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[推荐] 宝石争霸 最新作 gemcraft: chapter 2 前瞻 有望2012第二季度发布

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发表于 2012-3-22 14:35 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 湛蓝微澜 于 2012-3-22 14:40 编辑

看到这几天又有人讨论flash塔防游戏,作为一个超级塔防迷,不想做太多评论,只有期待更好的作品出现。于是到gemcraft的官方网站看了看,将开发者关于gemcraft最新作chapter2 的一些基本设定复制过来跟大家分享一下:

chapter的第一个截图:


更新的内容大致如下:
1. 采用了全新的图像引擎,画面大小和分辨率进行了优化;而且将怪物的永久显示变成了动态显示,经过开发者的初步测试,即使有3000怪同时在场画面也比较流畅,相较前作有了很大的提高。lz认为这个提高是非常重要的,游戏后期如果画面一帧一帧的谁还想继续玩下去呢?
2. 增加了事件,在怪物进度条的旁边出现了新的事件进度条,事件包括宝石被削弱、怪物加强等等,总之增加了游戏的随机性。
3. 去掉了两种辐射塔,lz认为这个做法是比较好的,在labyrinth中辐射塔的造价随着数量增加会飙升,lz到了两百多级,完成了无尽模式都只能造10座,而且即使将20级的宝石祭献到后期对小怪也是挠痒痒。如此一来,作为特定关卡的福利还是比较好的。
4. 怪物的构成更加多样化,详见原文。
5. 宝石重新设计为九种,将mana 宝石由原来的lime色换成了现在的blue,增加了白色和黑色宝石,poison宝石有所加强,现在可以减少怪物回血速度。修改了各级宝石的形状和合成后的颜色。
6. 一键创造宝石,宝石栏的左边框可以看到一个级别设置的条,将级别设置好后直接按宝石的快捷键就会创造相应等级的宝石。lz认为这个设定有点弄巧成拙,相信到后期会快速创造不同等级的宝石,每次都跟换级别设置还不如原来的设置。
7. 增加了九倍速度。这个对于后期挑战无尽模式的1337关来说非常有用,对于前期有把握的局,快速过关也不错。
8. 取消了mana池的上限以及对应的技能。lz觉得这个更新太好了,是对后期的大大加强,要知道到了后期用来扩展mana池的花费甚至超过了创造宝石的花费,而且每次都只能提升一点上限,非常难受。现在可以更早地挑战无尽模式了。
9. 显示了当前关卡已经获取的经验值。

还有很多细节大家可以参考原文:

I plan to write a series of blogosts going through the new features of GC2 one by one in detais as the development advances next year, for now in a nutshell of what you can already see in this shot (please note, everything can change yet, many things (plants, path) will surely do, nothing’s final):
  • Screen size increased from 800×600 to 900×600
  • Stage size changed from 20×17 to 21×16 tiles, from 33×33 to 34×34 pixels
  • New options button
  • New monster system: monstes can have any mixture of a wide range of abilities, like increased speed, armor, healing self or others, spawning monsters, and many more
  • Battle events (currently running under the working name “sparks”): in the bar next to the wave stones, various events arrive as you slay the monsters (sparks trigger by kills, not time, so you can haste them with summoning). These events can give either bonuses (more mana, damage bonus, double summon), or can get you into trouble (monster beacons, weakened gems)
  • Revised gem system: there will be 9 gem types, including black and white (lime was the most problematic to distinguish from green and yellow, so it’s gone), mana gain is blue now, poison gems will also slow healing (yes, monsters will heal over time…)
  • Revised gem shapes and coloring of mixed type gems
  • 9x speed button (you’ll have pause and 1x speed for micromanagement, 3x speed for “normal” and the new 9x speed for real fast forward, time will flow as you want it)
  • Shrines will get back to their original special status, they won’t be buildable (at least not with the basic spell buttons)
  • One click gem creation – click on a gem type button and the gem is instanly created. You can set the gem grade any time (left side of inventory), gems will automatically created with the selected (or the highest affordable) grade. Gem grade availability marker (right side of inventory) will tell you what grade you can afford.
  • See how much xp you will earn in real time, plus track your battle performance xp bonuses by rolling over the xp field (the old flawed battle amulets system is gone, GC2 will reward you with more xp if you perfrom better (more summons, more mana gathered, longer kill chains), and not by forcing you to do repetitive tasks like building 10 towers)
  • No more mana pool cap – if you fill the mana bar, it will extend automatically and reward you with a higher mana replenish bonus, instead of punishing you by wasting your overflown mana and costy mana pool extensions
  • The empty space at right side of the header will give room to various spells, curse and bonus markers, and maybe even an undo button for the before-first-wave construction phase
And finally, I have some other good news:
Showing thousnads of monsters was a big problem in GCL and previous chapters, but I’ve made a solution and the first test results are promising. What I tried is, when monsters are very crowded, not all of them will be drawn on the screen, only 7 per tile. I was afraid it wuold be very disturbing with blinking monsters being switched on and off as they flow over the path, but it’s not that bad at all, and the game runs much smoother. On a core i7, the game was still playable with 3000 monsters running around. The summoning system will go through some changes too, making monsters rather tougher than rapidly increasing their numbers, making summoning still rewarding while at the same time less demanding on the cpu.
I guess that’s all for this year. Thank you for your support all year long – all the purchases of GCL’s premium edition, the suggestions and wishes for GC2, and spreading the word about our games! Have a great holiday season, see you in 2012!

原文地址:http://gameinabottle.com/blog/20 ... hot-happy-holidays/



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