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Welcome to the front.

规则书和系统
Rulebooks and systems
游戏主要的想法是像是象棋一样,每个棋子可以执行的动作只有简单的:移动、移动射击、射击着三个动作。
但是!游戏的主要内容会象是象棋一样,即使在棋子不进行移动的情况下,他依然可以担任防御的任务,依然可以对对方的行动造成阻碍,甚至击杀。所以整个游戏会是双方抢占优势区域,互相挤压生存空间的游戏。
The game's main idea is that it is like chess, where each piece can perform only three simple actions: move, move, and shoot, and shoot and land.
However! The main content of the game will be like chess, even in the case the piece does not move, he can still act as a defense, stise obstacles to the other side of the action, and even kill. So the whole game will be a game of two sides grabbing advantageous areas and squeezing each other to survive.
游戏数据分析总览(全自动分析)
General overview of game data analysis (fully automated analysis)

高分段比赛击杀记录
High skill Match Kill Record

新玩家比赛击杀记录
New Player Match Kill Record

工作总览
Overview of work
-撰写规则书
-游戏系统设计
-游戏数据跟踪
-游戏平衡
-游戏后续更新
-Writing the rule book
-Game system design
-Game data tracking
-Game balancing
-Game updates
中文规则书
Chinese Rulebook

初版英文规则书
First Edition English Rulebook

数据跟踪以及数据分析
Data tracking and Data analysis
我们现在已经进行了六次以上的游戏测试和数据跟踪,我打算从,击杀方式、击杀单位、被击杀的单位以及击杀时的加成来分析游戏的数据。
主要思路如下
首先,我假设侦察兵和机枪的作用会比单个的步兵要大,但是步兵因为人数比较多,所以步兵的被击杀率和成功击杀会拉平这个差距。
第二,我们要知道掩体加成是否鼓励玩家在掩体后面射击。
第三,我们需要一个单位的击杀概率在25%到20%。因为我们希望玩家利用有利方式来提高击杀率,但是创造这个机会会是比较难的,所以需要非常多的前期不铺垫来造成后期的更加有效的击杀。所以30%到25%会是一个比较好的。当用自己的技巧让击杀概率高达50%以上时,这个时候玩家才会感到兴奋。
We've now had over six playtests and data tracking, and I'm going to analyze the game's stats in terms of, how kills are made, units killed, units killed, and bonuses on kills.
The main ideas are as follows.
First, I'm assuming that scouts and machine guns will be more useful than individual infantry, but the infantry, because of their larger numbers, will even out this gap in terms of kill rate and successful kills.
Second, we need to know if the cover bonus encourages players to shoot behind the cover.
Third, we need a unit to have a kill probability of 25% to 20%. Because we want the player to utilize favorable ways to increase the kill rate, creating that opportunity will be harder, so it will take a very large amount of up-front not padding to cause more effective kills later on. So 30% to 25% would be a better one. When using their skills to make the probability of killing up to 50% or more, this time the player will feel excited.
测试画面
Test screen


