#地雷38 : Responding to accidental controller input.回應突發性的控制輸入
Journey supports tilting the entire controller to control the camera. But unlike sticks, the tilt has no built-in neutral position.風之旅人提供升降整個攝影機的控制,但並非在中間位置作升降。
To minimize accidental input, constantly recalibrate the neutral position to adapt to the player's posture.為縮小突發性的輸入,立即的重新校正中間位置,去因應玩家的位置。
It worked better in Flower because tilting is the *only* thing you do, so you focus on it.這最好在關鍵階段發生,因為升降是唯一你能做的,所以你必須聚焦在這上面。
#地雷39 : Using Linear sensitivity.使用線型靈敏值
Analog sticks don't have much range.(如果使用線型)模擬搖桿就沒有太多應用空間。
To provide more perceived range, use an "S" curve for the sensitivity.為提供更精確的範圍,使用S曲線當作靈敏值。
Intermediate positions should be significantly less sensitive than extreme positions, allowing players to make small adjustments.中等位置應該要特別少的靈敏值,並少於急劇位置的靈敏反應。讓玩家可以做較細微的調整。
#地雷40 : Letting the camera pivot drift too far.攝影機的軸心飄移太遠
Jerky avatar motions can be smoothed out by letting the avatar drift slightly from the center of the screen.可以讓角色在螢幕中心,攝影機緩慢移動(延遲移動),解決忽快忽慢的角色運動。
But it's easy to let a fast player escape the screen entirely.不過這會讓速度快的角色,整體跑出畫面。
Limit how far the camera can draft.限制攝影機可以漂移的距離。
#地雷41 : Using a small field-of-view.使用固定小範圍的視野。
The more the camera is zoomed in, the faster everything appears to move.大多的攝影機都是拉近,因此物件移動會看起來很快。
Camera zoom should be turned to fit the environment size and avatar speed.攝影機縮放需要符合場景尺寸和角色速度。
First-person games often make players feel sick.第一人稱遊戲通常會讓玩家噁心。
Racing games often change FOV when boosting.賽車遊戲通常在加速時改變視野
First-person games change FOV when aiming.第一人稱遊戲通常在瞄準時改變視野
FOV shifts feel like a forward-backward motion, and can be a trigger for simulation sickness. FOV的改變,感覺會像是視覺前進後退的移動,這都是導致動暈噁心的誘因。
#地雷43 : Shaking the camera.震動攝影機
"Screen shake" is a popular trick to emphasize impacts.螢幕振動是一種很普遍的技巧,可以增加效果。
But it's pretty clearly a trigger for simulation sickness.但也容易造成動暈噁心。
Just provide a feature in the options menu to tone it down.在選單中,也提供一個選項能夠關掉振動。
#地雷44 : Bouncing the camera with the avatar's walk cycle.攝影機跟隨玩家走路(跑步)循環的起伏。
The up-and-down camera motion , when not also accompanied with an up-and-down couch motion, is nauseating.攝影機上下位移,沒有配合適當的緩衝動作,也會造成噁心。(這常見在攝影機架在過肩位置的遊戲,這讓遊戲更逼真)
Also needs a menu option! 所以也需要選單項目可以開關它。
#地雷45 : Translating or rotating up and down when the avatar jumps.玩家跳躍,會轉變或旋轉上下方向。
What comes up must come down. 攝影機有升必有降(普遍存在於第三人稱遊戲及橫向卷軸上)
The camera can ignore 攝影機可以忽視,不必跟隨跳躍。
#地雷46 : Rapidly transitioning to a new camera position.頻繁轉換新的攝影機位置。
Yanking the camera isn't much better for sense of direction than a cut, and still trigger simulation sickness.對於方向感而言,突然移動攝影機,不會比切鏡的鏡頭更好,並且也會造成動暈噁心。(遊戲開發者可能遵循不要切鏡頭這個規則太過頭了!)
If it's a moment when control is taken away from the player, a cut would be perfect.假使攝影機有一會兒的時間無法被玩家控制,這顆鏡頭就完美了。
#地雷47 : Maintaining pitch speed until hitting the pitch limit.保持間距速度,直到到達間距的極限
Pitch has upper and lower bounds.間距有上限與下限
Stopping abruptly at the limit triggers simulation sickness.在限制下突然停止,會引發噁心動暈。
Decelerate as the camera approaches the limit for a smooth stop.攝影機接近限制速度時,要用降速並平順的停止攝影機。
#地雷48 : Developing for the Oculus Rift. 研發VR (大家大笑)
There's a lot of exciting development going on here.這個領域有很多令人興奮的發展
But I'm very skeptical that the simulation sickness problem will ever go away completely.但我非常懷疑,動暈問題還是會存在著。
To reach more players, don't make the Oculus Rift mandatory for your game.為吸引更多玩家,別讓遊戲強制使用VR裝置。
#地雷49 : Testing with a narrow demographic. 用少數人做檢測
People who already play the type of game you're making won't help you grow your audience.準備想玩你遊戲的玩家,可能無法幫你增加玩家數。
Children and beginners will point out many design flaws.孩童和新手可以幫你指出許多設計缺陷。
Ask testers if the game makes them feel sick.詢問測試者遊戲是否會讓他們動暈。
#地雷50 : Writing a general "constraint solver". 寫一個通用的"限制處理軟體"
All of these mistakes are part of the iteration process.這些所有缺失都是迭代過程的一部分
It's a lot easier to iterate on rules that interact in predictable ways.使用可預測且互動的規則,更容易迭代。
Relying on an optimizing artificial intelligence to figure it out can be unpredictable.依靠最佳化的AI去理出頭緒,可能會變得無法預測。
It's important to deeply understand the relationships between the constraints.深度了解限制之間的關係,是很重要的。
: The Devil is in the Details. 惡魔藏在細節裡!
unfortunately, solutions that work for one game wouldn't work for all. 不幸的,每個遊戲並不會全都用上這些解決方式。
This list can serve as criteria to help you evaluate how well your solutions work.這張清單,可以當作標準,幫助你優化你的作品。
But they are not a replacement for testing.但這不代表可以取代測試,還是要找人做測試!
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