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6月2日

Diablo II Design Document (Unofficial) Part.5

User Interface

 

Overview

 

    We conformity all the user interface as a integer . Then it is spilt into several parts : quests , stats , skills , auto map , inventory , party , messages , and the main menu . Another is game screen , character fight here , trade here , chat here . What ever your character do , it will shows in this part .

 

User Interface Detail 1

 

    This part , we call it user’s stats , it include character stats , skills , inventory , and quest .

    Character stats , is used to tell the players how strong their character are . It contains current level , experiences , strength , vitality , dexterity , energy , and the life , mana , resistance . The stats windows also shows character’s damage , defense , and hit rate .

    Skills window , shows your what skills you can learn , and what you learnt . Each job has different skills can learn , and before you learn the powerful skills , you must learn some preparative skills and achieve the level . We call this skill system “Skill Tree”.

    Role playing game cannot leave the items . We imaged our hero have a limited inventory like <Diablo> . Users can  have a look at what he/she is equipped , what he/she is carried .

    Another important element of role playing game is quest . This window can tell you which quest you have done , and which you haven’t done . When you meet some critical event of the quest , system will hint you to check this window .

    You can choose if use the auto map or which type of the auto map . We defined a hotkey of auto map is “TAB” key . Auto map can shows at the center of the UI or at the top-left of the UI .

    Party shows your allies and enemies , since the game support multi-player game .

    In multi-player games , users need communication . The message window displays what you said and what other player said . In single game , you can also enter some command to have extra function .

    In main menu , you can quit the game ,and do some game option sets .

 

User Interface Detail 2

 

    Game screen also have two parts . The upper part , about 5/6 of the screen , is the game interface . We can do everything the game support here . The bellows is stats interface , include life/mana complexion , the stamina , and here we shows the belt .

    In our opinion , the potions , both life and mana , or others , can put on the belt , so it can be used easily .

 

Items

 

Overview

 

    This world contains millions of items . I am not bragging . The main parts id weapon and the armor . Most Weapons and Armors both have different quality : Low Quality , Normal , Superior , Magical , Rare , Set , Unique .

    All the Set and Unique items will be listed in the appendix .

 

Weapons Details

 

    Weapons contains melee weapon and range weapon .

    Melee weapon includes : Sword , Axe , Mace , Polearm , Stave , Spear , Dagger , Wand , Claw , Orb , Scepter .

    Range weapon includes : Bow , Cross Bow .

    And there are some weapons are both melee and range : Javelin , Throwing Weapon .

 

Armors Details

 

    Armors includes some part too . They are Helm , Armor , Glove , Belt , Boot , if you like , you can use Shield as same . And there are two small chips , Amulet and Rings . Except  Ring , each armors can only equip one , you can take two Rings one time .

 

 

Musical Scores and Sound Effects

 

Overview

 

     The music must be a kind of silence , mystery , the middle-aged classic music is better , I think .

 

Red Book Audio

 

    In this game , we won’t use the CD audio as the music form , we use wave for as a instead . Thought quality of the music may be reduced , but it can save more hard disk drive space .

 

3D Sound

 

    Our Music Designer will tell you more . But on certain , we will use DirectX 3D Sound Technology .

 

Sound Design

 

    I said , Music Designers will tell you everything about music and sound effect .

 

Single-Player Game

 

Overview

 

    At first , we designed this game as a single game . So , <Diablo II Lord of Destruction> can be defined as a “network based single game”. We devote more attention to the single game . And we have the confidence , this game must be the best Role playing game .

 

Single Player Game Detail 1

 

    In single games , the player must fight alone , the only allied warrior is the mercenary , if you pay some gold to hire him . The NPC will give you some help , such heal you , sell some useful weapon or armor to you , all give you a guide . Also some of them will give you a quest . If you complete the quest , you will be given a good reward or more instructions .

 

Single Player Game Detail 2

 

    We applies some single play only commands to satisfy our players . For example , we can simulate the multi-play environment by command “/players x”.

 

Story

 

    The story of Diablo and it’s Brothers is too long , we will added the all story at the end of the document as a appendix .

 

Hours of Game-play

 

    It depend on our players how to play this game . We expect hardcore players can play it at least 2000 hours . To light uses , it may cost about 100 hours at least .

 

Victory Conditions

 

    Our final aim is to send Mephisto , Diablo , Baal to the DOOM . But only these I think is too short , we designed three difficulty levels , when players use one character complete all the there difficulty levels , he/she will get a great designation .

    There is another game mode , that was called “Hardcore” . This is for those crazy players who like the taste of competition with the death . In this mode, your character only have one life . If you died , you will lose everything , the items , the experience , the gold . So it is a more harder game mode .

 

Multiplayer Game

 

Overview

 

    We build multi-player game for more fun . We got great victory in <Diablo> , we want more success . We continued the previous way in multiplayer game , they are Battle.Net , Open Battle.Net , and TCP/IP .

 

Max Players

 

    Though <Diablo II> has a much larger world compare to <Diablo> , but it still cannot afford up to eight players . And our severs can’t assume too much data calculate or objects in one game .

 

Servers

 

    We will build client severs in Asia , Europe , and also US of course , to afford the Battle.Net and Open Battle.Net players .

 

Customization

 

    In TCP/IP games , there must be a player to host a game , then , if others want to join the game , they must enter the host’s IP address .

    On Battle.Net or Open Battle.Net , you can join games freely , but when you create a game room , you can limit the max player of the game room . Besides this , users also can customization a password . If others want to join the room , she/he must know the password .

 

Internet

 

    If players connect to the internet , first they need a serial number . They ,  they can enter the main hall . In the hall , they can chat , trade , or get partied .

 

Gaming Sites

 

    An official game site is needed . It should give more information to the players , to help them complete the tour more easy .

 

Persistence

 

    The game is not a persistence game . Killed monsters will not be refreshed . If you slain them all , you must quit and enter a new game , to kill more monsters .

 

Saving and Loading

 

    To prevent the cheat and the unfair competition in Battle.Net , all the user data will save on our sever . So , online players must get there character data from game sever first . But we don’t restrict the Open Battle.Net users’ data .

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