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“Monsters in games - how to make a player hate you”

 3r33434. 3r3-31. 3r3408. “Monsters in games - how to make a player hate you” , in the previous article, we sorted out at what distance monsters attack, what variations and combinations within the categories are 3r3406.  3r33434. and which opponents are the most annoying for most players. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. But before moving on to the fifth article of the cycle, I recommend reading the previous materials under the links: 3r3333389. 3r3406.  3r33434. 3r3406.  3r33434. h. 1 “Monsters in games or how to create fear” 3r33333. 3r3406.  3r33434. h. 2
"Monsters in games or making fear diverse"
3r3406.  3r33434. h. 3 "Monsters in games or how to surprise a player" 3r3406.  3r33434. including 4 "Monsters in games or 15 cm is enough to attack" 3r3406.  3r33434. 3r3406.  3r33434. Today we will learn how to properly combine monsters for dense and interesting gameplay, we will give specific examples and visualize them. 3r3406.  3r33434. 3r3406.  3r33434.
We will talk about how to arrange them in the materials on level design in a separate series of articles 3r3-344. 3r3406.  3r33434. Do you want to make cool games with thermonuclear gameplay? Want to give the user unforgettable emotions and bouts of salivation at the sight of your titles? 3r3406.  3r33434. 3r3406.  3r33434. 3r3404. Welcome under cat 3r3405. 3r3406.  3r33434. 3r3355. 3r33399. 3r3406.  3r33434. And so, as we have already dismantled in the last article, we have 3 enemy attack distances - close, middle and long range. Now our task is to competently combine them to create interesting game situations. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Typical situations [/b] 3r3406.  3r33434. 3r3406.  3r33434. Imagine - a huge horned vrazhin runs into your forehead, the creatures are overtaking it with smaller teeth with a bunch of teeth, the whole horde is already clicking its jaws and spraying its carcass. But this is not all, the creatures jump to the side smaller and throw fireballs at you, and snipers somewhere in the rear behind them fire at you from powerful weapons. This is DOOM . 3r3406.  3r33434. 3r3406.  3r33434. The most impudent opponent with a shield climbs on the rampage and does not give you a descent, sly robbers go in the back and look for a window to attack, the spearman forces the situation and helps the shieldman. Oh yeah, the archers are shooting at you, but these are trifles. 3r33333. Assasins Creed Origins. 3r33333. 3r3406.  3r33434. 3r3406.  3r33434. DOOM [/b] Everything is directed, arranged and assembled by designers and balanced, so the gameplay is very tight. If there are a lot of enemies, they throw us away in batches (it is not always possible to understand this, the player is too keen on shooting) and is not allowed to catch his breath. But dynamic battles are diluted by walking across locations, where we feel the atmosphere. The fleshyness of the opponents, the finishing, the general dynamics and the coolness of what is happening make the heart beat more often, and this feeling of nostalgia mmm 3r3406.  3r33434. 3r3406.  3r33434. In AS: Origins Opponents are simply placed in a heap and patrolling, the situation I described above is typical, but it is very far from elaboration of DOOM. Yes, opponents are arranged according to well-thought-out rules, but fights are monotonous and do not bring the kind of joy that the extermination of hordes of demons brings. On the other hand, you feel your superiority over blind and stupid opponents. In DOOM it is, but when you first meet the Knight of Hell or Cyberdemona, you involuntarily say something like @ #! @% @! What a tvarina, and how to kill it at all? 3r3406.  3r33434. 3r3406.  3r33434. 3r3102. 3r3406.  3r33434. 3r3406.  3r33434. To create interesting situations, you need to understand who in your game is a superior force - a player or monsters. Either the player needs to be given cattle for slaughter, or the player must maneuver, move and cheat in every possible way for survival. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Typical situations with a predominance of one type of opponents [/b] 3r3406.  3r33434. 3r3406.  3r33434. For example, Anor Londo in Dark Souls, arrows of silver knights are flying at you, the difficulty is in passing through narrow platforms and visors, an arrow caught in a player pushes him away and you fly into the abyss. 3r3406.  3r33434. 3r3406.  3r33434. 3r3406.  3r33434. 3r3406.  3r33434. If the level is traversed only in 1 way (Anor Londo), then it should be obvious and simple (there you can stupidly run, if you calculate the timings). 3r3406.  3r33434. 3r3406.  3r33434. Several options for passing the level give the player a choice, and the inquisitive player is given a difficult task, this is called adaptive gameplay, it is laid at the stage of forming the basic rules of the game. The main thing is a worthy reward, about the balance of complexity and reward, we'll talk again. 3r3406.  3r33434. 3r3406.  3r33434. 3r3408. 3r3406.  3r33434. 3r3406.  3r33434. Before the player is a knight with a shield, he is covered by 2 crossbowmen. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Situation 2 [/b] 3r3406.  3r33434. 3r3406.  3r33434. In front of the player is a knight with a shield and 2 thieves behind. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Situation 3 [/b] 3r3406.  3r33434. 3r3406.  3r33434. In front of the player is a knight with a shield, a crossbowman and a spearman on the right. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Situation 4 [/b] 3r3406.  3r33434. 3r3406.  3r33434. Behind 2 robbers, in front of a knight with a shield, crossbowmen cover in front. You can add a spearman, and better two, and the complexity will grow even. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Situation 5 [/b] 3r3406.  3r33434. 3r3406.  3r33434. Behind 2 crossbowmen, 2 robbers, in front of the knight with shield and spearman. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Situation 6 [/b] 3r3406.  3r33434. 3r3406.  3r33434. Similar to 5 recruits, but in front of 2 crossbowmen. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Situation 7 [/b] 3r3406.  3r33434. 3r3406.  3r33434. Add a magician in the back, let him throw fireballs. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Atypical situation [/b] 3r3406.  3r33434. 3r3406.  3r33434. 3r33333.  3r33434.
Behind 5 crossbowmen and in front a knight with a shield.
 3r33434.
There are 3 robbers ahead,
magician behind.  3r33434.
4 spearmen and magician
 3r33434.
10 robbers and crossbowman
 3r33434. 3r33381. 3r3406.  3r33434. 3r33333. Okay with the combinations figured out, [/b] Now you can collect whole presets from them and combine sets, following the rules. 3r3406.  3r33434. 3r3406.  3r33434. Be sure to test and balance sets and combinations. For simplicity, divide the complexity by difficulty; I use light, medium, complex, and combine them to produce intermediate difficulties. 3r3406.  3r33434. 3r3406.  3r33434. 3r3404. The density of the gameplay 3r3405. 3r3406.  3r33434. 3r3408. - to create a feeling of flow, when the player understands what to do, “where to go and his unconscious is involved,” he simply plays and receives emotions. To do this, it is important to balance between “easy and difficult” by tilting the scales one way or the other, but remain within certain limits. The density of the gameplay, this is the number of such situations per unit of time, the more of them and the more diverse they are, the more interesting your game. 3r3406.  3r33434. 3r3406.  3r33434. 3r3404. Components for tight gameplay: 3r3405. 3r3406.  3r33434. 3r33333.  3r33434.
variety of opponents
 3r33434.
the number of events per unit of time (event flow density) is 3r33379.  3r33434.
variability of solutions
 3r33434.
break and pause between events
 3r33434.
clarity of the player’s actions and the path of the movement (if I shoot at the head I kill, I need to go there)
 3r33434.
complexity balance /adaptive complexity.  3r33434. 3r33381. 3r3406.  3r33434. 3r33333. Do you know how this is all solved? 3r33333. 80% is a competent level design, the remaining 20% ​​is mechanics. 3r3406.  3r33434. Today's topic is part of the design of levels. 3r3406.  3r33434. 3r3406.  3r33434. 3r3408. - a branch of mathematics that studies the problem of selecting and arranging elements from a certain basic set in accordance with the given rules. Formulas and principles of combinatorics are used in probability theory to calculate the probability of random events and, accordingly, to obtain the laws of the distribution of random variables. 3r3406.  3r33434. 3r3406.  3r33434. This, in turn, allows us to investigate the patterns of mass random phenomena, which is very important for a correct understanding of the statistical patterns that manifest themselves in nature and technology. 3r3406.  3r33434. 3r3406.  3r33434. → Link to material 3r3406.  3r33434. 3r3406.  3r33434. 3r3404. How to apply? 3r3405. 3r3406.  3r33434. Calculation of possible combinations of opponents, based on incoming data. The simplest formula, you want more, read the article on the link and additional material. 3r3406.  3r33434. 3r3406.  3r33434. 3r3404. To summarize: 3r3405. 3r3406.  3r33434. 3r33333.  3r33434.
Develop a combination rule for the enemies in your game
 3r33434.
Think up and test many options for combinations of opponents, the most convenient way to do it at the prototype stage.
 3r33434.
Develop your grading complexity sets and stick to it when assembling levels 3r-3379.  3r33434.
Learn combinatorics and its simple formulas, it will help you quickly identify the possible number of combinations.
 3r33434. 3r33381. 3r3406.  3r33434. Next, we will analyze how to create cool and memorable bosses and create behavior patterns, this will end the cycle of articles and begin the level design material. 3r3406.  3r33434. 3r3406.  3r33434. 3r33333. Other articles by the author: [/b] 3r3406.  3r33434. 3r3406.  3r33434. 3r33394. "The ruinous mistake of newbies in game devs"
3r3406.  3r33434. "I am surrounded by idiots or how to work in a team" 3r3406.  3r33434. 3r3406.  3r33434. 3r3404. Thanks for reading, the article will be supplemented with interesting comments 3r3405. 3r3406.  3r33434. 3r3408. 3r3409. 3r33418. 3r33418. 3r33434. 3r33434. 3r33434. 3r3155. ! function (e) {function t (t, n) {if (! (n in e)) {for (var r, a = e.document, i = a.scripts, o = i.length; o-- ;) if (-1! == i[o].src.indexOf (t)) {r = i[o]; break} if (! r) {r = a.createElement ("script"), r.type = "text /jаvascript", r.async =! ? r.defer =! ? r.src = t, r.charset = "UTF-8"; var d = function () {var e = a.getElementsByTagName ("script")[0]; e.parentNode.insertBefore (r, e)}; "[object Opera]" == e.opera? a.addEventListener? a.addEventListener ("DOMContentLoaded", d,! 1): e.attachEvent ("onload", d ): d ()}}} t ("//mediator.mail.ru/script/2820404/"""_mediator") () (); 3r31616. 3r33434. 3r33418. 3r33434. 3r33434. 3r33434. 3r33434.

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