
            arrow keys and forward and backward using the up and down arrow keys.

            Rotational control is better than directional control is some aspects, because the
            movement calculations are more basic. Characters need to store a directional value
            now, however, that represents the direction they are facing (with 0.0 pointing along
            the positive Z-axis, 1.57 pointing along the positive X-axis, 3.14 p  閱讀全文
            posted @ 2007-11-11 23:46 lovedday 閱讀(176) | 評論 (0)編輯 收藏
                 摘要: Your player is the most important character in the game, so you need complete control
            of him. Typical games utilize a simple directional control scheme, similar to the
            scheme you read about in the section “Player Navigation.”  閱讀全文
            posted @ 2007-11-11 22:37 lovedday 閱讀(178) | 評論 (0)編輯 收藏
                 摘要: Up to this point, only the functionality of a character has been discussed. The reality is that functionality is the only part that really matters, but game players will want some sort of visual representation of their digital alter ego. With the power of a 3-D modeler and the Graphics Core, you’ll have no problem tackling the graphics portion of your characters.  閱讀全文
            posted @ 2007-11-11 22:08 lovedday 閱讀(177) | 評論 (0)編輯 收藏
                 摘要: You contend with NPCs much as you contend with PC controls, except that the
            game engine handles all aspects of an NPC’s controls. This difference creates some
            tough design and programming situations, and you must develop an artificial intelligence
            system that can mimic believable behavior.  閱讀全文
            posted @ 2007-11-11 21:43 lovedday 閱讀(171) | 評論 (0)編輯 收藏
                 摘要: The world revolves around your PC, so most of your game development will go into
            controlling him. PCs have the most actions and options available to them. Other
            than those character actions previously mentioned, PCs have the option of managing
            their game resources, which includes items and magic spells. In addition, character
            building is used to build up the strength of the character.  閱讀全文
            posted @ 2007-11-11 19:34 lovedday 閱讀(146) | 評論 (0)編輯 收藏
                 摘要: Characters come in all shapes and sizes—big ones, little ones, even short and furry
            ones. The fact is that some characters have different attributes that make them special.

            For every different type of character in your game, there is a matching character
            class. You can think of character classes as being a way to differentiate the different
            species of characters in your game. Going even further, classes can determine a
            specific type of character in a species.  閱讀全文
            posted @ 2007-11-11 18:18 lovedday 閱讀(170) | 評論 (0)編輯 收藏
                 摘要: Character’s attributes are much like abilities, except that attributes define a different
            aspect of a character. Your physical health is an attribute, for example; it varies
            depending on how much injury a character sustains. These injuries can be healed
            and, as such, the health of the character is increased.  閱讀全文
            posted @ 2007-11-11 16:58 lovedday 閱讀(202) | 評論 (0)編輯 收藏
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