WEBVTT 00:00:02.520 --> 00:00:06.700 《超级马力欧创作家2》在几天前发售 00:00:06.700 --> 00:00:10.020 这款游戏让你能过把设计瘾 00:00:10.020 --> 00:00:13.750 用各种工具打造自己的马力欧关卡 00:00:13.750 --> 00:00:16.720 然后你可以将关卡上传 00:00:16.720 --> 00:00:20.450 看其他玩家对你的设计技巧有何评价 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 00:00:24.300 --> 00:00:25.550 Boss战 00:00:25.550 --> 00:00:28.050 疯狂谜题、无聊笑话,等等 00:00:28.050 --> 00:00:30.870 但当你第一次打开“创造模式” 00:00:30.870 --> 00:00:34.200 估计你肯定会问这个问题 00:00:34.200 --> 00:00:37.050 “呃,我该从哪入手?” 00:00:37.050 --> 00:00:39.720 所以我想不如做个教程 00:00:39.720 --> 00:00:43.420 帮你上手制作并发布第一个关卡 00:00:43.420 --> 00:00:47.650 而且它应该是个靠谱的马力欧式关卡 00:00:47.650 --> 00:00:50.220 而不只是用金币写个名字 00:00:50.220 --> 00:00:52.700 建一堆水管洗个金币澡 00:00:52.700 --> 00:00:55.230 或跷跷板上堆28个板栗仔 00:00:55.230 --> 00:00:56.120 然后 00:00:56.120 --> 00:00:59.570 一旦扫清障碍完成第一个关卡 00:00:59.570 --> 00:01:03.600 你就能更好地理解关卡设计法则 00:01:03.600 --> 00:01:05.550 你会学到更多技巧 00:01:05.550 --> 00:01:07.950 你会上手大部分关卡工具 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 00:01:11.470 --> 00:01:13.200 被任天堂招入麾下 00:01:13.200 --> 00:01:16.850 周末前就能到京都租公寓了 00:01:16.850 --> 00:01:17.820 听着不错? 00:01:17.820 --> 00:01:19.370 那咱们开始吧 00:01:20.470 --> 00:01:23.900 选一个主机制 00:01:23.900 --> 00:01:27.570 你在《马造2》中会犯的一个最大错误 00:01:27.570 --> 00:01:31.800 就是用工具箱里每个元素堆满关卡 00:01:31.800 --> 00:01:34.850 比如,这里放个大刺柱 00:01:34.850 --> 00:01:36.650 那里扔些反弹器 00:01:36.650 --> 00:01:38.420 中间混些跷跷板 00:01:38.420 --> 00:01:41.700 最后来个大弹头地狱 00:01:41.700 --> 00:01:44.820 这些关卡通常完全没有重点 00:01:44.820 --> 00:01:46.050 而且专业角度 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 00:01:51.600 --> 00:01:52.870 所以 00:01:52.870 --> 00:01:56.350 仔细查看工具箱,只选一个机制 00:01:56.350 --> 00:01:59.870 一个可以作为关卡核心主题的机制 00:01:59.870 --> 00:02:01.650 也许是音符砖块 00:02:01.650 --> 00:02:03.500 或弹簧垫 00:02:03.500 --> 00:02:05.400 或ON/OFF开关 00:02:05.400 --> 00:02:06.750 或蛇砖块 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 00:02:10.300 --> 00:02:13.930 这只是为后续设计打个基础 00:02:13.930 --> 00:02:15.520 对于我做的这关 00:02:15.520 --> 00:02:18.050 我会去研究这些摇摆吊臂 00:02:18.050 --> 00:02:19.620 它们看着蛮好玩 00:02:20.770 --> 00:02:23.320 考虑层层递进 00:02:23.320 --> 00:02:24.200 下一步 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 00:02:29.520 --> 00:02:32.550 那么摇摆吊臂最基本的呈现方式 00:02:32.550 --> 00:02:35.120 是将它架在缺口中央 00:02:35.120 --> 00:02:37.420 然后让马力欧跳入抓钩 00:02:37.420 --> 00:02:40.270 摆荡,再跳到另一端 00:02:40.270 --> 00:02:42.920 但也许我们能架设好几个吊臂 00:02:42.920 --> 00:02:44.650 架在不同高度 00:02:44.650 --> 00:02:47.500 也许在吊臂之间放个障碍平台 00:02:47.500 --> 00:02:50.060 或是浮空敌人,等等 00:02:50.060 --> 00:02:51.900 我们要找的是这种感觉 00:02:51.900 --> 00:02:52.850 “好了” 00:02:52.850 --> 00:02:55.150 “你现在知道怎么对付这个了” 00:02:55.150 --> 00:02:58.250 “但如果我这样呢?” 00:02:58.250 --> 00:03:00.320 有些变化很无聊 00:03:00.320 --> 00:03:02.320 有些则太难 00:03:02.320 --> 00:03:05.620 所以找块地方去试验不同组合 00:03:05.620 --> 00:03:09.070 找出体验最棒的那个 00:03:10.400 --> 00:03:13.320 介绍机制 00:03:13.320 --> 00:03:16.370 好,我们来动手做关卡 00:03:16.370 --> 00:03:20.250 第一步应该是向玩家介绍机制 00:03:20.250 --> 00:03:22.520 并确保安全可控 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 00:03:28.120 --> 00:03:30.370 但当吊臂初次登场时 00:03:30.370 --> 00:03:33.370 我们会让马力欧失手后安全落地 00:03:33.370 --> 00:03:34.520 再试一次 00:03:34.520 --> 00:03:39.050 但你得确保玩家没法绕过这处障碍 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 00:03:43.700 --> 00:03:45.500 所以我会建堵墙 00:03:45.500 --> 00:03:46.800 抬高吊臂 00:03:46.820 --> 00:03:49.200 迫使马力欧跳入抓钩 00:03:50.120 --> 00:03:53.620 加大难度 00:03:53.620 --> 00:03:56.170 还记得之前设想的难度递进? 00:03:56.170 --> 00:03:58.250 是时候引入它们了 00:03:58.250 --> 00:04:01.620 或至少,引入最棒的四五个 00:04:01.620 --> 00:04:05.050 在掌握这一机制最基本形态后 00:04:05.050 --> 00:04:08.600 玩家现在会期望各种额外挑战 00:04:08.600 --> 00:04:10.560 变化和复杂化 00:04:10.560 --> 00:04:11.400 理想情况下 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 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 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 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 00:04:29.750 --> 00:04:33.820 他们只能在危险突发时临机应变 00:04:33.820 --> 00:04:36.500 把这些留给最后阶段吧 00:04:36.500 --> 00:04:36.970 噢 00:04:36.970 --> 00:04:39.950 还要确保玩家有时间歇息 00:04:39.950 --> 00:04:42.550 别光顾着让挑战接踵而至 00:04:42.550 --> 00:04:44.870 加些平淡时间 00:04:44.870 --> 00:04:47.120 这不仅能让玩家歇歇 00:04:47.120 --> 00:04:51.020 也为关卡带来张弛有度的节奏 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 00:04:56.220 --> 00:04:59.770 寻找组合机制 00:04:59.770 --> 00:05:04.000 好,现在关卡有了主机制并能巧妙递进 00:05:04.000 --> 00:05:05.020 不错 00:05:05.020 --> 00:05:06.920 关卡前半段搞定 00:05:06.920 --> 00:05:09.220 保存一下,咱们继续 00:05:09.220 --> 00:05:12.720 现在,我们要从工具箱找些其它元素 00:05:12.720 --> 00:05:15.870 让它们跟主机制搭配起来 00:05:15.870 --> 00:05:17.500 对于摇摆吊臂 00:05:17.500 --> 00:05:20.170 我发现可以架设这种轨道 00:05:20.170 --> 00:05:23.470 接着,你可以让轨道分岔成两条 00:05:23.470 --> 00:05:26.020 用ON/OFF开关切换路径 00:05:26.020 --> 00:05:28.950 你还能让吊臂在轨道尽头掉落 00:05:28.950 --> 00:05:32.770 然后自动扣住下方另一条轨道 00:05:32.770 --> 00:05:35.470 摇摆吊臂也能抓马力欧之外的东西 00:05:35.470 --> 00:05:36.750 比如弹簧垫 00:05:36.750 --> 00:05:37.400 敌人 00:05:37.400 --> 00:05:38.800 引爆的炸弹 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 00:05:42.670 --> 00:05:44.700 这样马力欧才能继续 00:05:44.700 --> 00:05:48.120 如果弹头杀手射入抓钩会怎样? 00:05:48.120 --> 00:05:50.200 唔,很有趣 00:05:50.200 --> 00:05:53.750 这些都需要反复试验和灵感 00:05:53.750 --> 00:05:56.770 正如乔纳森·布洛设计《时空幻境》关卡 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 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 00:06:09.470 --> 00:06:13.270 打造后半段 00:06:13.720 --> 00:06:17.250 现在玩家已证明他们掌握了基本机制 00:06:17.250 --> 00:06:19.550 我们可以加入各种组合 00:06:19.550 --> 00:06:23.200 让关卡后半段更趣味盎然 00:06:23.200 --> 00:06:25.270 这个过程大体相似 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 00:06:29.670 --> 00:06:33.320 然后再让复杂度层层递进 00:06:33.320 --> 00:06:35.950 所以我先把吊臂装上简单轨道 00:06:35.950 --> 00:06:38.000 接着才做高度不一的多轨 00:06:38.000 --> 00:06:39.920 然后引入别的点子 00:06:40.570 --> 00:06:43.800 有时点子不会一蹴而就 00:06:43.800 --> 00:06:47.370 我有个疯狂想法是让吊臂抓住炸弹兵 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 00:06:51.950 --> 00:06:53.550 让炸弹兵撞墙 00:06:53.550 --> 00:06:54.950 炸出个洞 00:06:54.950 --> 00:06:57.470 但因为时机、镜头 00:06:57.470 --> 00:07:00.220 以及吊臂落下时马力欧在下方 00:07:00.220 --> 00:07:01.870 它的效果并不好 00:07:01.870 --> 00:07:06.020 当好点子表现不佳时,别害怕舍弃 00:07:06.020 --> 00:07:08.070 或试试大幅修改 00:07:08.070 --> 00:07:12.270 最后通常应该来一场终极测试 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 00:07:16.000 --> 00:07:19.670 如果玩家跳到旗杆顶,分数会更高 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 00:07:23.970 --> 00:07:25.720 奖励最棒的玩家 00:07:25.720 --> 00:07:30.000 而那些没法触顶的人也能走底下通关 00:07:30.000 --> 00:07:31.670 另一个值得考虑的想法 00:07:31.670 --> 00:07:34.280 就是回关卡前半段 00:07:34.280 --> 00:07:37.270 布置些关于后期的小线索 00:07:37.270 --> 00:07:40.600 这会让关卡感觉更自洽,整体感更强 00:07:40.600 --> 00:07:43.350 也能防止玩家措不及手 00:07:43.350 --> 00:07:44.900 所以在前半段 00:07:44.900 --> 00:07:46.720 我引入了ON/OFF砖块 00:07:46.720 --> 00:07:48.270 这应该能帮玩家上手 00:07:48.270 --> 00:07:51.600 因为他们会在关卡最后碰到这种砖块 00:07:52.950 --> 00:07:55.820 加入敌人和道具 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 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 00:08:04.550 --> 00:08:06.550 要么是调剂节奏 00:08:06.550 --> 00:08:08.970 但别忘了游戏设计的精髓 00:08:08.970 --> 00:08:10.490 少即是多 00:08:10.490 --> 00:08:11.850 用少量敌人点缀 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 00:08:15.870 --> 00:08:19.320 也别忘了道具,比如金币和加命蘑菇 00:08:19.320 --> 00:08:21.970 它们可以提示玩家往哪走 00:08:21.970 --> 00:08:26.470 道具既能奖励高手,也能奖励莽撞玩家 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 00:08:31.150 --> 00:08:34.200 但接着加些额外金币和道具 00:08:34.200 --> 00:08:36.820 需要更高技巧才能获得 00:08:38.000 --> 00:08:41.800 测试并除错 00:08:42.400 --> 00:08:45.800 不要等你的关卡上线面向全世界时 00:08:45.800 --> 00:08:48.150 才向别人展示它们 00:08:48.150 --> 00:08:50.440 你太了解自己的关卡 00:08:50.440 --> 00:08:52.600 毕竟你为此辛苦了数小时 00:08:52.600 --> 00:08:55.720 你对每个像素了如指掌,就像手心手背 00:08:55.720 --> 00:08:58.670 但某个首次进入关卡的玩家 00:08:58.670 --> 00:09:04.000 可能很快就迷惑、茫然或发现关卡太难 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 00:09:09.250 --> 00:09:11.950 看看他们的操作,问问他们的感受 00:09:11.950 --> 00:09:13.900 然后修改迭代 00:09:13.900 --> 00:09:16.300 你也能自己测试关卡 00:09:16.300 --> 00:09:18.820 有目的地去把关卡玩坏 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 00:09:23.450 --> 00:09:27.170 那也许就得加点额外障碍措施了 00:09:27.170 --> 00:09:30.270 这里你需要检查三点 00:09:30.270 --> 00:09:31.000 第一 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 00:09:37.250 --> 00:09:38.970 你可能需要加宽缺口 00:09:38.970 --> 00:09:42.220 加入砖块和斜坡来阻止助跑 00:09:42.220 --> 00:09:42.900 第二 00:09:42.900 --> 00:09:45.200 尽管你是个马力欧专家 00:09:45.200 --> 00:09:48.100 能够全速奔跑完成整个关卡 00:09:48.100 --> 00:09:50.460 但许多新手办不到 00:09:50.460 --> 00:09:54.000 所以确保你的关卡能用正常速度通关 00:09:54.000 --> 00:09:58.320 强迫自己试试完全不按奔跑键来通关 00:09:58.320 --> 00:09:59.220 第三 00:09:59.220 --> 00:10:02.620 如果第一次越障失败会怎样? 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 00:10:07.420 --> 00:10:09.520 成功了当然很酷 00:10:09.520 --> 00:10:12.570 但如果失败了,慢慢龟也死了呢? 00:10:12.570 --> 00:10:15.010 现在你没法通关了 00:10:15.010 --> 00:10:17.120 这设计不好 00:10:17.120 --> 00:10:19.320 不过有些简单办法修复 00:10:19.320 --> 00:10:22.900 比如让敌人、P按钮或弹簧垫什么的 00:10:22.900 --> 00:10:25.100 从水管无限涌出 00:10:25.100 --> 00:10:27.570 或用些不可破坏的关卡元素 00:10:27.570 --> 00:10:29.970 比如这里的音符砖块 00:10:31.670 --> 00:10:34.470 自己研究 00:10:34.470 --> 00:10:36.870 现在你做关卡兴致盎然 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 00:10:40.270 --> 00:10:42.070 玩玩某些关卡 00:10:42.070 --> 00:10:44.520 你不再是个被动的玩家 00:10:44.520 --> 00:10:48.100 而是会积极寻找关卡设计提示和策略 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 00:10:53.670 --> 00:10:56.250 考虑敌人和道具的摆放 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 00:11:00.050 --> 00:11:02.120 另外,你没必要只看“马力欧” 00:11:02.120 --> 00:11:04.200 正如“游戏制作工具箱”曾展示的 00:11:04.200 --> 00:11:07.250 你可以从“洛克人”和“雷曼”学到很多 00:11:07.250 --> 00:11:10.600 还有我尚未剖析的《蔚蓝》和《铲子骑士》 00:11:10.600 --> 00:11:12.920 “马力欧”是最有用的,因为 00:11:12.920 --> 00:11:16.620 “马造”显然有着相同的机制和物理特性 00:11:16.620 --> 00:11:19.000 但好的关卡设计总是好的 00:11:19.000 --> 00:11:22.320 技巧也几乎总能通用 00:11:22.320 --> 00:11:25.420 所以用审视的眼光重玩这些游戏吧 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 00:11:30.320 --> 00:11:33.950 再来一次 00:11:33.950 --> 00:11:34.650 好了 00:11:34.650 --> 00:11:36.550 现在你已经完成第一个关卡 00:11:36.550 --> 00:11:39.220 你准备好尝新了 00:11:39.220 --> 00:11:42.100 你可以选不同机制重复这套教程 00:11:42.100 --> 00:11:44.150 或解放你的创意神经 00:11:44.150 --> 00:11:46.000 看还能创造什么 00:11:46.000 --> 00:11:49.520 也许你想做得更接近《森喜刚:热带寒流》 00:11:49.520 --> 00:11:52.520 探索多种机制如何贯穿关卡 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 00:11:56.170 --> 00:11:59.500 玩玩森林和城堡主题的水下关卡 00:11:59.500 --> 00:12:01.220 或改变通关条件 00:12:01.220 --> 00:12:04.750 也许你设计关卡想围绕某个主题概念 00:12:04.750 --> 00:12:06.320 或某个马力欧技能 00:12:06.320 --> 00:12:08.800 而非仅仅一个机制 00:12:08.800 --> 00:12:10.050 一切取决于你 00:12:10.050 --> 00:12:10.950 但我希望 00:12:10.950 --> 00:12:14.600 上述基本提示总能给你带来帮助 00:12:14.600 --> 00:12:16.000 介绍机制 00:12:16.000 --> 00:12:17.020 调整节奏 00:12:17.020 --> 00:12:19.620 加入惊喜的变化、奖励高手 00:12:19.620 --> 00:12:23.720 这些是每个优秀关卡都会涵盖的 00:12:23.720 --> 00:12:25.320 所以做些酷酷的东西 00:12:25.320 --> 00:12:28.350 然后把关卡代码留在下方评论 00:12:28.350 --> 00:12:31.370 我下周会尽量玩这些关卡 00:12:31.370 --> 00:12:34.150 7月10号英国下午7点 00:12:34.150 --> 00:12:36.600 在YouTube上直播 00:12:36.600 --> 00:12:40.020 你们大伙也可以帮我玩评论中的关卡 00:12:40.020 --> 00:12:42.720 给你最喜欢的点赞 00:12:42.720 --> 00:12:45.950 感谢收看,创造愉快!