1 00:00:02,520 --> 00:00:06,700 《超级马力欧创作家2》在几天前发售 2 00:00:06,700 --> 00:00:10,020 这款游戏让你能过把设计瘾 3 00:00:10,020 --> 00:00:13,750 用各种工具打造自己的马力欧关卡 4 00:00:13,750 --> 00:00:16,720 然后你可以将关卡上传 5 00:00:16,720 --> 00:00:20,450 看其他玩家对你的设计技巧有何评价 6 00:00:20,450 --> 00:00:24,300 游戏准备了全套工具,供你打造横向卷轴关卡 7 00:00:24,300 --> 00:00:25,550 Boss战 8 00:00:25,550 --> 00:00:28,050 疯狂谜题、无聊笑话,等等 9 00:00:28,050 --> 00:00:30,870 但当你第一次打开“创造模式” 10 00:00:30,870 --> 00:00:34,200 估计你肯定会问这个问题 11 00:00:34,200 --> 00:00:37,050 “呃,我该从哪入手?” 12 00:00:37,050 --> 00:00:39,720 所以我想不如做个教程 13 00:00:39,720 --> 00:00:43,420 帮你上手制作并发布第一个关卡 14 00:00:43,420 --> 00:00:47,650 而且它应该是个靠谱的马力欧式关卡 15 00:00:47,650 --> 00:00:50,220 而不只是用金币写个名字 16 00:00:50,220 --> 00:00:52,700 建一堆水管洗个金币澡 17 00:00:52,700 --> 00:00:55,230 或跷跷板上堆28个板栗仔 18 00:00:55,230 --> 00:00:56,120 然后 19 00:00:56,120 --> 00:00:59,570 一旦扫清障碍完成第一个关卡 20 00:00:59,570 --> 00:01:03,600 你就能更好地理解关卡设计法则 21 00:01:03,600 --> 00:01:05,550 你会学到更多技巧 22 00:01:05,550 --> 00:01:07,950 你会上手大部分关卡工具 23 00:01:07,950 --> 00:01:11,470 而且你会走上打造惊艳关卡的康庄大道 24 00:01:11,470 --> 00:01:13,200 被任天堂招入麾下 25 00:01:13,200 --> 00:01:16,850 周末前就能到京都租公寓了 26 00:01:16,850 --> 00:01:17,820 听着不错? 27 00:01:17,820 --> 00:01:19,370 那咱们开始吧 28 00:01:20,470 --> 00:01:23,900 选一个主机制 29 00:01:23,900 --> 00:01:27,570 你在《马造2》中会犯的一个最大错误 30 00:01:27,570 --> 00:01:31,800 就是用工具箱里每个元素堆满关卡 31 00:01:31,800 --> 00:01:34,850 比如,这里放个大刺柱 32 00:01:34,850 --> 00:01:36,650 那里扔些反弹器 33 00:01:36,650 --> 00:01:38,420 中间混些跷跷板 34 00:01:38,420 --> 00:01:41,700 最后来个大弹头地狱 35 00:01:41,700 --> 00:01:44,820 这些关卡通常完全没有重点 36 00:01:44,820 --> 00:01:46,050 而且专业角度 37 00:01:46,050 --> 00:01:51,600 它们也没留足够时间去引入机制并探索机制深度 38 00:01:51,600 --> 00:01:52,870 所以 39 00:01:52,870 --> 00:01:56,350 仔细查看工具箱,只选一个机制 40 00:01:56,350 --> 00:01:59,870 一个可以作为关卡核心主题的机制 41 00:01:59,870 --> 00:02:01,650 也许是音符砖块 42 00:02:01,650 --> 00:02:03,500 或弹簧垫 43 00:02:03,500 --> 00:02:05,400 或ON/OFF开关 44 00:02:05,400 --> 00:02:06,750 或蛇砖块 45 00:02:06,750 --> 00:02:10,300 这并不是说你在关卡里不能用别的元素 46 00:02:10,300 --> 00:02:13,930 这只是为后续设计打个基础 47 00:02:13,930 --> 00:02:15,520 对于我做的这关 48 00:02:15,520 --> 00:02:18,050 我会去研究这些摇摆吊臂 49 00:02:18,050 --> 00:02:19,620 它们看着蛮好玩 50 00:02:20,770 --> 00:02:23,320 考虑层层递进 51 00:02:23,320 --> 00:02:24,200 下一步 52 00:02:24,200 --> 00:02:29,520 是思考如何让这个机制变得更有趣或更难 53 00:02:29,520 --> 00:02:32,550 那么摇摆吊臂最基本的呈现方式 54 00:02:32,550 --> 00:02:35,120 是将它架在缺口中央 55 00:02:35,120 --> 00:02:37,420 然后让马力欧跳入抓钩 56 00:02:37,420 --> 00:02:40,270 摆荡,再跳到另一端 57 00:02:40,270 --> 00:02:42,920 但也许我们能架设好几个吊臂 58 00:02:42,920 --> 00:02:44,650 架在不同高度 59 00:02:44,650 --> 00:02:47,500 也许在吊臂之间放个障碍平台 60 00:02:47,500 --> 00:02:50,060 或是浮空敌人,等等 61 00:02:50,060 --> 00:02:51,900 我们要找的是这种感觉 62 00:02:51,900 --> 00:02:52,850 “好了” 63 00:02:52,850 --> 00:02:55,150 “你现在知道怎么对付这个了” 64 00:02:55,150 --> 00:02:58,250 “但如果我这样呢?” 65 00:02:58,250 --> 00:03:00,320 有些变化很无聊 66 00:03:00,320 --> 00:03:02,320 有些则太难 67 00:03:02,320 --> 00:03:05,620 所以找块地方去试验不同组合 68 00:03:05,620 --> 00:03:09,070 找出体验最棒的那个 69 00:03:10,400 --> 00:03:13,320 介绍机制 70 00:03:13,320 --> 00:03:16,370 好,我们来动手做关卡 71 00:03:16,370 --> 00:03:20,250 第一步应该是向玩家介绍机制 72 00:03:20,250 --> 00:03:22,520 并确保安全可控 73 00:03:22,520 --> 00:03:28,120 尽管这一关总会让你荡过危险致命的无底深坑 74 00:03:28,120 --> 00:03:30,370 但当吊臂初次登场时 75 00:03:30,370 --> 00:03:33,370 我们会让马力欧失手后安全落地 76 00:03:33,370 --> 00:03:34,520 再试一次 77 00:03:34,520 --> 00:03:39,050 但你得确保玩家没法绕过这处障碍 78 00:03:39,050 --> 00:03:43,700 他们必须真正体验并理解这一机制,才继续前行 79 00:03:43,700 --> 00:03:45,500 所以我会建堵墙 80 00:03:45,500 --> 00:03:46,800 抬高吊臂 81 00:03:46,820 --> 00:03:49,200 迫使马力欧跳入抓钩 82 00:03:50,120 --> 00:03:53,620 加大难度 83 00:03:53,620 --> 00:03:56,170 还记得之前设想的难度递进? 84 00:03:56,170 --> 00:03:58,250 是时候引入它们了 85 00:03:58,250 --> 00:04:01,620 或至少,引入最棒的四五个 86 00:04:01,620 --> 00:04:05,050 在掌握这一机制最基本形态后 87 00:04:05,050 --> 00:04:08,600 玩家现在会期望各种额外挑战 88 00:04:08,600 --> 00:04:10,560 变化和复杂化 89 00:04:10,560 --> 00:04:11,400 理想情况下 90 00:04:11,400 --> 00:04:16,620 机制挑战应沿着相当平滑温和的难度曲线递进 91 00:04:16,620 --> 00:04:20,700 虽然你并不总是能做出完美的挑战层次 92 00:04:20,700 --> 00:04:25,720 但有一点绝对使难度暴增:当障碍物超出镜头范围 93 00:04:25,720 --> 00:04:29,750 这意味着玩家没法看清前路、提前规划操作 94 00:04:29,750 --> 00:04:33,820 他们只能在危险突发时临机应变 95 00:04:33,820 --> 00:04:36,500 把这些留给最后阶段吧 96 00:04:36,500 --> 00:04:36,970 噢 97 00:04:36,970 --> 00:04:39,950 还要确保玩家有时间歇息 98 00:04:39,950 --> 00:04:42,550 别光顾着让挑战接踵而至 99 00:04:42,550 --> 00:04:44,870 加些平淡时间 100 00:04:44,870 --> 00:04:47,120 这不仅能让玩家歇歇 101 00:04:47,120 --> 00:04:51,020 也为关卡带来张弛有度的节奏 102 00:04:51,020 --> 00:04:54,870 相比从不间断的刺激场面,这会有趣得多 103 00:04:56,220 --> 00:04:59,770 寻找组合机制 104 00:04:59,770 --> 00:05:04,000 好,现在关卡有了主机制并能巧妙递进 105 00:05:04,000 --> 00:05:05,020 不错 106 00:05:05,020 --> 00:05:06,920 关卡前半段搞定 107 00:05:06,920 --> 00:05:09,220 保存一下,咱们继续 108 00:05:09,220 --> 00:05:12,720 现在,我们要从工具箱找些其它元素 109 00:05:12,720 --> 00:05:15,870 让它们跟主机制搭配起来 110 00:05:15,870 --> 00:05:17,500 对于摇摆吊臂 111 00:05:17,500 --> 00:05:20,170 我发现可以架设这种轨道 112 00:05:20,170 --> 00:05:23,470 接着,你可以让轨道分岔成两条 113 00:05:23,470 --> 00:05:26,020 用ON/OFF开关切换路径 114 00:05:26,020 --> 00:05:28,950 你还能让吊臂在轨道尽头掉落 115 00:05:28,950 --> 00:05:32,770 然后自动扣住下方另一条轨道 116 00:05:32,770 --> 00:05:35,470 摇摆吊臂也能抓马力欧之外的东西 117 00:05:35,470 --> 00:05:36,750 比如弹簧垫 118 00:05:36,750 --> 00:05:37,400 敌人 119 00:05:37,400 --> 00:05:38,800 引爆的炸弹 120 00:05:38,800 --> 00:05:42,670 也许你可以把炸弹丢进抓钩,让它炸穿墙壁 121 00:05:42,670 --> 00:05:44,700 这样马力欧才能继续 122 00:05:44,700 --> 00:05:48,120 如果弹头杀手射入抓钩会怎样? 123 00:05:48,120 --> 00:05:50,200 唔,很有趣 124 00:05:50,200 --> 00:05:53,750 这些都需要反复试验和灵感 125 00:05:53,750 --> 00:05:56,770 正如乔纳森·布洛设计《时空幻境》关卡 126 00:05:56,770 --> 00:06:01,500 他对游戏基本规则进行各种尝试,发掘其中有趣结果 127 00:06:01,500 --> 00:06:07,200 你也得试着搭配“马造”的各种元素,看有什么惊喜 128 00:06:09,470 --> 00:06:13,270 打造后半段 129 00:06:13,720 --> 00:06:17,250 现在玩家已证明他们掌握了基本机制 130 00:06:17,250 --> 00:06:19,550 我们可以加入各种组合 131 00:06:19,550 --> 00:06:23,200 让关卡后半段更趣味盎然 132 00:06:23,200 --> 00:06:25,270 这个过程大体相似 133 00:06:25,270 --> 00:06:29,670 我们想先让玩家在安全环境探索一套组合 134 00:06:29,670 --> 00:06:33,320 然后再让复杂度层层递进 135 00:06:33,320 --> 00:06:35,950 所以我先把吊臂装上简单轨道 136 00:06:35,950 --> 00:06:38,000 接着才做高度不一的多轨 137 00:06:38,000 --> 00:06:39,920 然后引入别的点子 138 00:06:40,570 --> 00:06:43,800 有时点子不会一蹴而就 139 00:06:43,800 --> 00:06:47,370 我有个疯狂想法是让吊臂抓住炸弹兵 140 00:06:47,370 --> 00:06:51,950 然后你必须找准时机顶ON/OFF开关,让吊臂落入下方轨道 141 00:06:51,950 --> 00:06:53,550 让炸弹兵撞墙 142 00:06:53,550 --> 00:06:54,950 炸出个洞 143 00:06:54,950 --> 00:06:57,470 但因为时机、镜头 144 00:06:57,470 --> 00:07:00,220 以及吊臂落下时马力欧在下方 145 00:07:00,220 --> 00:07:01,870 它的效果并不好 146 00:07:01,870 --> 00:07:06,020 当好点子表现不佳时,别害怕舍弃 147 00:07:06,020 --> 00:07:08,070 或试试大幅修改 148 00:07:08,070 --> 00:07:12,270 最后通常应该来一场终极测试 149 00:07:12,270 --> 00:07:16,000 大多数“马造”关卡都会在终点设个旗杆物 150 00:07:16,000 --> 00:07:19,670 如果玩家跳到旗杆顶,分数会更高 151 00:07:19,670 --> 00:07:23,970 所以你可以在触顶路上放个很难的平台谜题 152 00:07:23,970 --> 00:07:25,720 奖励最棒的玩家 153 00:07:25,720 --> 00:07:30,000 而那些没法触顶的人也能走底下通关 154 00:07:30,000 --> 00:07:31,670 另一个值得考虑的想法 155 00:07:31,670 --> 00:07:34,280 就是回关卡前半段 156 00:07:34,280 --> 00:07:37,270 布置些关于后期的小线索 157 00:07:37,270 --> 00:07:40,600 这会让关卡感觉更自洽,整体感更强 158 00:07:40,600 --> 00:07:43,350 也能防止玩家措不及手 159 00:07:43,350 --> 00:07:44,900 所以在前半段 160 00:07:44,900 --> 00:07:46,720 我引入了ON/OFF砖块 161 00:07:46,720 --> 00:07:48,270 这应该能帮玩家上手 162 00:07:48,270 --> 00:07:51,600 因为他们会在关卡最后碰到这种砖块 163 00:07:52,950 --> 00:07:55,820 加入敌人和道具 164 00:07:55,820 --> 00:08:00,850 一个马力欧关卡绝不是无尽的平台操作挑战 165 00:08:00,850 --> 00:08:04,550 其中还有敌人遭遇战,要么是用于递增难度 166 00:08:04,550 --> 00:08:06,550 要么是调剂节奏 167 00:08:06,550 --> 00:08:08,970 但别忘了游戏设计的精髓 168 00:08:08,970 --> 00:08:10,490 少即是多 169 00:08:10,490 --> 00:08:11,850 用少量敌人点缀 170 00:08:11,850 --> 00:08:15,870 而非往屏幕堆满弹头杀手、板栗仔和炸弹兵 171 00:08:15,870 --> 00:08:19,320 也别忘了道具,比如金币和加命蘑菇 172 00:08:19,320 --> 00:08:21,970 它们可以提示玩家往哪走 173 00:08:21,970 --> 00:08:26,470 道具既能奖励高手,也能奖励莽撞玩家 174 00:08:26,470 --> 00:08:31,150 让关卡由始至终有个相对简单的主线体验 175 00:08:31,150 --> 00:08:34,200 但接着加些额外金币和道具 176 00:08:34,200 --> 00:08:36,820 需要更高技巧才能获得 177 00:08:38,000 --> 00:08:41,800 测试并除错 178 00:08:42,400 --> 00:08:45,800 不要等你的关卡上线面向全世界时 179 00:08:45,800 --> 00:08:48,150 才向别人展示它们 180 00:08:48,150 --> 00:08:50,440 你太了解自己的关卡 181 00:08:50,440 --> 00:08:52,600 毕竟你为此辛苦了数小时 182 00:08:52,600 --> 00:08:55,720 你对每个像素了如指掌,就像手心手背 183 00:08:55,720 --> 00:08:58,670 但某个首次进入关卡的玩家 184 00:08:58,670 --> 00:09:04,000 可能很快就迷惑、茫然或发现关卡太难 185 00:09:04,000 --> 00:09:09,250 所以找上朋友、老妈、兄弟、甚至他们的朋友来测试 186 00:09:09,250 --> 00:09:11,950 看看他们的操作,问问他们的感受 187 00:09:11,950 --> 00:09:13,900 然后修改迭代 188 00:09:13,900 --> 00:09:16,300 你也能自己测试关卡 189 00:09:16,300 --> 00:09:18,820 有目的地去把关卡玩坏 190 00:09:18,820 --> 00:09:23,450 如果你能绕开各种挑战,无视所有巧妙设计 191 00:09:23,450 --> 00:09:27,170 那也许就得加点额外障碍措施了 192 00:09:27,170 --> 00:09:30,270 这里你需要检查三点 193 00:09:30,270 --> 00:09:31,000 第一 194 00:09:31,000 --> 00:09:37,250 确保马力欧没法用一个助跑跳就简单绕过整个障碍 195 00:09:37,250 --> 00:09:38,970 你可能需要加宽缺口 196 00:09:38,970 --> 00:09:42,220 加入砖块和斜坡来阻止助跑 197 00:09:42,220 --> 00:09:42,900 第二 198 00:09:42,900 --> 00:09:45,200 尽管你是个马力欧专家 199 00:09:45,200 --> 00:09:48,100 能够全速奔跑完成整个关卡 200 00:09:48,100 --> 00:09:50,460 但许多新手办不到 201 00:09:50,460 --> 00:09:54,000 所以确保你的关卡能用正常速度通关 202 00:09:54,000 --> 00:09:58,320 强迫自己试试完全不按奔跑键来通关 203 00:09:58,320 --> 00:09:59,220 第三 204 00:09:59,220 --> 00:10:02,620 如果第一次越障失败会怎样? 205 00:10:02,620 --> 00:10:07,420 想象这么一处跳跃,你要踩上慢慢龟来越过缺口 206 00:10:07,420 --> 00:10:09,520 成功了当然很酷 207 00:10:09,520 --> 00:10:12,570 但如果失败了,慢慢龟也死了呢? 208 00:10:12,570 --> 00:10:15,010 现在你没法通关了 209 00:10:15,010 --> 00:10:17,120 这设计不好 210 00:10:17,120 --> 00:10:19,320 不过有些简单办法修复 211 00:10:19,320 --> 00:10:22,900 比如让敌人、P按钮或弹簧垫什么的 212 00:10:22,900 --> 00:10:25,100 从水管无限涌出 213 00:10:25,100 --> 00:10:27,570 或用些不可破坏的关卡元素 214 00:10:27,570 --> 00:10:29,970 比如这里的音符砖块 215 00:10:31,670 --> 00:10:34,470 自己研究 216 00:10:34,470 --> 00:10:36,870 现在你做关卡兴致盎然 217 00:10:36,870 --> 00:10:40,270 这正是好机会打开自己最爱的马力欧游戏 218 00:10:40,270 --> 00:10:42,070 玩玩某些关卡 219 00:10:42,070 --> 00:10:44,520 你不再是个被动的玩家 220 00:10:44,520 --> 00:10:48,100 而是会积极寻找关卡设计提示和策略 221 00:10:48,100 --> 00:10:53,670 所以看看任天堂如何在每一关介绍、演进和变化一个点子 222 00:10:53,670 --> 00:10:56,250 考虑敌人和道具的摆放 223 00:10:56,250 --> 00:11:00,050 看任天堂如何让每一关张弛有度、动静结合 224 00:11:00,050 --> 00:11:02,120 另外,你没必要只看“马力欧” 225 00:11:02,120 --> 00:11:04,200 正如“游戏制作工具箱”曾展示的 226 00:11:04,200 --> 00:11:07,250 你可以从“洛克人”和“雷曼”学到很多 227 00:11:07,250 --> 00:11:10,600 还有我尚未剖析的《蔚蓝》和《铲子骑士》 228 00:11:10,600 --> 00:11:12,920 “马力欧”是最有用的,因为 229 00:11:12,920 --> 00:11:16,620 “马造”显然有着相同的机制和物理特性 230 00:11:16,620 --> 00:11:19,000 但好的关卡设计总是好的 231 00:11:19,000 --> 00:11:22,320 技巧也几乎总能通用 232 00:11:22,320 --> 00:11:25,420 所以用审视的眼光重玩这些游戏吧 233 00:11:25,420 --> 00:11:29,650 看能否在其中学到什么,把自己的关卡做得更好 234 00:11:30,320 --> 00:11:33,950 再来一次 235 00:11:33,950 --> 00:11:34,650 好了 236 00:11:34,650 --> 00:11:36,550 现在你已经完成第一个关卡 237 00:11:36,550 --> 00:11:39,220 你准备好尝新了 238 00:11:39,220 --> 00:11:42,100 你可以选不同机制重复这套教程 239 00:11:42,100 --> 00:11:44,150 或解放你的创意神经 240 00:11:44,150 --> 00:11:46,000 看还能创造什么 241 00:11:46,000 --> 00:11:49,520 也许你想做得更接近《森喜刚:热带寒流》 242 00:11:49,520 --> 00:11:52,520 探索多种机制如何贯穿关卡 243 00:11:52,520 --> 00:11:56,170 也许你想尝试“夜间模式”下古怪的元素变化 244 00:11:56,170 --> 00:11:59,500 玩玩森林和城堡主题的水下关卡 245 00:11:59,500 --> 00:12:01,220 或改变通关条件 246 00:12:01,220 --> 00:12:04,750 也许你设计关卡想围绕某个主题概念 247 00:12:04,750 --> 00:12:06,320 或某个马力欧技能 248 00:12:06,320 --> 00:12:08,800 而非仅仅一个机制 249 00:12:08,800 --> 00:12:10,050 一切取决于你 250 00:12:10,050 --> 00:12:10,950 但我希望 251 00:12:10,950 --> 00:12:14,600 上述基本提示总能给你带来帮助 252 00:12:14,600 --> 00:12:16,000 介绍机制 253 00:12:16,000 --> 00:12:17,020 调整节奏 254 00:12:17,020 --> 00:12:19,620 加入惊喜的变化、奖励高手 255 00:12:19,620 --> 00:12:23,720 这些是每个优秀关卡都会涵盖的 256 00:12:23,720 --> 00:12:25,320 所以做些酷酷的东西 257 00:12:25,320 --> 00:12:28,350 然后把关卡代码留在下方评论 258 00:12:28,350 --> 00:12:31,370 我下周会尽量玩这些关卡 259 00:12:31,370 --> 00:12:34,150 7月10号英国下午7点 260 00:12:34,150 --> 00:12:36,600 在YouTube上直播 261 00:12:36,600 --> 00:12:40,020 你们大伙也可以帮我玩评论中的关卡 262 00:12:40,020 --> 00:12:42,720 给你最喜欢的点赞 263 00:12:42,720 --> 00:12:45,950 感谢收看,创造愉快!