1. Game mode
at presentwebgameThe game mode can be roughly divided into the following four categories:
1, Players have a city that constantly upgrades buildings within the city. The buildings can automatically obtain materials and produce troops. Comparative numerical battles are carried out between the troops. Here I simply call itOgamemodel.
A relatively outstanding representative: World of God of WarII,Travian,Ogame, the Three Kingdoms of Wulin, dominate the world, and lordonline, dance in the spring and autumn, passionate three kingdoms, instant noodles three kingdoms, etc.
This is a relatively mature model. But it is precisely because of maturity. Therefore, players are exposed to more of this type of game. Unless you can surpass these excellent representatives, it is just a simple repeated development.
For players:
advantage:OgameThe mode simulates a monarch and launches a series of wars. Satisfy the monarch's sense of accomplishment.
Disadvantages: PlayOgameThe mode game requires enough patience. Of course, it's okay to have money.
For developers:
Advantages: There are quite a few places to refer to. There is even source code reference.(OgameSource code)
Disadvantages: No matter how the name is changed, how to plan. The essence has not changed. Players are not fools if they change soup or medicine.
OgameThe success achieved by the mode is just like when the legend first came out. It's not because this mode is very good, but because there is no stronger mode that surpasses him yet. So, if you want to make web games/making money, not fun, or just to set up your own server. Then please develop a new model. /
2, The core of the game is to fight, constantly fight, and constantly complete tasks. Here I simply call itEbsmodel.
A relatively outstanding representative:EBSII,webfantasy(wog), no-minded pet (forum plugin).
EbsThe model is also a mature model.
For players:
Advantages: Just keep fighting and completing tasks,PK。
Disadvantages: Only continuous battles and complete tasks.PK。
For developers:
Advantages: There are quite a few places to refer to. There is even source code reference.
(wog( webFantasy) source code, source code for pets without mind)
Disadvantages: What are the returns?
3、mmRPGMode game.
Cat Travel Notes, Heroes' Gate, Kunlun (Kunlun should not be considered a web game).
Simulate online games with clients. This idea itself is very good, but who will play is a question.
For players:
Advantages: Similar to online games with clients.
Disadvantages: The graphics, gameplay, etc. are not as good as the client online games, so you have to play themmmrpg, is it necessary to play web games?For developers:
Advantages: Clear mode and numerous references. (Most online games can be used as reference)
Disadvantages: Highly difficult planning and high technical difficulty.
4, business model game.
Wulin football manager,XBABasketball manager.
Business games are more difficult to deal with in terms of game consumption and sense of accomplishment. After all, it is not a stand-alone business game.
If the planning is strong enough, operating games are a good choice.
So, as a developer, which category should you choose to start with?
From a program perspective, no matter which category, six systems are needed.
2. Six major systems for web games
1, economic system.
The economic system includes: stores, auction houses, production or working places, props and resources.
Production or working placepass Players Time consumed produceProps and resources。
shop Let the players and the system performProps and resourcesinteraction.
Auction house Let the player and the player goProps and resourcesinteraction.
2, consumption system.(Battle, war, competition system.)
No matter what kind of web game it is. All are as follows12Select a few combinations in each mode.
1Playersvs 1 NPC
N Players vs 1 NPC
N Players vs N NPC
1Playersvs 1Players
N Players vs 1 Players
N Players vs N Players
1team vs 1 NPC
Nteam vs 1 NPC
Nteam vs N NPC
1team vs 1team
Nteam vs 1team
Nteam vs Nteam
For example, unintentional pets include
1Playersvs 1 NPC
1Playersvs 1Players
For example, the World of God of War includes
1Playersvs 1 NPC
1Playersvs 1Players
1team vs 1team
Nteam vs 1team
3, message system.
Short messages, system notifications, in-game emails, etc.
4, task system.
The task system is a collection of the above system functions. With functions, there will naturally be room for tasks to be performed.
5, Guild System.
Games are always played by people. Therefore, the guild system is the top priority.
6, map system.
Virtual world environment. It can be a complex picture map or just a few numbers.
analyze6What exactly does a class system do
1, economic system.
I believe that most developers have made e-commerce websites, or store websites.
Otherwise, I'll have made a product list.
ok,In web gamesshopVery similar to a general website store, and may be simpler because you don't need a shopping cart.
Auction house, If you have used Taobao and eBay auction functions, you will know what's going on.
The difficulties of the economic system are:
Production or working place、Props and resources。
Production or working place:
You need to complete at least one timer, one production class, and one working class.
Production and working categories only need:
start() process() Finish()
start():Data initialization. If you judge whether you have enough physical strength. Is the materials enough or something?
process():Can do nothing.
Finish():What product has been produced.
When will the execution start when the timer is used to cooperate with the processing(), when will the execution end()。
Props and resources:
It is best to integrate props into one table. Add asitemtype(prop type),itemaddtype(Props add attribute type),itemaddpointFields like (props increase points).
You can handle equipment, medicines, etc. very well.
2, consumption system.
Consumption systems are more complex than economic systems. Because it involves specific functional models.
for example1Playersvs 1 NPCmodel.
You canjsProcessing, can also be done byajaxCooperate with background programming language processing.
For example, a complete process:
1, obtain initial data. Start timing.
2, model process. For example, attack once, attackXXOne round.
Judgment, cycle model process, or end of the model.
3, model ends. Return data.
The difficulty lies in the model process. Of course, you can simply wait for a few minutes after submitting the model data and return another pile of data. This is how many web games are handled at this moment.
You can do it in a complicated way, too. For example, make an instant turn model.(For example, the commercial version of the player's combat model with no intention of pets)
Even if you are awesome enough, you can make a chess model. Of course, this is a severe test for planning and procedures.
The biggest problem is: one model is often not enough and multiple models may be required.
It is relatively simple to obtain and return data. The model function itself is relatively complex and cumbersome.
Therefore, I strongly recommend that the model is best made open and easy to scale. Writing more virtual classes and more interfaces may be very beneficial.
I also refer to some web game codes. However, the writing of pure functions, the writing of pure processes, and the written model. . It's really hard to use. There is no way to use it directly. The data and the model are mixed together.OgameThat's right, this is the pet without intention.wogThe same is true.
If you don’t have a sufficiently scalable model, it’s better to write it yourself. Modification takes more time and is very difficult to use.
3, message system.
Refer to the short message function of general forums. Very simple.
In-game mail, if you can mail items, it will be more difficult. But as long as the previous onePropsThe class is completed. Adding one or two fields is not a big problem.
4, task system.
Integrate the previous functions. Form a task chain.
There are probably several tables needed:
1) Task Basic Table
id
Locationid
Task Type 1 (kill monsters/Treasure Hunt/etc)
Task Type 2 (Single Task/Continuous tasks begin/Continuous task process/Continuous tasks end)
Task progress status (start/Interrupt/Cancel/Not answered/Completed) Default: Not connected
Task switch text (connect text or picture, click to trigger)
Task switch picture.
Task text description. (Describe the specific content of the task)
Whether to be a one-time task.
Is there a pre-task?
Pre-taskid
Whether there are post-tasks.
Post-taskid
Mission beginsNPC
Mission endsNPC
2) Task completion conditions
id
Taskid
Task completion type (Unconditional/Need items/Required attributes/All need/wait)
thingid
Quantity of items
Player attributes
Player attributes reach value
3) Mission completion reward
id
Taskid
thingid
Quantity of items
Player attributes
Add value to player attributes
Task completion switch text
Task completion switch picture
4) Task record table (Record tasks that can only be executed once)
id
Role
Taskid
Task progress status (start/Interrupt/Cancel/Not answered/Finished) Default: Start
5) Temporary task table
(Record tasks that can be executed multiple times,Write as soon as you start, delete or backup as you finish. )
(Continuous tasks, delete or backup when all completed.)
id
Role
Taskid
Task progress status (start/Interrupt/Cancel/Not answered/Finished) Default: Start
6)NPCsurface
id
NPCname
NPCpicture
NPCdialogue
The task system is forward3Summary and sublimation of system functions. It is very important to gameplay and playability.
5, Guild System.
Guilds are something like virtual functions.
The guild said, attack somewhere.
At this time, if there are multiple guild players going to attack a certain place. from1v1,Formed a seeminglyNv1。
The guild itself doesn't have to worry about how the player attacks.
Combined with guild system and task system. It can create a strong sense of game achievement.
6, map system.
The map system of web games is actually very similar to website navigation.
The difference is that website navigation may only require a few connections.
The map system will be more complicated. There may be pictures, more connections, and some need to be automatically generated.
Some areXXX*XXXconsists of dots (pictures or connections).
I personally think it's enough to just regard it as a template. The easiest one is the map system (unlike online games, it also requires detection of collisions, pathfinding, and a lot of algorithms). Of course, if you want to make a map that is very similar to online games, there is nothing you can do. I read this book about the game development and it all talks about it.
Summarize:
Economic system, consumption system, and message system are the foundation.
The task system and guild system are sublimation.
The map system is a container.
3. How to analyze the advantages and disadvantages of web games
From the developer's perspective:
To analyze web games is to analyze how its six major systems are. The core of analyzing web games is to analyze its consumption patterns.
OgameGame mode:
economysystem: Intermediate, automatically generated in production sites. No single job. There are shops, but the auction house is not sound. The props are not abundant.
Consumptionsystem: Send troops to fight, wait for time, and return to the battle results.
Discover the enemy's attack and transfer resources.
The additional hero mode has a certain impact on the battle.
Message system:primary, Site text message. Some add a simple chat room, most of which go through the forum.
Mission system: Intermediate, construction tasks, obtain props tasks, combat plunder tasks (in essence, obtain props).
Guild system: Intermediate, a battalion that gathers multiple troops. No guild missions. Simple news releases within the guild.
Map system: Intermediate, some have pictures, some are numbers and lists. It shows a certain distance relationship.
EbsGame mode:
economysystem: Beginner, obtain props and resources through combat. No work, no production. There are shops, but the auction house is not sound. The props are not abundant.
Consumptionsystem:fighting. Continue to fight.
Message system:primary, Site text message.
Mission system: primary, constant battle.
Guild System: Elementary, simple collection of players. No guild missions. Simple news releases within the guild.
Map system: Primary, no map. Or the map is just a few connections. There is no distance relationship.
mmRPGGame mode:
economysystem: Beginner, obtain props and resources through combat. No work, no production. There are shops, but the auction house is not sound.
Consumptionsystem: Fight, synthesis.
Additional character development.
Message system:intermediate, Site SMS, local chat room, global chat room.
Mission system: intermediate, combat mission, delivery mission, synthesis mission, upgrade mission (actually combat mission).
Guild System: Elementary, simple collection of players. No guild missions. Simple news releases within the guild.
Map system: Intermediate, with maps. There is a distance relationship. The map relationship is relatively complex.
Business model games:
economysystem: Intermediate, with production sites that automatically generate resources. There is work and production. There are shops, auction houses.
Consumptionsystem:Get better efficiency in competition tasks and production sites.
Additional character development mode.
Message system:primary, Site text message.
Task system: Intermediate, competition tasks, delivery tasks.
Guild System: Elementary, simple collection of players. No guild missions. Simple news releases within the guild.
Map system: elementary, simple map. Some have distance relationships, while others are simple picture connections.
The level written above is just a general concept and is for reference only.
Personally, the primary system may achieve qualitative improvements with less investment.
It is difficult to obtain higher improvements in an intermediate system. Of course, the awesome people are exceptional.
4. Improve the old model and develop new model
OgameFrom a system perspective, there are not many ways to improve the game mode. Therefore, they are comparing art and operation.
I haven't heard of any small company because of the operationogameThe game mode is profitable. All those who make profits are large companies, with millions a year and tens of millions a year.
EbsThere are many places to improve in mode games. But none of them are the improvement of the core consumption system. It is an improvement of other systems.
Continuously kill monsters in consumption mode. It has some flaws. The balance of the game is difficult to guarantee and maintain. But if a small company operates, it is still possible to make a profit. Including unintentional pets,EBSII, done. But the advertising revenue is quite considerable. Well-operated, one year10Ten thousand20Wan, no big problem. But it cannot operate with large companiesOgameMode game comparison.
mmRPGThe model has a lot of room for improvement and a lot of investment. The competitors are very strong. A competitor is an online game with a client. This is alsommRPGThe flaws of mode web games.
In terms of income, it depends on whether the platform itself is big enough, and if it is big enough, it can be maintained. The platform is small. Waiting for bankruptcy. Individuals or small companies are not recommended to intervene. But the same thing, except those who are awesome.
The business model has room for improvement.(Don't know much about the others, don't understand them very well)
Let’s look back at the six major systems.
economysystem Consumptionsystem Message system Task system Guild System Map system
Among them, the biggest difference is the consumption system. other5All systems are similar to each other to a certain extent.
Therefore, individual developers, as well as small development teams or small companies.
5. If you want to stand out in the competition, you can develop in four directions.
1. Through planning, let the original system mode create a new gaming experience.
like: webNautical game. Basically it's rightOgameThe modification of the model is worth learning from. Although it is a sailing game, the core mode has not changed. A more clever handOgameThe mode is converted into adventure games.
Such modifications will6The system has been repackaged. It has a strong attraction to new players. But for old players, the effect may not be good. Because the pattern has not changed.
This direction requires considerable strength and keenness.
2. Develop novel consumption systems. Or small interactive games with high gameplay.
For example: a viral game developed by Seven Days Studio.(This connection has a certain timeliness, the latest connection is/ superior. Seven Day Studio Group:70996701)
Because a consumption system with good scalability can be easily placed into existing games. And it can also evolve many new consumption systems.
For example, the viral game may evolve into a game of real estate grabbing land; a game of fighting for the highest point in the war, etc.
3. Develop other systems besides consumption systems. Or it is called a web game framework.
Because no matter how new or fun the system you consume, it always requires support from other systems. It can be said that it is difficult to make major breakthroughs in the functions of other systems.
What can be broken through is:
How to facilitate data management and modification;
How to easily combine these functions to achieve planning purposes;
How to keep a suitable interface to facilitate the integration with the consumption system.
4. Integrate the existing game system. for exampleRPG+SLG、RPG+Simulation business,RPG+SNSetc.
For example, "Iron Blood Hero" by Fengtian Studio
Integratedrpg+slg+Simulation business+sns. The game content is huge. But in fact it is achieved through the clever combination of single-class systems.
summary:
Choose a direction and achieve a relatively advanced level. This is the more practical direction for web game developers.
If these six systems can be made novel, practical, highly scalable, and simple and easy to understand. Then it can be foreseen that a successful web game will inevitably appear.
">Map System
Among them, the biggest difference is the consumption system. other5All systems are similar to each other to a certain extent.
Therefore, individual developers, as well as small development teams or small companies.
5. If you want to stand out in the competition, you can develop in four directions.
1. Through planning, let the original system mode create a new gaming experience.
like: webNautical game. Basically it's rightOgameThe modification of the model is worth learning from. Although it is a sailing game, the core mode has not changed. A more clever handOgameThe mode is converted into adventure games.
Such modifications will6The system has been repackaged. It has a strong attraction to new players. But for old players, the effect may not be good. Because the pattern has not changed.
This direction requires considerable strength and keenness.
2. Develop novel consumption systems. Or small interactive games with high gameplay.
For example: a viral game developed by Seven Days Studio.(This connection has a certain timeliness, the latest connection is/ superior. Seven Day Studio Group:70996701)
Because a consumption system with good scalability can be easily placed into existing games. And it can also evolve many new consumption systems.
For example, the viral game may evolve into a game of real estate grabbing land; a game of fighting for the highest point in the war, etc.
3. Develop other systems besides consumption systems. Or it is called a web game framework.
Because no matter how new or fun the system you consume, it always requires support from other systems. It can be said that it is difficult to make major breakthroughs in the functions of other systems.
What can be broken through is:
How to facilitate data management and modification;
How to easily combine these functions to achieve planning purposes;
How to keep a suitable interface to facilitate the integration with the consumption system.
4. Integrate the existing game system. for exampleRPG+SLG、RPG+Simulation business,RPG+SNSetc.
For example, "Iron Blood Hero" by Fengtian Studio
Integratedrpg+slg+Simulation business+sns. The game content is huge. But in fact it is achieved through the clever combination of single-class systems.
summary:
Choose a direction and achieve a relatively advanced level. This is the more practical direction for web game developers.
If these six systems can be made novel, practical, highly scalable, and simple and easy to understand. Then it can be foreseen that a successful web game will inevitably appear.