Signal-Decay-Combat-Design

The Combat Design of Signal Decay《拯救世界特别小队》的战斗设计

Signal Decay is a tactical twin-stick shooter in stealth disguise. It is a distinct game with small numbers, that is, all the enemies’s health points and the count of them are small integers. It brings a distinct experience to the game. I would call it emergent problem-solving by teamwork. To enhance the co-op experience in game, Signal Decay emphasizes on tactics and de-emphasizes on long-term strategy to some degree. To describe it, it’s more like multiple players explore the map and get through a series of hard check-point with planning and reflex. The long-term strategy is supported by a dynamic alert level mechanic in game.

See the official wiki for specific designs.

《拯救世界特别小队》(_Signal Decay_)是一个带着潜入玩法外衣的战术射击游戏。它是一个与众不同的“小数值”游戏,即敌人的血量和数目和玩家造成伤害都非常小的整数,这给游戏带来了非常特别的体验,我将它称为以团队合作进行的涌现的难题解决(emergent problem-solving by teamwork)。为了强化游戏中的合作体验,_Signal Decay_ 的游戏体验非常强调战术性而在一定程度上弱化了战略性,游戏体验类似于多名玩家通过探索并运用智慧和技巧通过一系列硬检查点的过程。游戏的战略性主要是通过动态的警戒等级实现的。

关于游戏的具体设计,可以参考官方英文 wiki

Guard 守卫

Signal Decay has many kinds of enemies and traps. The compositions of them present emergent challenges to the players. The most common enemies are guards. Although guards have similar AI, they still become different challenges with different weapons and armors, which are countered by different player weapons and gadgets.

游戏里有着多样的敌人和危险,他们相互之间的组合会给玩家提供涌现(emergent)的挑战。游戏里的主要敌人是守卫,守卫尽管拥有相似的AI,但拥有不同的武器和护甲,会给玩家提供不同的挑战,也被不同的武器和配件克制。

The core combat gameplay is shooting-from-behand – one player plays as a decoy to lure the guard, and the other can shoot him from behind. A guard has two armors in the front, so he can be killed by 3 shots from front and 1 shot from behind. When a player is found and faced by a guard, she becomes vulnerable and weak. Because the guard will be always faced to the player, which makes the player hard to fight against him. The player in this situation requires the help from the other player – a shot from behind. The co-op experience is all about caring about the other and nobody being left behind, instead of fighting as an individual without coordinations. The final result is the weaker player determines how far the team will go, similar to Heroes of the Storm, Overwatch (and Dota is the opposite).

游戏的战术玩法主要围绕着背后射击的机制设计——一个玩家扮演诱饵,一个玩家可以从背后射击守卫。守卫前面有两格护甲,需要三发子弹才能消灭,而后背只需要一发。当玩家被守卫发现时,就会变为极为弱势的状态,因为守卫会永远面对玩家,对该玩家来说是很难对抗的状态,而此时需要另外一个玩家从背后一击瞬间消灭守卫。游戏的合作设计是围绕着每个人都要时刻在乎彼此,没有人会被抛在后面,而不是仅仅在同一个空间各自活动的理念设计的。最终的效果就是玩家团队中较弱的玩家决定了团队中能够达到的水平上限,这一点可以类比《风暴英雄》《守望先锋》(而 Dota 则与之相反)。

A guard is stronger than an individual player. It requires two players to work together to eliminate a guard, and being chased makes a player desperate for the other’s help. This makes the gameplay in singleplayer mode so hard to be right. In singleplayer, once the player is being chased, there’s no teammate to help.

守卫比单个玩家强。需要多个玩家合作才能消灭一个守卫,而被追逐时只能求助于另一个玩家的合作设计,也使得单人模式的玩法设计带来了极大的挑战。在单人模式中,一旦玩家陷入危机,是无法找到队友帮忙的。

AI

The guards have the most complex AI to support the co-op experience. It is implemented by behavior trees. Guards’ AI states can be Idle, Suspect, Chase, Attack and Search and the transition states of them.

  1. In Idle state the guard is overwatching or patrolling.
  2. When a guard hears a small noise, he will turns to it.
  3. When a guard sees a player or a decoy, he will be suspecting.
  4. When a guard is suspecting for a while or receives an alarm event, he will turn on his radio, and start chasing at the players.
  5. When a guard meets a player while chasing, he will attack.
  6. When a guard can’t find any players in Chase state, he will start searching. In this state the guard will auto deduce where the player could be and search the floor.

To encourage the players to make an assault rather than lure everyone to a position with gun sounds. A special design is that when a guard is turning on his radio, he can’t attack at the same time. It takes quite some time. If the guard is lured by guns, when he meets the guard he will attack right away (because his radio was turned on when he started moving). This has a higher risk.

守卫拥有游戏中最为复杂的AI来支持这种合作体验。运用行为树技术实现。守卫AI的状态分为空闲、怀疑、追逐、攻击和搜索状态和之间的过渡状态。

  1. 空闲状态下守卫会处于站岗或巡逻状态。
  2. 当守卫听到小的噪声时,会转头看去。
  3. 当守卫看到玩家或诱饵时,会进入怀疑状态。给玩家提供了一定的容错率。
  4. 当守卫怀疑超过一定时间时或听到警报事件,会打开无线电,并进入追逐状态。
  5. 当守卫在追逐状态下遇到玩家时,会进入攻击状态。
  6. 当守卫追逐玩家或一个警报事件时,当到达可疑位置找不到玩家时,会进入搜索状态。搜索状态下守卫会根据玩家的速度智能推断出玩家可能处于的位置并进行扫描。

为了更加鼓励去袭击敌人或在引诱的同时消灭之,而不是运用枪声吸引敌人。游戏的设计是当守卫正在打开无线电的时候,就算玩家在眼前也是不会攻击的。这个时间也较长。如果是用枪声吸引的方法敌人见面就会攻击玩家,有更大的风险。

Guard AI

Guard AI Idle

Guard AI Suspect

Guard AI Attracted

Weapons 武器

Guards have different types of weapons:

守卫拥有不同的武器。

Armors 护甲

Counters 克制关系

Signal Decay provides many types of weapons and gadgets to fight against enemies with different weapons and armors. The counters are mostly indirect.

游戏里提供了各种武器配件。与不同的敌人和武器周旋。很多都是比较软的克制关系。

Here are some examples:

以下是一些例子:

See wiki for more details

更多细节可以访问wiki了解