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Building Star Guardian: Invasion
http://www.fbimages.net/image/img_1444464639_757.gif .. •¦[ اهلاً وسهلاً بكم اخواني الكرام زوار واعضاء ومشرفي ]¦• .. •¦[ ومراقبي واداريي منتدى سيلك رود فور عرب الكرام ]¦• .. •¦[ النهاردة هقدم لكم موضوع خاص وحصري لمنتدى Silkroad4arab ]¦• •¦[ الموضوع ]¦• https://e.top4top.net/p_612nz4ra1.gif http://nexus.leagueoflegends.com/wp-...cle_01-min.jpg With Rotating Game Modes, we’re always trying to explore new spaces within the gameplay of League. Sometimes, that means taking a very narrow slice and magnifying it (like the push and pull gameplay in Dark Star: Singularity). Other times, we focus on putting what you know into a different context. https://e.top4top.net/p_612nz4ra1.gif Doom Bots, and more recently “The Teemoing,” were some of our first experiments with PvE. We wanted to keep exploring this space, but also try different angles. While Doom Bots was still loosely based on Summoner’s Rift, with Star Guardian, we wanted to explore what it could mean to translate League’s basic gameplay mechanics into a more traditional “defeat the hordes of enemies” setting. https://e.top4top.net/p_612nz4ra1.gif Design – Noah “Riot Defaultchar” Selzer The Quest for Joy With this idea (defeating the hordes) as a core, we sat down and discussed everything we wanted to accomplish, any challenges we needed to overcome, and some of the nitty-gritty of actually building a mode; for example, experimenting with map layouts, building revive systems, crafting monsters, and every little detail that makes Invasion the mode it is. https://e.top4top.net/p_612nz4ra1.gif This was not a short list, so I want to focus here on two particular challenges that were most core to our final design: https://e.top4top.net/p_612nz4ra1.gif How can we best translate League’s champion kits to a PvE setting? How can we craft the most variance and replayability from the mode’s content? https://e.top4top.net/p_612nz4ra1.gif MOBA Kits in PvE The first thing we do when creating a mode is begin with a number of very quick prototypes to see which parts of them stick. This process is called “rapid iterative prototyping,” or “find the fun,” where the goal is to quickly search for moments of fun we can later refine and build upon. After going through a few variants, we ended up trying a prototype where you had to guide your champion across the map to an exit. Whenever you reached certain points, streams of voidlings would run at you, and sometimes there’d even be a Gromp or two. https://e.top4top.net/p_612nz4ra1.gif It was, of course, untuned—and non-damage champs in particular felt very underwhelming. The support kit of Janna or Lulu feels fine in the context of Summoner’s Rift, but there wasn’t anything for them to do here. DPS champs felt good, though, so there was enough in this prototype to give us confidence moving forward. https://e.top4top.net/p_612nz4ra1.gif We now had the seed of what would become Invasion. Kit Translation https://e.top4top.net/p_612nz4ra1.gif We knew we wanted to keep the feeling of rapidly tearing through enemies from our earlier prototype. We began testing with a gray square that streamed in Voidlings and VoidSpawn from the four corners (I’d include a picture, but it’s a gray square). We still had no solution for support champions, and additionally, we struggled to make non-AoE abilities feel useful. Ahri’s Charm, among many others, felt wildly underwhelming. https://e.top4top.net/p_612nz4ra1.gif Rather than crafting brand-new PvE mobs to entertain these problems, we used the existing enemy archetypes from League champions. This meant our focus was on crafting situations that would feel good to overcome with the MOBA kits each champ had, rather than try to shoehorn them into a more traditional PvE setting with dungeon mobs. This not only saved a lot of content dev time, but also gave us some advantages in learnability: When you see something brand-new, we need to teach you what it does, but when you see Vel’Koz, you have a rough idea of what he will probably do. We wanted to mix up a few rooms even more, so we created Cho’Gath, who is a very low threat by himself but sticks around for a long time. As a result, he plays as much more of a “Map Modifier,” meaning he changes the way you think longer-term without changing too much of your moment-to-moment. Crafting Variance https://e.top4top.net/p_612nz4ra1.gif PvE often gets its variance from just having lots and lots of content, but building content can be quite time consuming. So from the beginning, our goal was to get as many unique experiences as possible out of each monster without breaking players’ knowledge of how they worked. https://e.top4top.net/p_612nz4ra1.gif By this point, we knew we wanted a playthrough of the mode to be a series of different encounters. Our earliest attempts generally used every monster type and tried to generate variance via spawn pattern (for example, spawn all the enemies from the northeast corner or spawn all enemies from the west or east only). That…didn’t really work; we were getting some variance, but it was only slight, and overall the mode was feeling too flat with no real high or low points. https://e.top4top.net/p_612nz4ra1.gif Instead, we decided to focus encounters on specific enemies. As we went, we found the sweet spot was generally ~two: One that defined the room, and another to back them up and add flavor. https://e.top4top.net/p_612nz4ra1.gif Beyond composition, we also experimented with various objective layers for the rooms to act as differentiators. We experimented with some wilder ideas; one of our earlier prototypes involved filling a room with one-hit-kill bombs. However, we ended up settling on the three types you can see in the mode: the basic “just survive” experience, as well as “escape the hallway” and “trapped in a bubble.” We found these three played well with the enemy types we already created and were easy to learn while still achieving the different feel we were aiming for. The “Big One” sits on her perch atop the Valoran City Planetarium. https://e.top4top.net/p_612nz4ra1.gif Beyond that, we created unique rooms by having enemies employ their combat pattern in a different way. One of the clearest examples is what we like to call the “Bullet Hell Hallways”—by changing Vel’Koz to fire in a fixed pattern, rather than aiming, we were able to create multiple, clearly differentiated hallways, even though they both employed a high number of Vel’Koz…s. Vel’kozzes. Vel’Ki…? https://e.top4top.net/p_612nz4ra1.gif Using all of the above, we think we were able to create enough distinct experiences to make the mode feel unique across multiple playthroughs. That said, this is a hugely subjective topic, so we’d love to hear your thoughts or any ideas you might have for building it out more in the future! Art – David “Sharkcromancer” Harrington https://e.top4top.net/p_612nz4ra1.gif During the concept phase, we came up with a group of different ideas that would make for a cool setting for the Star Guardian PvE battle mode. Some of the initial ideas included a Star Guardian space palace, a rooftop city-style battleground, a set of ancient ruins, the inside of a school, and a planetary-themed park. From there, we gathered some references and did sketches and quick paintings to figure out which idea we wanted to go with. Invasion Map Concept Art and Mood Piece https://e.top4top.net/p_612nz4ra1.gif At this point, we talked to some of the other teams working on Star Guardian to see what kinds of stories they were telling. We bounced around ideas about different possible scenes the battles could take place in, and settled on keeping the setting grounded on Star Guardian Lux’s home planet. The team decided to deep-dive on a park in the middle of the city. Once the general story was figured out, we started to craft the visuals to reflect that vibe. https://e.top4top.net/p_612nz4ra1.gif One of our designers used to live in Japan and had some interesting ideas about incorporating traditional Japanese architecture in with the modern Tokyo-style city architecture. The result was a pretty interesting juxtaposition between the historical-looking lanterns and modern-day cityscapes. I spent some time integrating those ideas into the mood piece. The whole team got super excited about this direction, and that image even served as the temporary loading screen for most of development. Concept art illustrating the map’s layout and how the pieces fit together. https://e.top4top.net/p_612nz4ra1.gif I started work on a unified layout concept, which is where we ensure all of the art on the layout works together visually, is thematically cohesive, and illustrates visual harmony. We knew we wanted a mix of different zones the player could move through, but our short timeline meant they all had to be constructed from the same modular assets. (A modular asset is a type of art that can be repeated in a way that is interesting, like a building, bush, or tree.) The art style for the Star Guardian world was difficult to nail down at first, with its mix of real-life nods and stylized forms. In the end, we decided to keep the level of detail from League of Legends, while simplifying the major forms and silhouettes to the level of a classic anime style. Concept Art for the Lake Area https://e.top4top.net/p_612nz4ra1.gif Collaborating closely with game design involves moving and iterating fast. They often start with very rough 2D maps for early testing, but those quickly lose value as we move further into the project because of the rapid rate of change. “Grey-boxing” is a great way to rapidly collaborate with game designers without slowing them down. We can get a feel for the gameplay space without spending too much time refining details on 3D models we might not use. Map Layout Ideas From the Game Designers https://e.top4top.net/p_612nz4ra1.gif Jeremy “Redondo” Page spent a few days blocking out all of the geometry on the map, which let us begin playtesting on something more indicative of the final experience. For instance, we quickly realized the city would have to sit much lower than the playspace in order to show up nicely from League’s camera angle. Grey Box Models for the Map https://e.top4top.net/p_612nz4ra1.gif With the world coming into focus, we began refining the flavor props and POIs (points of interest) we’d need to give the world a unique feeling and make the environment more immersive. This includes bits like the playground pieces, fountains, and ground details. It’s a collaborative effort where we often alternate between updating things in-game then painting over the screenshots to quickly solve problems we spot, such as bad composition, harsh lines, and textures that don’t make any sense. Paintover Illustrating the Art Direction for the Upper Periphery Area Concept art for the various props to add life and detail to the world. https://e.top4top.net/p_612nz4ra1.gif Once the props that make up the world started to come together, we noticed the ground felt really empty. We decided to set up the same tech we used on Summoner’s Rift, where we can fully customize the whole gameplay area. This allows us to essentially create a custom painting for everyone to play on! Our 3D artist Ayhan “Ayhankin” Aydogan went to town dressing up the whole map and bringing all the details of the park to life. He added piles of blown leaves, lush grass, patches of dirt, subtle lighting effects, and more to really make the place feel alive. The Map’s Ground Texture https://e.top4top.net/p_612nz4ra1.gif The game mode isn’t just a map though—we needed some enemies! The designers found the monsters who had powers they wanted to borrow, and we were presented with the challenge of making them feel like one singular species of aliens. We unified their color palette and gave them a shared alien-green emissive glow to bring the looks of the creatures together. From there, we relied on some differences in hue, scale, silhouette, and movement to make sure the monsters didn’t become too hard to distinguish from one another. The result was a set of new “space aliens” that fit together visually without needing to make nine entirely new characters! https://e.top4top.net/p_612nz4ra1.gif Concept Art for Various “Space Aliens” That Make Up the Enemy Forces Working on Star Guardian was a super fun experience and makes us super amped about what we might create in the future. We hope you guys enjoy it! https://e.top4top.net/p_612nz4ra1.gif الترجمة بقا مع الدورية لعبة وسائط، ونحن نحاول دائما لاستكشاف مساحات جديدة داخل هذه اللعبة من الدوري. في بعض الأحيان، وهذا يعني أخذ شريحة ضيقة جدا وتكبيره (مثل دفع وسحب اللعب في الظلام ستار: التفرد). في أوقات أخرى، نركز على وضع ما تعرفه في سياق مختلف. https://e.top4top.net/p_612nz4ra1.gif بوت الموت، ومؤخرا "و تيموينغ"، كانت بعض من أول تجاربنا مع بف. أردنا أن نستكشف استكشاف هذه المساحة، ولكن أيضا محاولة زوايا مختلفة. في حين كان دوم بوتس لا تزال تستند بشكل فضفاض على الصدع سومونر، مع ستار الجارديان، أردنا لاستكشاف ما يمكن أن يعني لترجمة الميكانيكا اللعب الأساسية للجامعة إلى "هزيمة جحافل من الأعداء" أكثر تقليدية الإعداد. تصميم - نوح "ريوت ديفولتشار" سلزر https://e.top4top.net/p_612nz4ra1.gif السعي للفرح مع هذه الفكرة (هزيمة جحافل) باعتبارها جوهر، جلسنا وناقشنا كل ما أردنا تحقيقه، أي التحديات التي كنا بحاجة للتغلب عليها، وبعض من نيتي-غريت من فعلا بناء وضع. على سبيل المثال، تجريب تخطيطات الخريطة، وبناء نظم إحياء، وحوش صياغة، وكل التفاصيل الصغيرة التي تجعل الغزو الوضع هو عليه. https://e.top4top.net/p_612nz4ra1.gif لم تكن هذه قائمة قصيرة، لذا أريد أن أركز هنا على اثنين من التحديات الخاصة التي كانت أساسية في تصميمنا النهائي: كيف يمكننا ترجمة أفضل مجموعات بطل الدوري إلى إعداد بف؟ كيف يمكننا صياغة أكبر قدر من التباين و ريبلايابيليتي من محتوى الوضع؟ موبا أطقم في بف أول شيء نقوم به عند إنشاء وضع يبدأ مع عدد من النماذج السريعة جدا لمعرفة أي أجزاء منهم عصا. وتسمى هذه العملية "النماذج التكرارية السريعة"، أو "العثور على المتعة"، حيث الهدف هو البحث بسرعة عن لحظات من المرح يمكننا صقلها والبناء عليها لاحقا. بعد الذهاب من خلال عدد قليل من المتغيرات، انتهى بنا الأمر في محاولة النموذج الأولي حيث كان لديك لتوجيه بطل الخاص بك عبر الخريطة إلى الخروج. كلما وصلت إلى بعض النقاط، سوف تيارات من فوادلينغس تشغيل في لك، وأحيانا سيكون هناك حتى غرومب أو اثنين. https://e.top4top.net/p_612nz4ra1.gif كان بطبيعة الحال، غير مرغوب فيه، وغير الأبطال غير الضرر على وجه الخصوص شعرت الساحقة جدا. مجموعة الدعم من جنا أو لولو يشعر غرامة في سياق صدع المستدعي، ولكن لم يكن هناك أي شيء بالنسبة لهم القيام به هنا. أبطال دبس شعرت جيدة، على الرغم من ذلك كان هناك ما يكفي في هذا النموذج ليقدم لنا الثقة المضي قدما. https://e.top4top.net/p_612nz4ra1.gif كان لدينا الآن بذور ما سيصبح الغزو. ترجمة كيت كنا نعلم أننا نريد للحفاظ على الشعور تمزيق بسرعة من خلال الأعداء من النموذج الأولي لدينا. بدأنا الاختبار مع مربع رمادي التي تبث في فوادلينغس و فوادسبون من الزوايا الأربع (أود تضمين صورة، لكنه مربع رمادي). لم يكن لدينا أي حل لأبطال الدعم، وبالإضافة إلى ذلك، نحن ناضل من أجل جعل قدرات غير منظمة أصحاب العمل يشعرون بالفائدة. سحر أهري، من بين العديد من الآخرين، شعرت ببطء ساحقة. https://e.top4top.net/p_612nz4ra1.gif بدلا من صياغة العلامة التجارية الجديدة ب غوغاء للترفيه عن هذه المشاكل، استخدمنا النماذج العدو الموجودة من بطل الدوري. وهذا يعني تركيزنا على صياغة الحالات التي من شأنها أن تشعر جيدة للتغلب عليها مع مجموعات موبا كل بطل كان، بدلا من محاولة لربط لهم في إعداد بف أكثر تقليدية مع الغوغاء المحصنة. هذا ليس فقط حفظ الكثير من الوقت ديف المحتوى، ولكن أيضا أعطانا بعض المزايا في التعلم: عندما ترى شيئا جديدا تماما، ونحن بحاجة إلى يعلمك ما يفعله، ولكن عندما ترى Vel'Koz، لديك فكرة تقريبية لما سيفعله على الأرجح. https://e.top4top.net/p_612nz4ra1.gif أردنا خلط بعض الغرف أكثر من ذلك، لذلك أنشأنا Cho'Gath، الذي هو تهديد منخفض جدا من قبل نفسه ولكن العصي حولها لفترة طويلة. ونتيجة لذلك، وقال انه يلعب أكثر من ذلك بكثير من "خريطة المعدل"، وهذا يعني انه يغير الطريقة التي تعتقد على المدى الطويل دون تغيير الكثير من لحظة إلى لحظة. صياغة الفروق https://e.top4top.net/p_612nz4ra1.gif بف غالبا ما يحصل على التباين من مجرد وجود الكثير والكثير من المحتوى، ولكن بناء المحتوى يمكن أن يكون وقتا طويلا جدا. لذلك من البداية، كان هدفنا هو الحصول على أكبر عدد ممكن من التجارب الفريدة من كل وحش دون كسر معرفة اللاعبين بكيفية عملهم. https://e.top4top.net/p_612nz4ra1.gif وبحلول هذه النقطة، كنا نعلم أننا نريد بلايثرو من الوضع ليكون سلسلة من اللقاءات المختلفة. محاولاتنا الأولى تستخدم عادة كل نوع الوحش وحاولت توليد التباين عبر نمط تفرخ (على سبيل المثال، تفرخ جميع الأعداء من الزاوية الشمالية الشرقية أو تفرخ جميع الأعداء من الغرب أو الشرق فقط). هذا ... لم يعمل حقا؛ كنا الحصول على بعض التباين، لكنه كان طفيفا فقط، وعموما كان الوضع يشعر شقة جدا مع عدم وجود نقاط عالية أو منخفضة حقيقية. بدلا من ذلك، قررنا التركيز على لقاءات على أعداء محددة. كما ذهبنا، وجدنا بقعة حلوة عموما ~ اثنين: واحدة التي حددت الغرفة، وآخر لدعمها وإضافة نكهة. https://e.top4top.net/p_612nz4ra1.gif وبعيدا عن التكوين، قمنا أيضا بتجريب طبقات موضوعية مختلفة للغرف لتكون بمثابة مفاضلات. قمنا بتجربة بعض الأفكار الأكثر عمقا. واحدة من النماذج السابقة لدينا شملت ملء غرفة مع قنابل واحدة ضرب القتل. ومع ذلك، انتهى بنا المطاف تسوية على ثلاثة أنواع يمكنك أن ترى في الوضع: الأساسية "البقاء على قيد الحياة فقط" الخبرة، وكذلك "الهروب من المدخل" و "المحاصرين في فقاعة". https://e.top4top.net/p_612nz4ra1.gif شوية صور بقا http://nexus.leagueoflegends.com/wp-...cle_02-min.png http://nexus.leagueoflegends.com/wp-...cle_03-min.jpg http://nexus.leagueoflegends.com/wp-...cle_04-min.jpg 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