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獨立遊戲開發者分享會 110528

  GDC 2011 心得分享
     "Monaco"
Monaco
●   Andy Schatz
●   Monaco: What's Yours Is Mine
●   "How to win the IGF in 15 weeks or less."
    (↑標題殺人法)
Monaco
Monaco
Monaco 心得整理
●   開發的背景
●   開發歷程簡述
●   講者整理的重點
Monaco, some facts
●   2010 IGF Finalist & Grand Prize Winner
●   2009 年 10 月底送件時,進行了近 6 週開發
●   最後得獎的版本是 15 週開發的成果
●   在得獎前都是單幹型的計畫
Monaco 開發背景
●   作者 Andy Schatz 進行 Indie Dev 5 年
●   Venture Africa / Arctic 系列, Sim-like
●   同時靠接案過活,曾有 150k 鎂
●   但 2009 年 9 月底,工作室快掰了
Monaco 開發背景 II
●   人生的谷底,轉換心情跑去做 Board Game
●   整理出 Monaco 的前身
●   基於 2003 年就有的概念
●   之前沒有做是因為客群不合
●   背水一戰,不成功便成仁
Monaco 開發歷程
●   使用 XNA 的 RPG Starter Kit
●   Tile-based
●   第一次 svn commit 就寫好 rogue-like 核心 : 方
    格的可視範圍(三天)
●   用很短的時間把光源效果、基本物件做出來
●   開始發現這一週的小計畫有機會做大
Monaco 開發歷程 II
●   先做 UI (因為比賽在即)
●   用 cache 法改良可視範圍的實作
●   開始加入敵人 AI 、音樂音效
    http://www.freesound.org
    http://incompetech.com/
●   開發 2 週已經有相當程度的可玩性
●   「工具」只在需要時才動手做
Monaco 開發歷程 III
●   關卡設計比核心程式花更多時間
●   比賽前的細節琢磨也非常花時間
●   網路上徵錄音設備
●   開發才一個月多一點點就送件了
Monaco 開發歷程 , IGF 之後
●   到開發完單機多人和有基礎連線功能為止是 10
    週。
●   確定得獎後才開始了可視範圍呈現法與演算法的
    大改,花了 2 個月。
●   從支持社群中找到合作夥伴(關卡設計)
●   ...
●   到 2011 年的今天,發售日未定。
Monaco 作者說
●   Venture 系列第三作野心太大,期望放太高
●   不要用套裝引擎
●   不要去花時間重構(他用 Re-architecture 這個
    字)程式,至少在一開始的時候是這樣
●   每天都要有讓自己覺得有趣的進度
Monaco 作者說
●   當遊戲一進入可玩狀態時就要找試玩者
●   三個問題:
    「你喜歡這遊戲的哪裡?」
    「你不喜歡這遊戲的哪裡?」
    「你覺得哪裡讓你感到困惑?」
Monaco 作者說
●   不要去碰恐怖谷( Uncanny Valley ),多利用
    玩家的想像力
●   譬如說聲音,盡量真實的聲音
●   遊戲設計是「機制」與「體驗」的結合
Monaco 作者說
●   對單幹者而言:
    營運發展 (X) 、把遊戲做好 (O)
●   依風險而言:
    以賺錢為目標 (X) 、以得獎為目標 (O)

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igdshare 110528: GDC2011 心得分享 "Monaco"

  • 1. 獨立遊戲開發者分享會 110528 GDC 2011 心得分享 "Monaco"
  • 2. Monaco ● Andy Schatz ● Monaco: What's Yours Is Mine ● "How to win the IGF in 15 weeks or less." (↑標題殺人法)
  • 5. Monaco 心得整理 ● 開發的背景 ● 開發歷程簡述 ● 講者整理的重點
  • 6. Monaco, some facts ● 2010 IGF Finalist & Grand Prize Winner ● 2009 年 10 月底送件時,進行了近 6 週開發 ● 最後得獎的版本是 15 週開發的成果 ● 在得獎前都是單幹型的計畫
  • 7. Monaco 開發背景 ● 作者 Andy Schatz 進行 Indie Dev 5 年 ● Venture Africa / Arctic 系列, Sim-like ● 同時靠接案過活,曾有 150k 鎂 ● 但 2009 年 9 月底,工作室快掰了
  • 8. Monaco 開發背景 II ● 人生的谷底,轉換心情跑去做 Board Game ● 整理出 Monaco 的前身 ● 基於 2003 年就有的概念 ● 之前沒有做是因為客群不合 ● 背水一戰,不成功便成仁
  • 9. Monaco 開發歷程 ● 使用 XNA 的 RPG Starter Kit ● Tile-based ● 第一次 svn commit 就寫好 rogue-like 核心 : 方 格的可視範圍(三天) ● 用很短的時間把光源效果、基本物件做出來 ● 開始發現這一週的小計畫有機會做大
  • 10. Monaco 開發歷程 II ● 先做 UI (因為比賽在即) ● 用 cache 法改良可視範圍的實作 ● 開始加入敵人 AI 、音樂音效 http://www.freesound.org http://incompetech.com/ ● 開發 2 週已經有相當程度的可玩性 ● 「工具」只在需要時才動手做
  • 11. Monaco 開發歷程 III ● 關卡設計比核心程式花更多時間 ● 比賽前的細節琢磨也非常花時間 ● 網路上徵錄音設備 ● 開發才一個月多一點點就送件了
  • 12. Monaco 開發歷程 , IGF 之後 ● 到開發完單機多人和有基礎連線功能為止是 10 週。 ● 確定得獎後才開始了可視範圍呈現法與演算法的 大改,花了 2 個月。 ● 從支持社群中找到合作夥伴(關卡設計) ● ... ● 到 2011 年的今天,發售日未定。
  • 13. Monaco 作者說 ● Venture 系列第三作野心太大,期望放太高 ● 不要用套裝引擎 ● 不要去花時間重構(他用 Re-architecture 這個 字)程式,至少在一開始的時候是這樣 ● 每天都要有讓自己覺得有趣的進度
  • 14. Monaco 作者說 ● 當遊戲一進入可玩狀態時就要找試玩者 ● 三個問題: 「你喜歡這遊戲的哪裡?」 「你不喜歡這遊戲的哪裡?」 「你覺得哪裡讓你感到困惑?」
  • 15. Monaco 作者說 ● 不要去碰恐怖谷( Uncanny Valley ),多利用 玩家的想像力 ● 譬如說聲音,盡量真實的聲音 ● 遊戲設計是「機制」與「體驗」的結合
  • 16. Monaco 作者說 ● 對單幹者而言: 營運發展 (X) 、把遊戲做好 (O) ● 依風險而言: 以賺錢為目標 (X) 、以得獎為目標 (O)