
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
























































































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
[1]Dormans, Joris.2010."Adventures in Level Design: Generating Missions and Spaces for Action Adventure Games"
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"
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"
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"
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".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"
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'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"
[14]纳闷虎.2018."[黑暗之魂3]手绘地图攻略"
[15]幻虚道长.2020."萌新向,帕斯卡契约全七章手绘地图"
本文为由知乎账号“尼莫”原创首发。
https://zhuanlan.zhihu.com/p/415025159
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