你應該瞭解的所有Saga地圖規格

作者:Junxue Li

最近經常有遊戲開發公司聯繫我們讓我們幫助他們的手機遊戲創造saga地圖。首先我將寫下有關地圖創造規格的文件,將其發送給客戶讓他們瞭解其中的內容,隨後我們的設計團隊纔可以開始工作。

map(from gamasutra)

map(from gamasutra)

而爲了讓自己從這乏味的日常程序中解放出來,我決定寫下一篇包含所有這些規格的綜合性文章。這樣的話當下一次工作到來時我只需要將這一鏈接發給客戶便可。如果你也是從事這樣的工作或者需要將這樣的地圖創造任務分配給團隊成員,我便希望本文能夠真正幫到你們。

本文中所提到的規格只適用於從整體上定義一個項目。如今的saga地圖是由一些區域所組成(遊戲邦注:或者說是世界,主題,領域等)。爲了設計每一個區域,團隊便需要區分區域描述文件。關於這一內容我會另外寫篇文章進行說明。

注:本文中的所有地圖圖像都是來自手機遊戲的截圖,當然我並不是在說這些圖像都是由我們團隊所創造。

圖像方面:

1.故事/主題

這一故事是否和武術,甜點或假日有關?

story(from gamasutra)

story(from gamasutra)

2.圖像風格

圖像看起來是矢量圖像,手繪,3D渲染還是實時3D圖像?

3.精細度

優化程度—-基於你在此投入的預算。

對於上述三點內容,你最好能夠提供給設計師團隊來自其它遊戲的參考圖像以及文本描述。

製作方面:

1.地圖格式

有許多可選地圖格式:垂直,水平,漫遊地圖等等。該使用什麼地圖格式需要考慮許多元素:遊戲平臺的屏幕,你所選擇的遊戲玩法和故事敘述方式,是否能夠輕鬆添加全新地圖區域等等。現在在手機遊戲中最受歡迎的格式便是垂直地圖。

2.圖像分辨率和修改區域

圖像分辨率是取決於遊戲平臺。對於手機遊戲來說,1080 x 1920的分辨率是最常見的。但許多開發者也希望遊戲能夠適應iPad pro的屏幕,所以他們會選擇2048 x 2732分辨率。

手機屏幕通常都比平板電腦窄,所以同樣的地圖圖像如果要同時出現在兩種屏幕上就需要進行一些修改:

map(from gamasutra)

map(from gamasutra)

對於iPhone/iPad地圖,建議修改區域寬度是在110至140之間的像素。

3.道路寬度和關卡節點規格

road width(from gamasutra)

road width(from gamasutra)

道路寬度是以像素進行衡量。

通常情況下道路的寬度也決定着關卡節點的規格。

4.關卡節點密度

因爲你可以在屏幕上看到許多關卡節點,所以這一指標較好理解。

5.每個區域的關卡節點數量

因爲saga地圖是由區域所構成,所以一個區域中將存在一定數量的關卡。基於關卡節點的規格以及既定的節點密度,我們可以輕鬆獲得一個區域的長度。這通常是由屏幕高度進行衡量,例如x1.5和x2。毫無疑問一個區域的長度也會影響到預算。一般看來一個基於x1.5屏幕長度的地圖區域將包含15至25個關卡。

6.一般元素規格

scale of elements(from gamasutra)

scale of elements(from gamasutra)

7.元素混亂程度

degree of elements clutter(from gamasutra)

degree of elements clutter(from gamasutra)

8.相機角度

camera angle(from gamasutra)

camera angle(from gamasutra)

9.過渡區域

相鄰的多個區域之間存在許多過渡形式,例如:

過渡方式的使用會影響到地圖規劃。

10.讓地圖支持放大功能

讓地圖支持放大功能,就像《Cookie Jam!》那樣。你必須基於最大的放大規格明確上述規格:關卡節點規格,元素規模,整個地圖的分辨率等等。

11.額外要求

通常情況下還存在一些額外要求,例如:

additional requirements(from gamasutra)

additional requirements(from gamasutra)

本文爲遊戲邦/gamerboom.com編譯,拒絕任何不保留版權的轉發,如需轉載請聯繫:遊戲邦

All the Saga Map Specifications You Should Know

by Junxue Li

We’re often contacted by game development companies lately, asking our team to create saga maps for their mobile games. The routine is that I would write a document of the map creation specs, send to the client to let them know what they should specify, that our designer team could start working.

To free me from this tedious routine, I decide to write a comprehensive article, to include all the specs. And here it is. Next time, I only need to send this link to my client. And I hope it would be helpful to you too, if you are also working for a client, or need assign such a map creation task to your team.

The specs in this article are only useful for defining a project in general. And nowadays saga map are made up by zones (or worlds, themes, areas, they are the same concept). To design each zone, the team would need separate zone description document. I will come up with another article to cover this topic.

Please note: all the map art in this articles are screenshots of mobile games, for illustration of the points; I don’t thus implicitly claim these artworks are created by our team.

Art Aspect:

Story/theme

Is the story about witchcraft, desserts or holidays?

Art Style

Should the artwork look like vector art, hand painting, 3D render or realtime 3D image?

Degree of finish

The degree of polish-up –depends on how much budget you decide to pour into it.

For the above three points, it’s best to give the designer team reference pictures from other games, alongside with text descriptions.

Production Aspect

Map format

There are many formats to choose from: vertical, horizontal, roaming, etc. What format to use depends on many factors: the screen of the gaming platform, the way of gameplay and storytelling you prefer, and if it’s easy to add new map zones. And now for mobile games, the most popular format is vertical.

Image resolution and cropping area

Image resolution depends on the game platform/s. For mobile games, 1080 x 1920 px becomes a popular size; And many developers want their games to work on ipad pro too, it’s 2048 x 2732 px.

While the screen of phones are generally narrower than tablets, the same piece of map art would use some cropping on both side off the screen, to fit better:

For iphone/ipad map, suggested cropping area width is 110~140 pixels.

Road width & Level node size

The width of the road is measured by pixels.

Generally, the width of the road also determines the size of the level node.

Level node density

This index is usually understood as how many level nodes you can see on a screen.

Number of level nodes per zone

As saga map are made up by zones, there would be a rough number of levels in a zone. With the size of level nodes, and node density decided, it could easily work out the length of a zone. It’s usually measured by screen height, for example, x1.5 and x2. Of no doubt the length of a zone affects budget very much. Generally, a map zone of x1.5 screen length carries 15~25 levels.

General scale of elements

Degree of elements clutter

Camera angle

Zone transition

There are many forms of transition between adjacent zones, for example:

The way of transition to use affects map planning very much.

10. For maps support Zoom-in

For maps support zoom-in/out, such as that in Cookie Jam! You must specify the above specs, under the max zoom-in: Level node size, elements scale, whole map resolution,etc.

11. Additional requirements

Usually there would be some additional requirements, for example:

I understand this article is most useful for vertical format maps. For there are too many different map formats, if I include all the specifications here, the organization of the article would be quite chaotic. I think you can work out the specs of other map formats based on my points.(source:gamasutra)