如何设计一张有“魂味”的地图?——论“类魂”游戏关卡的拓扑结构
Bernkastel592746
编辑于 2021年09月30日 14:53

鉴于B站专栏编辑不支持Latex格式的公式编辑,笔者决定直接贴图

引用

因为B站专栏的引用不允许指向站外链接。。。笔者决定直接将网页链接粘贴在下面

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https://dl.acm.org/doi/abs/10.1145/1814256.1814257

[2]Darkbblue.2019."魂系列基础系统讲解 冲击力-韧性机制&#​34;

https://zhuanlan.zhihu.com/p/86251818

[3]零悠悠.2019."关于连招理论以及反压制的解析&#​34;

https://zhuanlan.zhihu.com/p/54492745

[4]晓渔.2018."失落的罗德兰: 浅谈《黑暗之魂》的地图设计&#​34;

https://zhuanlan.zhihu.com/p/33679462

[5]hsyt.2016."我走过最长的路,是你的套路-黑暗之魂3关卡设计分析&#​34;.腾讯游戏学堂

https://gameinstitute.qq.com/community/detail/110731

[6]Daniel Vella.2015."No Mastery Without Mystery: Dark Souls and the Ludic Sublime"

http://gamestudies.org/1501/articles/vella/

[7]Tracy Fullerton.2017."Game Design WorkShop&#​34;

https://www.amazon.cn/dp/B01EIE3L7W

[8]Adams,David.2002. Automatic Generation of Dungeons for Computer Games. Bachelor thesis, University of Sheffield

http://www.dcs.shef.ac.uk/intranet/teaching/ projects/archive/ug2002/pdf/u9da.pdf

[9]Dale C. Arney,Alan W. Wilhite.2014."Modeling Space System Architectures with Graph Theory"

https://arc.aiaa.org/doi/abs/10.2514/1.A32578

[10]Arney, Dale Curtis.2012."Rule-based graph theory to enable exploration of the space system architecture design space"

https://www.proquest.com/openview/6a4c85b91e946807103f93fd56826147/1?pq-origsite=gscholar&cbl=18750

[11]Joris Dormans.2006."On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules"

http://gamestudies.org/0601/articles/dormans

[12]Valdemar Ribbing, Laban Melander.2016."Examining the Souls&#​39;s series level design"

http://www.diva-portal.org/smash/get/diva2:935733/FULLTEXT01.pdf

[13]纳闷虎.2019."[仁王]手绘地图高清重绘&#​34;

网页链接​

[14]纳闷虎.2018."[黑暗之魂3]手绘地图攻略&#​34;

网页链接​

[15]幻虚道长.2020."萌新向,帕斯卡契约全七章手绘地图&#​34;

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备注

本文为由知乎账号“尼莫”原创首发。

https://zhuanlan.zhihu.com/p/415025159

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