(潜水了那么久做点事情吧)Capcom Unity上GT讨论相关
ghosttrick吧
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level 13
kkk120688 楼主
总共只有五十个话题,果然还是贴吧好点= =
What makes the game good? (by guy who wants to make fan games)
11 months ago :: May 02, 2012 - 4:25PM
I'm messing with some game making stuff, and it see***ike Ghost Trick would be pretty simple to pull off, technically (In my case, using a mouse on a computer, though porting to Android seems feasible).
Of course, there's more to the game than just technical achievement. So if one was to make a Ghost Trick style game, what are the ingredients that make Ghost Trick special? What kind of planning processes would be involved? Is there something interesting you noticed about the way the Puzzles are set up?
然后下面的回复:
One of the elements I enjoy about Ghost Trick's puzzles is that at times, you have to react according to what the characters do. The story unfolds as you clear the level, but it helps you figure out how to do so. For instance, there's a moment where Cabanela rides his bicycle near a spotlight. Once you enter the Ghost World, you can see that the spotlight can be possessed. You'll have to possess Cabanela's bike and jump to the spotlight as he approaches it to get closer to your destination.
Sometimes you even have to manipulate objects to get a character to react, then wait for an opportunity to react yourself. Do you need a police officer to move closer to you? Manipulate the police siren, then jump to his baton as he heads over to check it out. It's a good mix of encouraging patience but expecting decisiveness when the time calls.
The game doesn't just have you jump from object A to object B to object C... and so on.
The game designers mix it up, and keep it interesting with the Tricks your character can use and moments where you have to be patient until you can make a move. It also helps to have a few
curveballs here and there to keep the player honest. In other words, the player can't just coast through the level like normal.
One of the biggest curveballs in Ghost Trick is a chapter in the game where if a certain character notices you performing Ghost Tricks, you'll fail. You have to work around that character to complete the chapter. They don't just slap a "game over" in your face - there's a cutscene that explains what the player did wrong. It's entertaining and helpful.
In a puzzle game like Tetris Attack, you can't have any story taking place during the gameplay. At best, you can have the characters barking plot related comments at each other as they make chains and combos.
In Ghost Trick, the level is the story; you can enjoy them both simultaneously. That's part of the magic.
不知道大家对这个评论看法如何呢?
2013年03月08日 07点03分 1
level 13
kkk120688 楼主
New ghost tricks? (as in tricks that a ghost would be able to do)
又是这个LZ.
So far Cecil and Missile are the onle two types of ghost tricks we've seen, though "Ray" indicates that powers can evolve from one type to another. What does that mean? That any future game is likely to have new "tricks." What's the range of possibilities that we can expect? Post ideas, feed back, and discussion.
trick
1) Make objects hot or cold
2) Levitate light objects, or make heavy objects (like a table) shake a bit.
3) Temporarily changing photos or paintings, ie. by making eyes follow you, or by making a painting point in another direction.
movement
1) Move from place to place, not by telephone lines or the standard methods, but by traveling from face to face (i.e. paintings of photos)
2) Travel in time to future time of death (this would most likely be a one time, story kind of thing with a side character)
3) form a longer spirit bridge over which other ghosts can also pass.
于是说新能力什么的在哪里都有人讨论么.
On the trick 1 and 3 might be rarely used... But maybe it would be used a lot because of their
And I don't agree with both movements o-o If you travel into the future it will probably happen again.
2013年03月08日 07点03分 2
level 13
kkk120688 楼主
Shu Takumi does the Panic Dance...
^ _ ^
What do you want to see in Ghost Trick: 2?
I know it's a little early to talk about this but I just thought after finishing the game, It was high-time for the developers to work on numero dos!My ideas:
1) Longer story. I just wished there were more puzzles and deaths to solve. I finished the game in 2 days!
2) Alternates. Same ending is fine, but I would like there to be different ways in solving things, or choices that effect your gameplay in the longrun.
3) Legs. This one is a long-shot but I kinda wished I could control the movements of a character. Like if they were having a sequal, you could control the movements of Sissel I guess. That would be a cool.
4) Other Ghost Tricks. I'm guessing if they make a Ghost Trick 2, they'll definately have more characters with Ghost Tricks. The only current Ghost Trick I can think of that hasn't been done yet is magnetics. Depending on the person's mood, you can get certain objects with the opposite charge to attach to them. You can only attract objects toward people though. Then you could hitch a ride on people. People have 3 moods. Positive (Happy), Negative (Sad, Angry), and Neutral (Average). Nuetral won't attract anything.
So then, let's discuss shall we?
2013年03月08日 07点03分 3
level 13
哦哦满屏的英文各种看不懂啊[狂汗]
谢谢楼主搬运~
我……英文什么的还是饶了我吧= =
2013年03月08日 11点03分 4
level 13
关于游戏亮点的部分我同意!
我个人也觉得GT对“把握时机”的强调和引导都做得很赞,所以才能制造出很强的互动感。
不过新能力的部分……
果然我无法进入鬼佬的思考领域啊……
是说为什么要做给相片闹鬼这么传统而地味的事啊不是所有的幽灵都是原子心之父吧
还有踩着人脸移动是哪样很诡异啊好像追加了什么奇怪的属性啊www
另外那只海绵宝宝不知道为什么微妙的好烦啊www
2013年03月08日 15点03分 6
不过把握时机稍稍有点难住解谜残玩家,我姐在第一章蓝皮总部的摄像头上卡了五分钟。
2013年03月08日 16点03分
回复 天堂★魔术 :那里是第一次要卡时机的地方呢……应该说“在物体动作过程中操纵”这种【发想上的胜利】是必要的吧?我当时也是看到上屏的<自言自语>才想通的。
2013年03月09日 00点03分
回复 _Sissel :我卡了两三次之后自己过去的。在那之前我姐还卡了电风扇和搅拌机的双重诡计……这个貌似对时间的要求不是特别高
2013年03月09日 11点03分
回复 天堂★魔术 :咦那里会卡的吗……
2013年03月09日 14点03分
吧务
level 14
看完了发现有一段有隐约的剧透影子,但是原LZ把握的相当好。。
2013年03月08日 16点03分 7
单纯在这方面,鬼佬比咱们中国这边的网路上讲究得多。而且因为传统上一直重视避免剧透,语言技巧也磨练的很好……
2013年03月09日 00点03分
回复 _Sissel :强烈同意
2013年03月09日 05点03分
level 13
[瀑布汗~]
2013年03月08日 21点03分 8
level 13
太长不看……好吧我承认英语真心很难看懂(>_<)没兴趣翻译机-。-楼主给个【汉化】呗?
2013年03月09日 04点03分 9
有兴趣,没时间
2013年03月09日 05点03分
level 11
嗯...很感谢LZ不辞辛苦地搬了这么多来..............问题是纯英文让我这个【数据删除】情何以堪啊
2013年03月09日 16点03分 10
level 1

这个游戏为什么好玩?(本人打算做同人游戏)
11个月前::2012.5.02 – 4:25PM
目前瞎搞游戏制作中。从操作上来看,幽灵诡计是一部很容易通关的游戏(对作为电脑党的我来说,安卓上好像也可以)
显然,这部游戏不仅仅是操作那么简单。那么,如果有人要做个《幽灵诡计》那种模式的游戏,是哪些要素使《幽灵诡计》非同凡响?需要有怎样的流程规划?你还注意到了那些有意思的解谜设置呢?
然后下面的回复:
我喜欢幽灵诡计解谜的其中一个原因,就是有时候,你需要通过角色的行动而行动。在进行游戏的过程中,剧情也在同时推进,但正是剧情会给你带来行动的时机。比如说,卡巴尼拉骑着他的自行车靠近探照灯的时候。这时切入死者世界,会发现探照灯是可以附灵的。你就必须先附在卡巴尼拉的自行车上,等他骑到探照灯附近时,趁机跳到灯上去,然后才能继续过关。
有时你甚至要自己操控物体,使角色作出反应,从而为自己带来行动的时机。如果你需要敬察叔叔离你近一点怎么办?弄响敬笛,趁他走过来查看的时候,就可以附灵到他的敬棍上了。这游戏需要耐心,在时间紧迫时也需要果断,两者被很好地综合了起来。
这游戏并不只是单纯地让你从物品A移动到物品B移动到物品C……游戏制作者在其中加入了物体操纵、时机把握的要素,使这个过程充满趣味性。除此之外,还会时不时出现一些特殊关卡,来坑玩家的爹,就是说,不让玩家像平常那样轻轻松松地过关。
游戏的其中一大特殊关卡,是在某一章,一旦让某个角色发现你的行动,你就失败了。这一关,你必须在那个角色眼皮子底下行事。当你输了,他们也不会往你脸上拍一个“GAME OVER”完事,而是会有一段对话,提醒玩家哪里做错了,温馨又实用。
在智力游戏中,比如Tetris Attack(耀西俄罗斯方块 = =|||),玩家操作期间是不会有任何剧情的。顶多,你只能在打出chain(连环套?)或combo(连击)的时侯看到主角们吐槽两句。而在《幽灵诡计》,一个关卡就是一段故事,你可以同时享受操作与剧情。这就是这个游戏鬼斧神工的地方。
2013年03月16日 14点03分 11
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