Comments (1)
场景不会太大,规则是同屏可以看到所有敌人,不要出现玩家被摄像机外的敌人打死的情况。也就是场景和摄像机差不多大。另一个原因是游戏整体节奏快,核心机制简单。
场景中掩体不会太多,原则是让玩家动起来,但并非只有躲避敌人攻击,还有带有目的地主动移动,比如拿奖励、换武器等。总体上应先设计武器和敌人,然后逐步打磨场景。
暂不考虑地形破坏、自建。
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