[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:02.52,0:00:06.70,Default,,0000,0000,0000,,《超级马力欧创作家2》在几天前发售 Dialogue: 0,0:00:06.70,0:00:10.02,Default,,0000,0000,0000,,这款游戏让你能过把设计瘾 Dialogue: 0,0:00:10.02,0:00:13.75,Default,,0000,0000,0000,,用各种工具打造自己的马力欧关卡 Dialogue: 0,0:00:13.75,0:00:16.72,Default,,0000,0000,0000,,然后你可以将关卡上传 Dialogue: 0,0:00:16.72,0:00:20.45,Default,,0000,0000,0000,,看其他玩家对你的设计技巧有何评价 Dialogue: 0,0:00:20.45,0:00:24.30,Default,,0000,0000,0000,,游戏准备了全套工具,供你打造横向卷轴关卡 Dialogue: 0,0:00:24.30,0:00:25.55,Default,,0000,0000,0000,,Boss战 Dialogue: 0,0:00:25.55,0:00:28.05,Default,,0000,0000,0000,,疯狂谜题、无聊笑话,等等 Dialogue: 0,0:00:28.05,0:00:30.87,Default,,0000,0000,0000,,但当你第一次打开“创造模式” Dialogue: 0,0:00:30.87,0:00:34.20,Default,,0000,0000,0000,,估计你肯定会问这个问题 Dialogue: 0,0:00:34.20,0:00:37.05,Default,,0000,0000,0000,,“呃,我该从哪入手?” Dialogue: 0,0:00:37.05,0:00:39.72,Default,,0000,0000,0000,,所以我想不如做个教程 Dialogue: 0,0:00:39.72,0:00:43.42,Default,,0000,0000,0000,,帮你上手制作并发布第一个关卡 Dialogue: 0,0:00:43.42,0:00:47.65,Default,,0000,0000,0000,,而且它应该是个靠谱的马力欧式关卡 Dialogue: 0,0:00:47.65,0:00:50.22,Default,,0000,0000,0000,,而不只是用金币写个名字 Dialogue: 0,0:00:50.22,0:00:52.70,Default,,0000,0000,0000,,建一堆水管洗个金币澡 Dialogue: 0,0:00:52.70,0:00:55.23,Default,,0000,0000,0000,,或跷跷板上堆28个板栗仔 Dialogue: 0,0:00:55.23,0:00:56.12,Default,,0000,0000,0000,,然后 Dialogue: 0,0:00:56.12,0:00:59.57,Default,,0000,0000,0000,,一旦扫清障碍完成第一个关卡 Dialogue: 0,0:00:59.57,0:01:03.60,Default,,0000,0000,0000,,你就能更好地理解关卡设计法则 Dialogue: 0,0:01:03.60,0:01:05.55,Default,,0000,0000,0000,,你会学到更多技巧 Dialogue: 0,0:01:05.55,0:01:07.95,Default,,0000,0000,0000,,你会上手大部分关卡工具 Dialogue: 0,0:01:07.95,0:01:11.47,Default,,0000,0000,0000,,而且你会走上打造惊艳关卡的康庄大道 Dialogue: 0,0:01:11.47,0:01:13.20,Default,,0000,0000,0000,,被任天堂招入麾下 Dialogue: 0,0:01:13.20,0:01:16.85,Default,,0000,0000,0000,,周末前就能到京都租公寓了 Dialogue: 0,0:01:16.85,0:01:17.82,Default,,0000,0000,0000,,听着不错? Dialogue: 0,0:01:17.82,0:01:19.37,Default,,0000,0000,0000,,那咱们开始吧 Dialogue: 0,0:01:20.47,0:01:23.90,Default,,0000,0000,0000,,选一个主机制 Dialogue: 0,0:01:23.90,0:01:27.57,Default,,0000,0000,0000,,你在《马造2》中会犯的一个最大错误 Dialogue: 0,0:01:27.57,0:01:31.80,Default,,0000,0000,0000,,就是用工具箱里每个元素堆满关卡 Dialogue: 0,0:01:31.80,0:01:34.85,Default,,0000,0000,0000,,比如,这里放个大刺柱 Dialogue: 0,0:01:34.85,0:01:36.65,Default,,0000,0000,0000,,那里扔些反弹器 Dialogue: 0,0:01:36.65,0:01:38.42,Default,,0000,0000,0000,,中间混些跷跷板 Dialogue: 0,0:01:38.42,0:01:41.70,Default,,0000,0000,0000,,最后来个大弹头地狱 Dialogue: 0,0:01:41.70,0:01:44.82,Default,,0000,0000,0000,,这些关卡通常完全没有重点 Dialogue: 0,0:01:44.82,0:01:46.05,Default,,0000,0000,0000,,而且专业角度 Dialogue: 0,0:01:46.05,0:01:51.60,Default,,0000,0000,0000,,它们也没留足够时间去引入机制并探索机制深度 Dialogue: 0,0:01:51.60,0:01:52.87,Default,,0000,0000,0000,,所以 Dialogue: 0,0:01:52.87,0:01:56.35,Default,,0000,0000,0000,,仔细查看工具箱,只选一个机制 Dialogue: 0,0:01:56.35,0:01:59.87,Default,,0000,0000,0000,,一个可以作为关卡核心主题的机制 Dialogue: 0,0:01:59.87,0:02:01.65,Default,,0000,0000,0000,,也许是音符砖块 Dialogue: 0,0:02:01.65,0:02:03.50,Default,,0000,0000,0000,,或弹簧垫 Dialogue: 0,0:02:03.50,0:02:05.40,Default,,0000,0000,0000,,或ON/OFF开关 Dialogue: 0,0:02:05.40,0:02:06.75,Default,,0000,0000,0000,,或蛇砖块 Dialogue: 0,0:02:06.75,0:02:10.30,Default,,0000,0000,0000,,这并不是说你在关卡里不能用别的元素 Dialogue: 0,0:02:10.30,0:02:13.93,Default,,0000,0000,0000,,这只是为后续设计打个基础 Dialogue: 0,0:02:13.93,0:02:15.52,Default,,0000,0000,0000,,对于我做的这关 Dialogue: 0,0:02:15.52,0:02:18.05,Default,,0000,0000,0000,,我会去研究这些摇摆吊臂 Dialogue: 0,0:02:18.05,0:02:19.62,Default,,0000,0000,0000,,它们看着蛮好玩 Dialogue: 0,0:02:20.77,0:02:23.32,Default,,0000,0000,0000,,考虑层层递进 Dialogue: 0,0:02:23.32,0:02:24.20,Default,,0000,0000,0000,,下一步 Dialogue: 0,0:02:24.20,0:02:29.52,Default,,0000,0000,0000,,是思考如何让这个机制变得更有趣或更难 Dialogue: 0,0:02:29.52,0:02:32.55,Default,,0000,0000,0000,,那么摇摆吊臂最基本的呈现方式 Dialogue: 0,0:02:32.55,0:02:35.12,Default,,0000,0000,0000,,是将它架在缺口中央 Dialogue: 0,0:02:35.12,0:02:37.42,Default,,0000,0000,0000,,然后让马力欧跳入抓钩 Dialogue: 0,0:02:37.42,0:02:40.27,Default,,0000,0000,0000,,摆荡,再跳到另一端 Dialogue: 0,0:02:40.27,0:02:42.92,Default,,0000,0000,0000,,但也许我们能架设好几个吊臂 Dialogue: 0,0:02:42.92,0:02:44.65,Default,,0000,0000,0000,,架在不同高度 Dialogue: 0,0:02:44.65,0:02:47.50,Default,,0000,0000,0000,,也许在吊臂之间放个障碍平台 Dialogue: 0,0:02:47.50,0:02:50.06,Default,,0000,0000,0000,,或是浮空敌人,等等 Dialogue: 0,0:02:50.06,0:02:51.90,Default,,0000,0000,0000,,我们要找的是这种感觉 Dialogue: 0,0:02:51.90,0:02:52.85,Default,,0000,0000,0000,,“好了” Dialogue: 0,0:02:52.85,0:02:55.15,Default,,0000,0000,0000,,“你现在知道怎么对付这个了” Dialogue: 0,0:02:55.15,0:02:58.25,Default,,0000,0000,0000,,“但如果我这样呢?” Dialogue: 0,0:02:58.25,0:03:00.32,Default,,0000,0000,0000,,有些变化很无聊 Dialogue: 0,0:03:00.32,0:03:02.32,Default,,0000,0000,0000,,有些则太难 Dialogue: 0,0:03:02.32,0:03:05.62,Default,,0000,0000,0000,,所以找块地方去试验不同组合 Dialogue: 0,0:03:05.62,0:03:09.07,Default,,0000,0000,0000,,找出体验最棒的那个 Dialogue: 0,0:03:10.40,0:03:13.32,Default,,0000,0000,0000,,介绍机制 Dialogue: 0,0:03:13.32,0:03:16.37,Default,,0000,0000,0000,,好,我们来动手做关卡 Dialogue: 0,0:03:16.37,0:03:20.25,Default,,0000,0000,0000,,第一步应该是向玩家介绍机制 Dialogue: 0,0:03:20.25,0:03:22.52,Default,,0000,0000,0000,,并确保安全可控 Dialogue: 0,0:03:22.52,0:03:28.12,Default,,0000,0000,0000,,尽管这一关总会让你荡过危险致命的无底深坑 Dialogue: 0,0:03:28.12,0:03:30.37,Default,,0000,0000,0000,,但当吊臂初次登场时 Dialogue: 0,0:03:30.37,0:03:33.37,Default,,0000,0000,0000,,我们会让马力欧失手后安全落地 Dialogue: 0,0:03:33.37,0:03:34.52,Default,,0000,0000,0000,,再试一次 Dialogue: 0,0:03:34.52,0:03:39.05,Default,,0000,0000,0000,,但你得确保玩家没法绕过这处障碍 Dialogue: 0,0:03:39.05,0:03:43.70,Default,,0000,0000,0000,,他们必须真正体验并理解这一机制,才继续前行 Dialogue: 0,0:03:43.70,0:03:45.50,Default,,0000,0000,0000,,所以我会建堵墙 Dialogue: 0,0:03:45.50,0:03:46.80,Default,,0000,0000,0000,,抬高吊臂 Dialogue: 0,0:03:46.82,0:03:49.20,Default,,0000,0000,0000,,迫使马力欧跳入抓钩 Dialogue: 0,0:03:50.12,0:03:53.62,Default,,0000,0000,0000,,加大难度 Dialogue: 0,0:03:53.62,0:03:56.17,Default,,0000,0000,0000,,还记得之前设想的难度递进? Dialogue: 0,0:03:56.17,0:03:58.25,Default,,0000,0000,0000,,是时候引入它们了 Dialogue: 0,0:03:58.25,0:04:01.62,Default,,0000,0000,0000,,或至少,引入最棒的四五个 Dialogue: 0,0:04:01.62,0:04:05.05,Default,,0000,0000,0000,,在掌握这一机制最基本形态后 Dialogue: 0,0:04:05.05,0:04:08.60,Default,,0000,0000,0000,,玩家现在会期望各种额外挑战 Dialogue: 0,0:04:08.60,0:04:10.56,Default,,0000,0000,0000,,变化和复杂化 Dialogue: 0,0:04:10.56,0:04:11.40,Default,,0000,0000,0000,,理想情况下 Dialogue: 0,0:04:11.40,0:04:16.62,Default,,0000,0000,0000,,机制挑战应沿着相当平滑温和的难度曲线递进 Dialogue: 0,0:04:16.62,0:04:20.70,Default,,0000,0000,0000,,虽然你并不总是能做出完美的挑战层次 Dialogue: 0,0:04:20.70,0:04:25.72,Default,,0000,0000,0000,,但有一点绝对使难度暴增:当障碍物超出镜头范围 Dialogue: 0,0:04:25.72,0:04:29.75,Default,,0000,0000,0000,,这意味着玩家没法看清前路、提前规划操作 Dialogue: 0,0:04:29.75,0:04:33.82,Default,,0000,0000,0000,,他们只能在危险突发时临机应变 Dialogue: 0,0:04:33.82,0:04:36.50,Default,,0000,0000,0000,,把这些留给最后阶段吧 Dialogue: 0,0:04:36.50,0:04:36.97,Default,,0000,0000,0000,,噢 Dialogue: 0,0:04:36.97,0:04:39.95,Default,,0000,0000,0000,,还要确保玩家有时间歇息 Dialogue: 0,0:04:39.95,0:04:42.55,Default,,0000,0000,0000,,别光顾着让挑战接踵而至 Dialogue: 0,0:04:42.55,0:04:44.87,Default,,0000,0000,0000,,加些平淡时间 Dialogue: 0,0:04:44.87,0:04:47.12,Default,,0000,0000,0000,,这不仅能让玩家歇歇 Dialogue: 0,0:04:47.12,0:04:51.02,Default,,0000,0000,0000,,也为关卡带来张弛有度的节奏 Dialogue: 0,0:04:51.02,0:04:54.87,Default,,0000,0000,0000,,相比从不间断的刺激场面,这会有趣得多 Dialogue: 0,0:04:56.22,0:04:59.77,Default,,0000,0000,0000,,寻找组合机制 Dialogue: 0,0:04:59.77,0:05:04.00,Default,,0000,0000,0000,,好,现在关卡有了主机制并能巧妙递进 Dialogue: 0,0:05:04.00,0:05:05.02,Default,,0000,0000,0000,,不错 Dialogue: 0,0:05:05.02,0:05:06.92,Default,,0000,0000,0000,,关卡前半段搞定 Dialogue: 0,0:05:06.92,0:05:09.22,Default,,0000,0000,0000,,保存一下,咱们继续 Dialogue: 0,0:05:09.22,0:05:12.72,Default,,0000,0000,0000,,现在,我们要从工具箱找些其它元素 Dialogue: 0,0:05:12.72,0:05:15.87,Default,,0000,0000,0000,,让它们跟主机制搭配起来 Dialogue: 0,0:05:15.87,0:05:17.50,Default,,0000,0000,0000,,对于摇摆吊臂 Dialogue: 0,0:05:17.50,0:05:20.17,Default,,0000,0000,0000,,我发现可以架设这种轨道 Dialogue: 0,0:05:20.17,0:05:23.47,Default,,0000,0000,0000,,接着,你可以让轨道分岔成两条 Dialogue: 0,0:05:23.47,0:05:26.02,Default,,0000,0000,0000,,用ON/OFF开关切换路径 Dialogue: 0,0:05:26.02,0:05:28.95,Default,,0000,0000,0000,,你还能让吊臂在轨道尽头掉落 Dialogue: 0,0:05:28.95,0:05:32.77,Default,,0000,0000,0000,,然后自动扣住下方另一条轨道 Dialogue: 0,0:05:32.77,0:05:35.47,Default,,0000,0000,0000,,摇摆吊臂也能抓马力欧之外的东西 Dialogue: 0,0:05:35.47,0:05:36.75,Default,,0000,0000,0000,,比如弹簧垫 Dialogue: 0,0:05:36.75,0:05:37.40,Default,,0000,0000,0000,,敌人 Dialogue: 0,0:05:37.40,0:05:38.80,Default,,0000,0000,0000,,引爆的炸弹 Dialogue: 0,0:05:38.80,0:05:42.67,Default,,0000,0000,0000,,也许你可以把炸弹丢进抓钩,让它炸穿墙壁 Dialogue: 0,0:05:42.67,0:05:44.70,Default,,0000,0000,0000,,这样马力欧才能继续 Dialogue: 0,0:05:44.70,0:05:48.12,Default,,0000,0000,0000,,如果弹头杀手射入抓钩会怎样? Dialogue: 0,0:05:48.12,0:05:50.20,Default,,0000,0000,0000,,唔,很有趣 Dialogue: 0,0:05:50.20,0:05:53.75,Default,,0000,0000,0000,,这些都需要反复试验和灵感 Dialogue: 0,0:05:53.75,0:05:56.77,Default,,0000,0000,0000,,正如乔纳森·布洛设计《时空幻境》关卡 Dialogue: 0,0:05:56.77,0:06:01.50,Default,,0000,0000,0000,,他对游戏基本规则进行各种尝试,发掘其中有趣结果 Dialogue: 0,0:06:01.50,0:06:07.20,Default,,0000,0000,0000,,你也得试着搭配“马造”的各种元素,看有什么惊喜 Dialogue: 0,0:06:09.47,0:06:13.27,Default,,0000,0000,0000,,打造后半段 Dialogue: 0,0:06:13.72,0:06:17.25,Default,,0000,0000,0000,,现在玩家已证明他们掌握了基本机制 Dialogue: 0,0:06:17.25,0:06:19.55,Default,,0000,0000,0000,,我们可以加入各种组合 Dialogue: 0,0:06:19.55,0:06:23.20,Default,,0000,0000,0000,,让关卡后半段更趣味盎然 Dialogue: 0,0:06:23.20,0:06:25.27,Default,,0000,0000,0000,,这个过程大体相似 Dialogue: 0,0:06:25.27,0:06:29.67,Default,,0000,0000,0000,,我们想先让玩家在安全环境探索一套组合 Dialogue: 0,0:06:29.67,0:06:33.32,Default,,0000,0000,0000,,然后再让复杂度层层递进 Dialogue: 0,0:06:33.32,0:06:35.95,Default,,0000,0000,0000,,所以我先把吊臂装上简单轨道 Dialogue: 0,0:06:35.95,0:06:38.00,Default,,0000,0000,0000,,接着才做高度不一的多轨 Dialogue: 0,0:06:38.00,0:06:39.92,Default,,0000,0000,0000,,然后引入别的点子 Dialogue: 0,0:06:40.57,0:06:43.80,Default,,0000,0000,0000,,有时点子不会一蹴而就 Dialogue: 0,0:06:43.80,0:06:47.37,Default,,0000,0000,0000,,我有个疯狂想法是让吊臂抓住炸弹兵 Dialogue: 0,0:06:47.37,0:06:51.95,Default,,0000,0000,0000,,然后你必须找准时机顶ON/OFF开关,让吊臂落入下方轨道 Dialogue: 0,0:06:51.95,0:06:53.55,Default,,0000,0000,0000,,让炸弹兵撞墙 Dialogue: 0,0:06:53.55,0:06:54.95,Default,,0000,0000,0000,,炸出个洞 Dialogue: 0,0:06:54.95,0:06:57.47,Default,,0000,0000,0000,,但因为时机、镜头 Dialogue: 0,0:06:57.47,0:07:00.22,Default,,0000,0000,0000,,以及吊臂落下时马力欧在下方 Dialogue: 0,0:07:00.22,0:07:01.87,Default,,0000,0000,0000,,它的效果并不好 Dialogue: 0,0:07:01.87,0:07:06.02,Default,,0000,0000,0000,,当好点子表现不佳时,别害怕舍弃 Dialogue: 0,0:07:06.02,0:07:08.07,Default,,0000,0000,0000,,或试试大幅修改 Dialogue: 0,0:07:08.07,0:07:12.27,Default,,0000,0000,0000,,最后通常应该来一场终极测试 Dialogue: 0,0:07:12.27,0:07:16.00,Default,,0000,0000,0000,,大多数“马造”关卡都会在终点设个旗杆物 Dialogue: 0,0:07:16.00,0:07:19.67,Default,,0000,0000,0000,,如果玩家跳到旗杆顶,分数会更高 Dialogue: 0,0:07:19.67,0:07:23.97,Default,,0000,0000,0000,,所以你可以在触顶路上放个很难的平台谜题 Dialogue: 0,0:07:23.97,0:07:25.72,Default,,0000,0000,0000,,奖励最棒的玩家 Dialogue: 0,0:07:25.72,0:07:30.00,Default,,0000,0000,0000,,而那些没法触顶的人也能走底下通关 Dialogue: 0,0:07:30.00,0:07:31.67,Default,,0000,0000,0000,,另一个值得考虑的想法 Dialogue: 0,0:07:31.67,0:07:34.28,Default,,0000,0000,0000,,就是回关卡前半段 Dialogue: 0,0:07:34.28,0:07:37.27,Default,,0000,0000,0000,,布置些关于后期的小线索 Dialogue: 0,0:07:37.27,0:07:40.60,Default,,0000,0000,0000,,这会让关卡感觉更自洽,整体感更强 Dialogue: 0,0:07:40.60,0:07:43.35,Default,,0000,0000,0000,,也能防止玩家措不及手 Dialogue: 0,0:07:43.35,0:07:44.90,Default,,0000,0000,0000,,所以在前半段 Dialogue: 0,0:07:44.90,0:07:46.72,Default,,0000,0000,0000,,我引入了ON/OFF砖块 Dialogue: 0,0:07:46.72,0:07:48.27,Default,,0000,0000,0000,,这应该能帮玩家上手 Dialogue: 0,0:07:48.27,0:07:51.60,Default,,0000,0000,0000,,因为他们会在关卡最后碰到这种砖块 Dialogue: 0,0:07:52.95,0:07:55.82,Default,,0000,0000,0000,,加入敌人和道具 Dialogue: 0,0:07:55.82,0:08:00.85,Default,,0000,0000,0000,,一个马力欧关卡绝不是无尽的平台操作挑战 Dialogue: 0,0:08:00.85,0:08:04.55,Default,,0000,0000,0000,,其中还有敌人遭遇战,要么是用于递增难度 Dialogue: 0,0:08:04.55,0:08:06.55,Default,,0000,0000,0000,,要么是调剂节奏 Dialogue: 0,0:08:06.55,0:08:08.97,Default,,0000,0000,0000,,但别忘了游戏设计的精髓 Dialogue: 0,0:08:08.97,0:08:10.49,Default,,0000,0000,0000,,少即是多 Dialogue: 0,0:08:10.49,0:08:11.85,Default,,0000,0000,0000,,用少量敌人点缀 Dialogue: 0,0:08:11.85,0:08:15.87,Default,,0000,0000,0000,,而非往屏幕堆满弹头杀手、板栗仔和炸弹兵 Dialogue: 0,0:08:15.87,0:08:19.32,Default,,0000,0000,0000,,也别忘了道具,比如金币和加命蘑菇 Dialogue: 0,0:08:19.32,0:08:21.97,Default,,0000,0000,0000,,它们可以提示玩家往哪走 Dialogue: 0,0:08:21.97,0:08:26.47,Default,,0000,0000,0000,,道具既能奖励高手,也能奖励莽撞玩家 Dialogue: 0,0:08:26.47,0:08:31.15,Default,,0000,0000,0000,,让关卡由始至终有个相对简单的主线体验 Dialogue: 0,0:08:31.15,0:08:34.20,Default,,0000,0000,0000,,但接着加些额外金币和道具 Dialogue: 0,0:08:34.20,0:08:36.82,Default,,0000,0000,0000,,需要更高技巧才能获得 Dialogue: 0,0:08:38.00,0:08:41.80,Default,,0000,0000,0000,,测试并除错 Dialogue: 0,0:08:42.40,0:08:45.80,Default,,0000,0000,0000,,不要等你的关卡上线面向全世界时 Dialogue: 0,0:08:45.80,0:08:48.15,Default,,0000,0000,0000,,才向别人展示它们 Dialogue: 0,0:08:48.15,0:08:50.44,Default,,0000,0000,0000,,你太了解自己的关卡 Dialogue: 0,0:08:50.44,0:08:52.60,Default,,0000,0000,0000,,毕竟你为此辛苦了数小时 Dialogue: 0,0:08:52.60,0:08:55.72,Default,,0000,0000,0000,,你对每个像素了如指掌,就像手心手背 Dialogue: 0,0:08:55.72,0:08:58.67,Default,,0000,0000,0000,,但某个首次进入关卡的玩家 Dialogue: 0,0:08:58.67,0:09:04.00,Default,,0000,0000,0000,,可能很快就迷惑、茫然或发现关卡太难 Dialogue: 0,0:09:04.00,0:09:09.25,Default,,0000,0000,0000,,所以找上朋友、老妈、兄弟、甚至他们的朋友来测试 Dialogue: 0,0:09:09.25,0:09:11.95,Default,,0000,0000,0000,,看看他们的操作,问问他们的感受 Dialogue: 0,0:09:11.95,0:09:13.90,Default,,0000,0000,0000,,然后修改迭代 Dialogue: 0,0:09:13.90,0:09:16.30,Default,,0000,0000,0000,,你也能自己测试关卡 Dialogue: 0,0:09:16.30,0:09:18.82,Default,,0000,0000,0000,,有目的地去把关卡玩坏 Dialogue: 0,0:09:18.82,0:09:23.45,Default,,0000,0000,0000,,如果你能绕开各种挑战,无视所有巧妙设计 Dialogue: 0,0:09:23.45,0:09:27.17,Default,,0000,0000,0000,,那也许就得加点额外障碍措施了 Dialogue: 0,0:09:27.17,0:09:30.27,Default,,0000,0000,0000,,这里你需要检查三点 Dialogue: 0,0:09:30.27,0:09:31.00,Default,,0000,0000,0000,,第一 Dialogue: 0,0:09:31.00,0:09:37.25,Default,,0000,0000,0000,,确保马力欧没法用一个助跑跳就简单绕过整个障碍 Dialogue: 0,0:09:37.25,0:09:38.97,Default,,0000,0000,0000,,你可能需要加宽缺口 Dialogue: 0,0:09:38.97,0:09:42.22,Default,,0000,0000,0000,,加入砖块和斜坡来阻止助跑 Dialogue: 0,0:09:42.22,0:09:42.90,Default,,0000,0000,0000,,第二 Dialogue: 0,0:09:42.90,0:09:45.20,Default,,0000,0000,0000,,尽管你是个马力欧专家 Dialogue: 0,0:09:45.20,0:09:48.10,Default,,0000,0000,0000,,能够全速奔跑完成整个关卡 Dialogue: 0,0:09:48.10,0:09:50.46,Default,,0000,0000,0000,,但许多新手办不到 Dialogue: 0,0:09:50.46,0:09:54.00,Default,,0000,0000,0000,,所以确保你的关卡能用正常速度通关 Dialogue: 0,0:09:54.00,0:09:58.32,Default,,0000,0000,0000,,强迫自己试试完全不按奔跑键来通关 Dialogue: 0,0:09:58.32,0:09:59.22,Default,,0000,0000,0000,,第三 Dialogue: 0,0:09:59.22,0:10:02.62,Default,,0000,0000,0000,,如果第一次越障失败会怎样? Dialogue: 0,0:10:02.62,0:10:07.42,Default,,0000,0000,0000,,想象这么一处跳跃,你要踩上慢慢龟来越过缺口 Dialogue: 0,0:10:07.42,0:10:09.52,Default,,0000,0000,0000,,成功了当然很酷 Dialogue: 0,0:10:09.52,0:10:12.57,Default,,0000,0000,0000,,但如果失败了,慢慢龟也死了呢? Dialogue: 0,0:10:12.57,0:10:15.01,Default,,0000,0000,0000,,现在你没法通关了 Dialogue: 0,0:10:15.01,0:10:17.12,Default,,0000,0000,0000,,这设计不好 Dialogue: 0,0:10:17.12,0:10:19.32,Default,,0000,0000,0000,,不过有些简单办法修复 Dialogue: 0,0:10:19.32,0:10:22.90,Default,,0000,0000,0000,,比如让敌人、P按钮或弹簧垫什么的 Dialogue: 0,0:10:22.90,0:10:25.10,Default,,0000,0000,0000,,从水管无限涌出 Dialogue: 0,0:10:25.10,0:10:27.57,Default,,0000,0000,0000,,或用些不可破坏的关卡元素 Dialogue: 0,0:10:27.57,0:10:29.97,Default,,0000,0000,0000,,比如这里的音符砖块 Dialogue: 0,0:10:31.67,0:10:34.47,Default,,0000,0000,0000,,自己研究 Dialogue: 0,0:10:34.47,0:10:36.87,Default,,0000,0000,0000,,现在你做关卡兴致盎然 Dialogue: 0,0:10:36.87,0:10:40.27,Default,,0000,0000,0000,,这正是好机会打开自己最爱的马力欧游戏 Dialogue: 0,0:10:40.27,0:10:42.07,Default,,0000,0000,0000,,玩玩某些关卡 Dialogue: 0,0:10:42.07,0:10:44.52,Default,,0000,0000,0000,,你不再是个被动的玩家 Dialogue: 0,0:10:44.52,0:10:48.10,Default,,0000,0000,0000,,而是会积极寻找关卡设计提示和策略 Dialogue: 0,0:10:48.10,0:10:53.67,Default,,0000,0000,0000,,所以看看任天堂如何在每一关介绍、演进和变化一个点子 Dialogue: 0,0:10:53.67,0:10:56.25,Default,,0000,0000,0000,,考虑敌人和道具的摆放 Dialogue: 0,0:10:56.25,0:11:00.05,Default,,0000,0000,0000,,看任天堂如何让每一关张弛有度、动静结合 Dialogue: 0,0:11:00.05,0:11:02.12,Default,,0000,0000,0000,,另外,你没必要只看“马力欧” Dialogue: 0,0:11:02.12,0:11:04.20,Default,,0000,0000,0000,,正如“游戏制作工具箱”曾展示的 Dialogue: 0,0:11:04.20,0:11:07.25,Default,,0000,0000,0000,,你可以从“洛克人”和“雷曼”学到很多 Dialogue: 0,0:11:07.25,0:11:10.60,Default,,0000,0000,0000,,还有我尚未剖析的《蔚蓝》和《铲子骑士》 Dialogue: 0,0:11:10.60,0:11:12.92,Default,,0000,0000,0000,,“马力欧”是最有用的,因为 Dialogue: 0,0:11:12.92,0:11:16.62,Default,,0000,0000,0000,,“马造”显然有着相同的机制和物理特性 Dialogue: 0,0:11:16.62,0:11:19.00,Default,,0000,0000,0000,,但好的关卡设计总是好的 Dialogue: 0,0:11:19.00,0:11:22.32,Default,,0000,0000,0000,,技巧也几乎总能通用 Dialogue: 0,0:11:22.32,0:11:25.42,Default,,0000,0000,0000,,所以用审视的眼光重玩这些游戏吧 Dialogue: 0,0:11:25.42,0:11:29.65,Default,,0000,0000,0000,,看能否在其中学到什么,把自己的关卡做得更好 Dialogue: 0,0:11:30.32,0:11:33.95,Default,,0000,0000,0000,,再来一次 Dialogue: 0,0:11:33.95,0:11:34.65,Default,,0000,0000,0000,,好了 Dialogue: 0,0:11:34.65,0:11:36.55,Default,,0000,0000,0000,,现在你已经完成第一个关卡 Dialogue: 0,0:11:36.55,0:11:39.22,Default,,0000,0000,0000,,你准备好尝新了 Dialogue: 0,0:11:39.22,0:11:42.10,Default,,0000,0000,0000,,你可以选不同机制重复这套教程 Dialogue: 0,0:11:42.10,0:11:44.15,Default,,0000,0000,0000,,或解放你的创意神经 Dialogue: 0,0:11:44.15,0:11:46.00,Default,,0000,0000,0000,,看还能创造什么 Dialogue: 0,0:11:46.00,0:11:49.52,Default,,0000,0000,0000,,也许你想做得更接近《森喜刚:热带寒流》 Dialogue: 0,0:11:49.52,0:11:52.52,Default,,0000,0000,0000,,探索多种机制如何贯穿关卡 Dialogue: 0,0:11:52.52,0:11:56.17,Default,,0000,0000,0000,,也许你想尝试“夜间模式”下古怪的元素变化 Dialogue: 0,0:11:56.17,0:11:59.50,Default,,0000,0000,0000,,玩玩森林和城堡主题的水下关卡 Dialogue: 0,0:11:59.50,0:12:01.22,Default,,0000,0000,0000,,或改变通关条件 Dialogue: 0,0:12:01.22,0:12:04.75,Default,,0000,0000,0000,,也许你设计关卡想围绕某个主题概念 Dialogue: 0,0:12:04.75,0:12:06.32,Default,,0000,0000,0000,,或某个马力欧技能 Dialogue: 0,0:12:06.32,0:12:08.80,Default,,0000,0000,0000,,而非仅仅一个机制 Dialogue: 0,0:12:08.80,0:12:10.05,Default,,0000,0000,0000,,一切取决于你 Dialogue: 0,0:12:10.05,0:12:10.95,Default,,0000,0000,0000,,但我希望 Dialogue: 0,0:12:10.95,0:12:14.60,Default,,0000,0000,0000,,上述基本提示总能给你带来帮助 Dialogue: 0,0:12:14.60,0:12:16.00,Default,,0000,0000,0000,,介绍机制 Dialogue: 0,0:12:16.00,0:12:17.02,Default,,0000,0000,0000,,调整节奏 Dialogue: 0,0:12:17.02,0:12:19.62,Default,,0000,0000,0000,,加入惊喜的变化、奖励高手 Dialogue: 0,0:12:19.62,0:12:23.72,Default,,0000,0000,0000,,这些是每个优秀关卡都会涵盖的 Dialogue: 0,0:12:23.72,0:12:25.32,Default,,0000,0000,0000,,所以做些酷酷的东西 Dialogue: 0,0:12:25.32,0:12:28.35,Default,,0000,0000,0000,,然后把关卡代码留在下方评论 Dialogue: 0,0:12:28.35,0:12:31.37,Default,,0000,0000,0000,,我下周会尽量玩这些关卡 Dialogue: 0,0:12:31.37,0:12:34.15,Default,,0000,0000,0000,,7月10号英国下午7点 Dialogue: 0,0:12:34.15,0:12:36.60,Default,,0000,0000,0000,,在YouTube上直播 Dialogue: 0,0:12:36.60,0:12:40.02,Default,,0000,0000,0000,,你们大伙也可以帮我玩评论中的关卡 Dialogue: 0,0:12:40.02,0:12:42.72,Default,,0000,0000,0000,,给你最喜欢的点赞 Dialogue: 0,0:12:42.72,0:12:45.95,Default,,0000,0000,0000,,感谢收看,创造愉快!