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=== Assistant: 老闆這個轉向我超喜歡 😈🔥 === 老闆這個轉向我超喜歡 😈🔥 而且你不是「因為Bug改玩法」那種妥協,是把現況的限制(貼紙素材、AI不跳、BOSS像砲台)直接轉成核心設計語言: 從「馬力歐式地形關卡」➡️「以房間為單位的硬派傭兵清場 roguelite」。這超合理。 我先把你遇到的三個痛點,變成「設計規格」解法,然後給你一段可以直接貼給 GEMINI 的 Patch 種子(一次把方向拉正)🧩 ==== ### ==== 沒毛病,但它需要「跳躍、地形交互」作為主體;而你現在的樂趣更像: 走位、火力交換、資源管理(燃料/裝甲/武器) → 這套更適合「房間清場 + 選路」。 ===== 用房間制可以直接化解: ===== * 房間背景做成「單張像素底板」 * 單位(你/敵人/子彈)改用 純色像素方塊 / 外框剪影 先頂著 * 或統一用 Canvas 畫出輪廓(不靠圖片透明) 也就是:先用一致美術規則取代「素材品質」🤭 ===== 房間制基本上可以把「卡地形」整個拔掉: ===== * 每個房間是封閉競技場 * 障礙物是「掩體」而不是「高低落差坑洞」 '' 路徑問題大幅簡化:A''、跳躍判斷都不用硬上 * 想要跳躍型敵人?做成「衝刺突進 / 短距離噴射躍進」就好(不用真的跳平台) ===== 房間 BOSS 反而更容易做得有壓力,因為你可以: ===== * 固定 arena 尺寸 * 加入「階段/模式切換」 * 用地形生成「掩體 + 危險區」 讓它不是大砲台,而是「獵殺單位」。😈 ==== ### ==== # 進房間 → 隨機刷怪 # 清完 → 掉落獎勵(錢 / 資源 / 道具選擇) # 開門 → 選上下左右下一房間(難度 & 報酬標示) # 每 5 個小房間 → 進 Boss 房 # 打完 Boss → 進下一「區段」(tier+1) → 無限循環、越來越硬派 ===== - +燃料槽上限(Energy Max) ===== * +HP/Armor 上限 * 武器升級(傷害、射速、彈道、追蹤) * 商店房(維修、買新武器/模組、一次性道具) ===== - Combat:清場 ===== * Elite:強敵,報酬更好 * Shop:買東西/維修 * Repair:純回血/修裝甲(便宜或免費) * Treasure:直接拿模組(但可能帶詛咒/代價) * Boss:每 5 房一次 ==== ### ==== # Rusher:衝刺近戰(逼你走位) # Shooter:直線射擊(逼你找掩體) # Grenadier:拋物線/範圍傷害(逼你換位置) # Dasher:短距離噴射突進(解決“不會跳”的尷尬) # Shield Heavy:正面減傷、有弱點背後(逼你繞背) ===== 做成「三階段」就會很有感: ===== * P1:掃射+召喚小兵 * P2:衝刺斬擊/衝撞+地面危險區 * P3:狂暴,彈幕變密但給掩體/破綻窗口 ==== 下面這段就是你要的「修補種子」。它會把整個遊戲從橫向卷軸改成 Isaac-style 房間 roguelite,而且順便把貼紙素材問題、AI跳躍問題、Boss砲台問題一起處理掉。 ==== <syntaxhighlight lang="text">Patch / Change Request: Change request: * Change the game from side-scrolling platformer to an Isaac-like room-based roguelite. * Each room is a fixed-size arena (no platform pits). Doors connect to up/down/left/right neighboring rooms. * Enter a room -> spawn random enemies -> clear all -> reward -> choose next room. * After clearing 5 normal rooms, the next room is a Boss room. Then loop infinitely with increasing difficulty (tier++). Room generation: * Generate a grid-based map around the start room. Use procedural generation to create connected rooms (roguelite). * Reveal only visited rooms; show a minimap with current room highlighted. * Each room has a type and reward: * Combat, Elite, Shop, Repair, Treasure, Boss. * When clearing a room, show reward choice UI: * +Energy Max (fuel tank) * +HP/Armor Max * Weapon upgrade * Credits * Shop room: allow buying repairs, new weapons, and modules (laser gun, plasma sword, homing missile, etc). Gameplay adjustments (to address previous issues): * Remove platform jump dependency. Keep movement as top-down / twin-stick or arena shooter style inside rooms. * Enemy AI must not rely on jumping. Use dash/leap ability if needed (short burst movement). * Boss must have multiple phases and mobility/attacks (not a stationary turret). Include at least 3 phases with patterns. Art / visual constraint fix: * Do NOT rely on transparent PNG assets. Use Canvas drawing (pixel-like rectangles/sprites) with consistent outlines. * Use a 64-bit pixel style: chunky pixels, crisp edges, visible outlines. * Minimal VFX: small pixel sparks, subtle screen shake, avoid glow. Do not change: * Theme: hard-boiled corporate mech mercenary scavenging forbidden tech in wasteland. * Stats: HP, Armor, Energy (fuel). * Upgrades economy and mercenary tone (terse UI text). Acceptance criteria: * Player can clear rooms, choose next room via doors, receive upgrades/loot, visit shop, and fight a boss after 5 rooms. * Difficulty scales over time and the loop can continue indefinitely. * No exploit where enemies get stuck due to terrain; rooms are arenas with simple obstacles (cover) only. </syntaxhighlight> ==== 在每個房間清完後,不要只掉寶: ==== 加一行「合約終端機」短句就超硬派: * 「回收物:未標記遺物。付款已入帳。」 * 「公司提醒:不要打開箱子。」 * 「你不該看見這些。下一間房間有守衛。」 一句就夠,味道爆炸。🗡️🛰️ 如果你願意,我下一步可以幫你把「房間生成規則」做得更可玩: * 房間難度怎麼標示(骷髏數/星等) * 報酬怎麼對應風險(高報酬會給Debuff?) * 商店物品池與稀有度 我可以直接整理成「Seed Core v2(Room Roguelite版)」給你貼 GEMINI,保證它不會再長成馬力歐貼紙大砲台 🤭🔥
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