《骰碰骰》项目封面
04

Project 04 · Unreal Engine 5.8 · 系统、关卡与 AI 设计Systems, level & AI design

骰碰骰DiceClash

骰子留在桌上,让每次碰撞和每一张牌,都改写下一手的选择。

Dice stay on the table; every collision and every card reshapes the next decision.

类型Genre
物理弹射 × 回合策略Physics flicking × turn-based strategy
对局Match
1 名玩家 + 3 名 AI 对手 · 三回合1 player + 3 AI opponents · three rounds
引擎Engine
UE 5.8(C++ / Slate),19 张蓝图复现核心逻辑UE 5.8 (C++ / Slate), 19 Blueprint graphs rebuild the core logic
周期Period
2026.09.24 – 10.07
我的工作My role
玩法目标、桌面路线、卡牌取舍、计分规则、可读性与试玩迭代Play goals, table routes, card trade-offs, scoring, readability and playtest iteration

我的贡献 · 玩法目标、桌面路线、卡牌取舍、计分规则与迭代方向由我确定。AI 工具辅助实现与资料整理;环境、角色和动捕使用现有素材。My contribution · I set the play goals, table routes, card trade-offs, scoring rules and iteration direction. AI tools assisted implementation and documentation; environment, character and mocap assets are third-party.

工作范围与完整素材来源Scope and complete asset credits

工作范围与素材来源Scope & sources哪些是我做的What I did

设计与迭代Design & iteration

整理玩法目标、桌面路线、卡牌取舍、计分规则及可读性改进。设计方向由我确定,AI 工具辅助实现与资料整理。

Play goals, table routes, card trade-offs, scoring rules and readability. I set the design direction; AI tools assisted with implementation and documentation.

美术与动画Art & animation

环境与角色使用 Nordic Tavern、Modular Medieval NPC 等现有素材;酒客与反应动作来自 Anderson Rohr 免费动捕。卡牌与 UI 装饰包含 AI 生成内容。

Existing assets such as Nordic Tavern and Modular Medieval NPC; patron mocap by Anderson Rohr. Cards and UI decoration include AI-generated content.

声音Sound

ambientCG 纹理、RandomMind 音乐、Kenney 与 Freesound 音效(CC0);VoiceBosch 为 CC BY-SA 4.0,玩家配音 theuncertainman 为 CC BY 4.0。

ambientCG textures, RandomMind music, Kenney and Freesound effects (CC0); VoiceBosch CC BY-SA 4.0; player voice by theuncertainman, CC BY 4.0.

01 Part 01 / 07

最后一手:保位还是撞击?The last move: hold or hit?

从一次具体选择,看位置、点数与行动机会怎样互相制约。One decision shows the trade-off between position, pips and a limited move.

骰碰骰实机瞄准视角:桌面得分区、障碍与手牌
IN-GAME / TABLE实机瞄准视角 · 下方为第二回合的决策案例In-game aiming view · a round-two decision example follows

Round 02 / Last move

一手,改变结算One move changes the score

第二回合只计奇数点(有效点数 × 2),偶数不得分。区内蓝骰 3 点值 6 分,橙骰 5 点值 10 分。最后一手,是冒险撞开对手,还是用掉本局唯一的翻面牌?

Round 2 scores only odd pips (valid pips × 2); even pips score zero. In the zone, blue 3 is worth 6; orange 5 is worth 10. With one move left, risk a hit or spend the match's only Flip?

读局面Read第二回合最后一手(只计奇数点、偶数 0 分)。区内蓝骰 3 点得 6 分,橙骰 5 点得 10 分。Round 2, last move (odd pips score). Blue 3 = 6 points, orange 5 = 10 points.
撞击?Hit?可把橙骰移出区,也可能打散自己的站位。Could knock orange out, or scatter blue.
封存?Seal?无法消除橙方 10 分,且仍可被物理撞动。Doesn't remove orange's 10.
选择翻面Choose Flip橙骰 5 → 2,位置不变,橙方 10 分变 0 分;代价是一手和本局唯一的 Flip。Orange 5 → 2 in place; 10 becomes 0. Cost: the move and the only Flip.
结算Result累计分:蓝方 8 → 14,橙方 12 → 12(若不翻面,橙方会到 22),蓝方反超。第三轮区域换位,留桌骰子要重新经营。Running totals: blue 8 → 14, orange stays 12 (22 without the Flip). Round 3 moves the zone; dice on the table need new plans.
四个策略维度与代价Four strategic dimensions and costs

位置 · 抢、挡、撞Position · take, block, hit

进区占分;用低分骰挡住路线;把对手撞出得分区。

Take the zone; block routes with low dice; knock rivals out.

代价Cost

进攻可能打散自己的站位;第三回合区域换位。

Attacking can scatter your own dice; the zone moves in round 3.

点数 · 用牌改写Pips · rewrite with cards

翻面、对调、重塑、封存。

Flip, Swap, Reshape, Seal.

代价Cost

每张只有一次;出牌就不能投骰;封存挡不住物理撞击。

Once each; no throw after a card; Seal can't stop a physical hit.

地形 · 倒一杯酒Terrain · pour a drink

在对手的必经之路上制造酒渍。

Spill on your rival's route.

代价Cost

每局一次;酒渍对自己同样有效。

Once per match; it works on you too.

时机 · 谁最后出手Timing · who moves last

最后一手可以在结算前改写局面。

The last move can rewrite the table before scoring.

代价Cost

先手每回合轮换;先出手的布局要经受三次干扰。

First player rotates; an early layout faces three interruptions.

回合结算Scoring show等演出放完,再把分数「发」出来Wait for the show, then pay out the score

领奖台Podium舞台先暗,追光从第 4 名打到第 1 名;第 1 名欢呼、说一句胜利台词,最后一名沮丧。The stage darkens; a spotlight runs from 4th to 1st; the winner cheers, the last place sulks.
铜币Coins镜头到位后,得分骰子的分数化成铜币,划弧飞向各家的硬币堆。Scores turn into coins that arc to each player's stack.
赢家时刻Winner's moment立卡抬起、脸上的光亮起,对手和观众这时才反应。The placard lifts and the face light rises; only then do rivals and patrons react.
结算时机Timing

「结算窗口出现得太早」"The score window shows too early"

最后一手的出牌演出还没放完,账本就弹了出来;结算只有一张表。The ledger popped up before the last card show ended; scoring was just a table.

等演出放完、镜头到位、再停 1.4 秒;计分仍在同一帧入账,演出只决定何时显示。Wait for the show and camera, then 1.4 s; scoring still lands in the same frame — the show only decides when to display.

02 Part 02 / 07

研究参考与设计取舍Research and design choices

本章回答:参考了什么,要解决的核心问题是什么,游戏发生在怎样的世界里。This part answers: references, the core problem, and the world the game lives in.

References同类研究:取什么,不取什么Research: what to take, what to leave

Tumblin' Dice

参考:弹射骰子,朝上点数 × 落点区域倍率。取舍:采用弹射与区域计分;改为骰子跨回合留桌。

Reference: flick dice; top face × zone multiplier. Choice: kept flicking and zones; dice now stay across rounds.

Tumblin' Dice 桌游
参考ReferenceTumblin' Dice 骰子弹射桌游Tumblin' Dice, a dice-flicking board game
瞄准与弹射
我的关卡My level瞄准与弹射:把骰子弹进灯下的得分区,骰子留在桌上进入下一回合。Aim and flick dice into the lamp-lit zone; they stay on the table into the next round.

冰壶Curling

参考:占位、守卫、击打各有目的;最后一投优势。取舍:低分骰也能挡路线;常驻行动顺序与「最后一手」提示。

Reference: guarding, drawing and hitting each have a purpose; last-stone advantage. Choice: low dice can block routes; a constant turn order and a "last move" cue.

冰壶比赛
参考Reference冰壶,图源 Curl Aberdeen 官方入门页Curling; image from the Curl Aberdeen beginners' page
对手回合时的桌面站位
我的关卡My level桌上的骰子既是得分,也是路障:低分骰可以挡住别人的路线。Dice on the table are both points and obstacles: a low die can block someone else's route.

Crokinole

参考:把对手撞进低分位置也是进攻。取舍:撞出得分区就算有效进攻,不只有击出桌外。

Reference: knocking rivals into low spots is an attack too. Choice: knocking a die out of the zone counts, not only off the table.

Crokinole 棋盘
参考ReferenceCrokinole,摄影 Alessio Sbarbaro,维基共享资源,CC BY-SA 3.0Crokinole, photo by Alessio Sbarbaro, Wikimedia Commons, CC BY-SA 3.0
黄铜得分框与骰子
我的关卡My level黄铜得分框:把对手的骰子撞出框外,就是一次有效进攻。The brass scoring frame: knocking a rival's die out of it is a real attack.

地狱黑杰克 / 21 点Black Jacket / Blackjack

参考:特殊牌干预局面;不同对手提出不同问题。取舍:四张一次性卡牌;三位风格不同的对手。

Reference: special cards intervene; each opponent poses a different problem. Choice: four one-use cards; three opponents with distinct styles.

《地狱黑杰克》游戏画面
参考Reference《地狱黑杰克》Black Jacket,Mi'pu'mi GamesBlack Jacket, Mi'pu'mi Games
对手出牌演出
我的关卡My level对手出牌:卡牌升到桌面中央,字幕说明是谁出了什么。An opponent plays a card: it rises to the centre with a subtitle saying who played what.

Into the Breach

参考:行动前公开局面与对手意图。取舍:显示当前分、下一轮规则与合法目标。

Reference: the board and enemy intent are shown before you act. Choice: show live score, next rule and legal targets.

Into the Breach 游戏画面
参考ReferenceInto the Breach,图源 Subset Games 官方 Steam 页面Into the Breach; image from Subset Games' official Steam page
选牌与合法目标
我的关卡My level选牌:手牌从桌沿升起,选中后提示合法目标;立卡上随时能看到各家分数。Choosing a card: the hand rises from the edge and legal targets are shown; placards keep every score visible.

《巫师》系列(游戏与剧集):中世纪氛围The Witcher (games and series): medieval atmosphere

参考:烛光、木梁、粗糙的材质和嘈杂的人声,营造有生活感的中世纪世界;游戏和剧集都参考了。取舍:把这种氛围收进一间雨夜酒馆:烛光下的长桌、羊皮纸立卡、木挡板和围观的酒客。

Reference: candlelight, timber, rough materials and crowd noise build a lived-in medieval world; both the games and the TV series were references. Choice: that atmosphere is condensed into one rainy-night tavern: a candlelit table, parchment placards, wooden boards and watching patrons.

《巫师 3:狂猎》中世纪城镇
参考Reference《巫师 3:狂猎》,CD PROJEKT RED,图源 Steam 商店页The Witcher 3: Wild Hunt, CD PROJEKT RED; image from the Steam store page
雨夜酒馆的长桌
我的关卡My level雨夜酒馆:烛光下的长桌、三位常客和围观的酒客。The rainy-night tavern: a candlelit table, three regulars and watching patrons.

Balatro / Peglin

参考:规则改变决策;弹射加构筑成长。取舍:不采用商店与成长,先把核心对局做扎实。

Reference: rules reshape decisions; flicking plus deckbuilding. Choice: no shop or progression; the core match comes first.

Balatro 与 Peglin 游戏画面
参考Reference左:Balatro,LocalThunk;右:Peglin,Red Nexus Games;图源 Steam 商店页Left: Balatro, LocalThunk; right: Peglin, Red Nexus Games; images from the Steam store pages
翻面牌改写点数
我的关卡My level只有四张固定的一次性卡牌,没有商店与成长:卡牌只用来回应眼前这一局。Only four fixed one-use cards, with no shop or progression: cards answer the match in front of you.
原型阶段的取舍记录Prototype-stage design decisions

What playtests exposed试玩暴露的问题What playtests exposed

落下是几就是几,除非取回重投,没法改变。Whatever it lands on is what you get.

朋友测试和自测反馈Friend & self-testing

想留住区里的高分骰,改点却只能拆掉自己的局面。To change pips, I have to break up my own position.

朋友测试和自测反馈:「这是核心矛盾」Friend & self-testing: "this is the core conflict"

高抛撞了几次看不清,点数像是「突然变了」。After a lob bounces, the pips seem to change out of nowhere.

机制研究Mechanics research

随机本身不是问题——它制造惊喜和翻盘。问题是玩家面对随机无事可做。目标不是消除随机,而是给它一个结构:出手前能控制,结果出来后能干预,最后由规则筛选。

Randomness itself is not the problem — it creates surprises and comebacks. The problem is that players have nothing to do about it. The goal is not to remove it but to give it a structure.

试过 · 撤回Tried · withdrawn

稳住Steady

只保守,不对抗Only defensive, no conflict

试过 · 撤回Tried · withdrawn

多张地图Several maps

新地图苍白、看不懂New maps were bland and unclear

试过 · 撤回Tried · withdrawn

±1 调点±1 pip tweak

太呆板,停留在讨论阶段Too mechanical; never shipped

采用Adopted

一次性卡牌 + 行动二选一One-use cards; card or throw

翻面、对调、重塑、封存,每张每局一次;出牌或投骰共用一手Flip, Swap, Reshape, Seal — once each; a card or a throw, never both

Solution解法:把随机拆成四层Solution: randomness in four layers

出手 · 可以控制Throw · controlled拖拽距离决定力度,0–65° 仰角,A/D 调整起点,轨迹只预告到第一次接触。技巧决定骰子去哪。Drag sets power, 0–65° pitch, A/D shifts the start, preview to first contact. Skill decides where.
物理 · 无法预知Physics · unpredictable反弹、翻滚、碰撞交给真实物理,最终点数不做任何预告。惊喜和翻盘来自这里。Bounces, tumbles and hits are real physics; final pips are never previewed. Surprise lives here.
干预 · 要付代价Intervene · at a cost翻面、对调、重塑、封存,每张每局一次;出牌就不能再投骰。对随机结果做出回应。Four one-use cards; playing one ends your move. An answer to the random result.
规则 · 筛选结果Rules · filter只计区内、符合本轮规则的点数;回合末按最后局面结算;计分点数每回合轮换。Only in-zone pips that fit the round's rule; score the final position; the rule rotates.

随机制造局面,选择决定胜负。Chance makes the position; choices decide the game.

World世界观:雨夜酒馆里的一局骰碰骰World: DiceClash on a rainy tavern night

北地边陲的一间老酒馆。每逢雨夜,常客们就围着那张磨旧的绿毯长桌玩「骰碰骰」——骰子碰骰子:三巡过后,谁留在灯下得分区里的点数最多,谁就赢走今晚的酒钱。

An old tavern on the northern frontier. On rainy nights the regulars gather round the worn green-felt table to play DiceClash — dice knocking dice. After three rounds, whoever has the most pips in the lamp-lit zone wins the night's drinking money.

  • Hob(橙)慢性子老熟客,占住中间就不挪窝——控区Hob (orange) an unhurried regular who holds the middle — control
  • Aldric(紫)爱押大注的布商——激进Aldric (purple) a cloth merchant who loves big bets — aggressive
  • Brann(绿)退役佣兵,嘴上抱怨,只守不攻——保守Brann (green) a retired mercenary who grumbles and defends — cautious

美术基调:仿中世纪北欧酒馆,参考《猎魔人》的时代感——烛光、木梁、羊皮纸。Art direction: a medieval Nordic tavern with the period feel of The Witcher — candlelight, timber, parchment.

开场问候Greetings入座后三位对手依次开口,台词以羊皮纸气泡出现在说话人头旁。Seated, the three opponents greet you in turn, in parchment bubbles beside their heads.

世界观如何服务玩法World = rules酒馆里的每样东西都是规则Every object in the tavern is a rule

洒在桌上的酒渍Spilled drink低摩擦区 · 摩擦 0.06Low friction · 0.06

桌毯是 0.45。滑得更远,也更容易出界,考验力度。

Felt is 0.45. Dice slide farther and risk going out; tests power.

磨破的桌毯Torn felt高摩擦区 · 摩擦 1.15High friction · 1.15

可靠的停骰点与缓冲落点;不能倒酒。

A reliable stopping point; no pouring here.

钉在桌上的木挡板Wooden boards截断直线的短墙Short walls

逼出贴地绕行与高抛两种路线。

Force a choice between going around and lobbing over.

举杯倒酒Pouring a tankard每局一次的行动A once-per-match move

地形从固定变成玩家的选择。

Terrain becomes the player's choice.

三位常客Three regulars三种 AI 风格Three AI styles

对手的性格就是可以读出的打法。

A temper is a readable playstyle.

立卡、铜币与沙漏Placards, coins, hourglass信息放进场景Information in the world

分数、累计与轮到谁都在桌上,少用 2D 面板。

Scores, totals and turn order live on the table, not in 2D panels.

03 Part 03 / 07

一局三回合,每方每回合一手Three rounds, one move each

本章回答:一局怎么进行,玩家每一手在决定什么。This part answers: how a match plays, and what each move decides.

入座开场Take a seat俯瞰 → 入座 → 问候Overview → seat → greetings
开局投放Opening throws四方各两颗,不计分Two dice per side, no scoring
回合 1Round 1计分点数 4 · 5 · 6Scoring pips 4 · 5 · 6
回合 2Round 2计分点数 1 · 3 · 5Scoring pips 1 · 3 · 5
回合 3Round 34 · 5 · 6,得分区换位4 · 5 · 6, the zone moves
胜负Result累计最高者获胜Highest total wins

骰子不会被收走,每一手的结果都留给后面的人;规则每回合轮换,同一个位置的价值会变。区内有效点数 × 2 计分,按回合末的最后局面结算。× 2 来自早期规则:最初只要进区就按点数 × 2 计分,缺少对抗和取舍;后来改成每回合只有部分点数计分(例如 4–6 点 × 2,1–3 点为 0),同一个位置的价值才会随回合变化。Dice are never cleared, so each move is left for the next player; the rule rotates, so a spot's value changes. In-zone pips × 2, scored on the final position of the round. The × 2 comes from an early rule where any die in the zone scored its pips × 2; that lacked conflict and trade-offs, so each round now scores only some pips (for example 4–6 × 2, 1–3 for zero), making a spot's value change from round to round.

游戏流程:一局实机 16 步Gameplay flow: one real match in 16 steps
游戏流程Gameplay flow一局实机 16 步,截自实机录像(00:08 – 03:38)。点击看大图。One real match in 16 steps, frames from a gameplay recording (00:08 – 03:38). Click to enlarge.

Core loop核心循环:读局面 → 选一手 → 出手 → 看结果Read → choose → throw → see the result

读局面Read the table立卡上的分数、对手面前扣着的牌、下一轮得分区的虚线框。Scores on placards, cards face down, the dashed frame of next round's zone.
选一手Choose a move四种行动只能选一个,选择本身就是策略。Only one of four actions; the choice is the strategy.
出手Throw拖拽决定方向和力度,轨迹只预告到第一次接触。Drag sets direction and power; the preview stops at first contact.
物理结果Physics result翻滚和最终点数不预告,惊喜留在这里。Tumbles and final pips are not previewed.
对手回应Opponents respond三位对手按性格改写局面,桌边酒客跟着起哄。Three opponents rewrite the table in character; patrons cheer.

Four actions四种行动:同一手,四种改变局面的方式Four ways to change the table

01

投骰(回收重投)Throw / rethrow

改变位置与点数,由物理决定。主要得分手段,技巧与运气并存。

Changes position and pips, by physics. The main way to score.

代价Cost

拆掉原来的站位;出界骰必须先回收。

Breaks up your position; dice off the table must be recalled.

02

场内拨动In-place nudge

小范围挪动己方骰子,不拆局面的微调。

Move your own die a short way; fine-tuning.

代价Cost

同样消耗一手,仍会带动翻滚。

Also costs a move, and still tumbles.

03

出牌Card

只改点数,位置不变。给随机结果一个回应。

Changes pips only. An answer to the random result.

代价Cost

四张各一次、用后不补;出牌即结束本手。

Four cards, once each; playing one ends the move.

04

倒酒Pour

制造低摩擦的酒渍,改变之后所有人的路线。

Makes a low-friction spill that changes everyone's routes.

代价Cost

每局一次;不能盖住破毯、挡板与桌外。

Once per match; not on torn felt, boards or off-table.

硬规则(试玩中确立):每一手只能做一件事——出牌或投骰二选一,不额外赠送行动。Hard rule (set in playtests): one thing per move — a card or a throw, never both.

Flip翻面Flip任意未封存骰子变为对面点数Any unsealed die turns to its opposite face
Swap对调Swap己方与 220 单位内敌方交换点数Swap faces with an enemy die within 220 units
Reshape重塑Reshape己方原地随机变为 1–6 点Your die rerolls to 1–6 in place
Seal封存Seal到己方下次行动前免疫卡牌改点Immune to card changes until your next move
拖拽投骰Drag to throw按住发射骰向后拖,骰子脚下的透视铜色刻度环显示力度;拖拽中镜头冻结。Drag back from the die; a brass ring at its foot shows power; the camera freezes while dragging.
选牌Choosing a card轮到你时扇形手牌从桌沿升起,悬停前移;选牌后提示合法目标。Your fanned hand rises from the edge; hover lifts a card; legal targets are shown.
出牌演出Card show卡牌升到桌中央,字幕说明谁出了什么,随后沿发光边缘化作沙粒。The card rises to the centre with a subtitle, then turns to sand along a glowing edge.
翻到新点数New face镜头拉近目标骰子看它翻面,约 5.1 秒后回到座位。The camera closes in as the die turns, then returns to the seat after ~5.1 s.
04 Part 04 / 07

从抽象桌面,到酒馆里的实物From an abstract board to a tavern table

本章回答:桌面怎样提供路线选择,场景如何从抽象走到酒馆,镜头怎样兼顾瞄准与全局。This part answers: how the table offers routes, how the scene became a tavern, and how the camera balances aim and overview.

骰碰骰桌面布局实机俯视画面
TABLE / ROUTES得分区、挡板、破毯与绕行路线共同构成对局。The scoring zone, boards, torn felt and open routes shape the match.

Table layout关卡布局:每块区域如何影响选择How each area shapes choices

1

中央争夺区Central zone

符合当轮规则才得分。前两轮居中,第三轮换位,原有站位需要重新评估。

Scores only if the rule fits. Centred for two rounds, then it moves.

2

短挡板Short boards

截断直接路线。贴地绕行与高抛越障需要不同的力度和落点。

Cut direct routes; going around and lobbing need different power.

3

破损减速区Torn felt

降低滑行距离,提供停骰机会;同一位置不能倒酒。

Shortens slides and offers stopping points; no pouring.

4

普通绕行通道Open lanes

保留进区与侧向攻击路线;合法位置可倒酒,湿区持续到本局结束。

Keep entry and flank routes; pour here, and the spill lasts the match.

Camera镜头跟随:什么时候动,动多少Camera: when to move, and how much

  • 选择、等待:座位视角自动取景,从自己的桌沿到最远对手的头顶。Choosing: seat view framed from your edge to the farthest opponent's head.
  • 瞄准:压低到骰子后方,260 的拖拽范围都在画面内。Aiming: low behind the die, keeping the 260-unit drag in frame.
  • 拖拽中冻结:瞄准靠鼠标反投影到桌面,镜头一动手感就漂。Frozen while dragging: aim projects the mouse onto the table.
  • 出手后跟随:跟最快的骰子,只跟一部分,不越过桌心。Follow: track the fastest die, partially, never past the centre.
  • 骰子停下:先停 1 秒「看结果」,再转向下一位(试玩反馈「节奏太快」后加入)。Settled: hold 1 s on the result first (added after "too fast").
  • 对手回合:留在座位,略转向正在出手的人。Opponent's turn: stay seated, turn slightly toward them.
对手回合Opponent's turn镜头略转向行动方,桌沿的沙漏已传到他面前。The camera turns slightly to the active player; the hourglass has been passed to them.
从两方原型到酒馆:五版历史画面Five stages: from the two-sided prototype to the tavern
01 · 普通界面Plain早期Early

两方原型:先验证物理闭环Two sides: prove the physics loop

投骰、回收、停稳计分与跨轮保留。试玩反馈「玩法单一、AI 太笨」后,加入得分区、三个对手和低摩擦冰面。

Throw, recall, settle, keep across rounds. After "too simple, the AI is dumb", added the zone, three opponents and ice.

02 · 高度与规则Height早期Early

冰面与矮墙:增加可选择的路线Ice and walls: more routes

玩家提出「高射炮」机制。加入 0–65° 仰角与首段轨迹预览;冰面移到外围,中央保留争夺空间。

An "anti-aircraft gun" request led to 0–65° pitch and a first-arc preview; ice moved to the edges.

04 · 酒馆关卡Tavern历史截图Historical

冰面改酒渍,破毯减速Ice became spills

保留低摩擦、减速与阻挡的玩法功能,换成可理解的酒馆物件。

The roles stay — low friction, slowing, blocking — now as readable tavern objects.

04 · 桌面布局Layout历史截图Historical

从规则摆放到路线设计From placement to routes

「太规整、像现代赌桌」:桌面横向加宽 1/3,按绕板、冲撞、停骰与占区重排区域。

"Too neat, like a modern casino": the table widened by a third and zones rearranged around routes.

07 · 沉浸感改造Immersion✓

酒馆营业中The tavern is open

座位视角、具名对手与酒客、出牌演出、7 层环境声与每回合轮换的酒馆曲。

Seat view, named opponents and patrons, card show, 7 ambience layers and a tune per round.

← 左右滑动Scroll sideways →

05 Part 05 / 07

31 条反馈,每条都落到了改动31 notes, each one became a change

本章回答:试玩反馈如何变成改动,AI 对手怎样既会打、又像人。This part answers: how feedback became changes, and how AI opponents play well and feel human.

31条测试反馈playtest notes来自朋友测试和自测from friend and self-testing
3轮迭代iteration rounds玩法成形 → 沉浸感改造 → 画面与结算打磨gameplay → immersion → polish
5个方案被撤回ideas withdrawn多张地图、±1 调点、稳住、杯垫胜利、击出奖励maps, ±1 pips, Steady, coasters, knock-out bonus
11项自动检查automated checks表现层改动后逐行回归,规则结果不变line-by-line regression; rules unchanged

数据来源:朋友测试和自测。Source: friend playtests and my own testing.

一次数据驱动的修正A data-driven fixAI 为什么几乎不出牌?Why did the AI hardly play cards?

0/8改动前Before实际对局中对手出手 8 次,出牌 0 次8 opponent moves in a real match, 0 cards
27%诊断Diagnosis46 次投骰平均预测提升 16.8,实际只有 4.5——乐观的预测总是压过确定的卡牌效果46 throws predicted +16.8 on average but delivered +4.5 — optimism always beat the certain card
8→24修正后After投骰预测先乘置信度 0.45(Aldric ×1.25,Brann ×0.85);6 局 54 个对手回合中出牌 15% → 44%。实测比例约 0.27,取 0.45 是为了让 AI 仍略偏向投骰。Throw predictions × 0.45 confidence (Aldric ×1.25, Brann ×0.85); cards on 15% → 44% of 54 turns. The measured ratio was about 0.27; 0.45 keeps the AI slightly biased toward throwing.

规则与评分公式不变。这是沉浸感改造中唯一一次有意修改 AI 决策;AI 也不修改真实骰子的运动结果。Rules and scoring are unchanged. This was the only deliberate change to AI decisions; the AI never alters real dice physics.

AIAI 的候选决策How the AI chooses

合法行动Legal moves优先处理出界,排除不可用卡牌目标Handle outs first, drop illegal card targets
路线采样Sample routes五条起点 × 多个目标 × 四档仰角 × 六档力度5 lanes × targets × 4 pitches × 6 powers
候选模拟Simulate近似预测重力、摩擦、短墙、碰撞与出界;分帧计算,约每帧 4 毫秒Approximate gravity, friction, walls, hits; ~4 ms per frame
方案比较Compare自身得分、对手威胁、出界风险与卡牌消耗Own score, threats, out risk, card cost
执行Execute细调较优方案,由真实 Chaos 物理执行投骰Refine, then throw with real Chaos physics

沉浸感改造Immersion pass从看棋盘,到坐在桌边From watching a board to sitting at the table

只改表现层:除 AI 出牌置信度这一项外,计分、物理、AI 决策一行未改;每项都可关闭,11 项自动检查在关闭状态下逐行一致。

Presentation only: apart from the AI card-confidence fix, no line of scoring, physics or AI decisions changed; every item can be switched off, and 11 checks match line by line when off.

1

座位视角Seat view

入座开场;座位 / 瞄准 / 跟随 / 结算四种机位;你的双手搭在桌沿。

Seated opening; seat / aim / follow / scoring cameras; your hands on the edge.

2

对手节拍与视线Opponent beats & gaze

按性格 1.3–3.3 秒的思考,出手手势;视线只看桌上的东西,三人反应错开。

1.3–3.3 s of thought by temper, throw gestures; eyes on the table, staggered reactions.

3

声音Sound

混音分类、房间混响、空间化;7 层环境声;每回合换曲;你也有配音。

Mix classes, reverb, spatialisation; 7 ambience layers; a tune per round; your voice.

4

围观与戏剧时刻Crowd & drama

酒客与观战者;对手换装、待机、反应;结算发铜币与真人领奖台。

Patrons; outfits, idles, reactions; coin payout and a live podium.

你也坐在桌边You're at the table too赢下回合时抬手鼓掌,喊一声 "YEAH!"。座位镜头就是你的眼睛,所以只画双手。Win a round and you clap: "YEAH!" The seat camera is your eyes, so only your hands show.
画面打磨Visual polish黄铜得分框、缝线、染色骨骰;标记放到桌面上、被骰子自然遮挡。Brass zone frame, stitching, dyed bone dice; marks sit on the table and are occluded by dice.
查看其他试玩问题与改动More playtest problems and changes
手感与物理Feel

「用力撞到了也弹不出对手,自己反而出界」"I hit hard but they stay, and I fly out"

攻击方承担了大部分动能The attacker kept most of the energy

降低上抛与旋转、区分骰间反弹:85% 力度能撞出目标,自己留桌Less lift and spin, separate die-to-die bounce: 85% power knocks the target out and stays

规则与策略Rules

「杯垫的作用几乎为 0」"The coasters do nothing"

胜利标记不产生决策The win marker created no decisions

先加击出奖励,后改为三回合累计计分A knock-out bonus first, then three-round totals

关卡与场景Level

「得分区变化太快」"The zone changes too fast"

每回合换位,来不及经营It moved every round; no time to build

两个完整回合后才换位It moves only after two full rounds

界面与可读性Readability

「根本不知道对手用了什么技能牌」"I can't tell what card they played"

出牌展示太小、太快The card display was small and fast

放大并延长,后升级为桌面出牌演出Bigger and longer, then a full card show on the table

镜头与节奏Camera

「开局直接进入瞄准很突兀」"Jumping straight into aiming is abrupt"

缺少进入情境的过渡No transition into the scene

入座开场:俯瞰 → 推镜入座 → 问候 → 点击开始Seated opening: overview → push in → greetings → click

AI 与角色AI

「对手开局看天花板、乱看」"Opponents stare at the ceiling"

视线目标包含其他人的头Gaze targets included other heads

视线只看桌上的骰子与得分区Eyes only on dice and zones

06 Part 06 / 07

让骰子的运气变成可以经营的局面Luck you can work with

本章回答:这是一个什么样的游戏,我为什么想做它。This part answers: what kind of game this is, and why I made it.

骰子游戏的乐趣来自运气,挫败也来自运气:投出去是几就是几。我想做一个运气依然有分量、输赢却取决于判断的桌边游戏——像在酒馆里和几位老熟客赌一局:手上要有准头,心里要算计别人。

Dice games are fun because of luck, and frustrating because of it. I wanted a table game where luck still matters but judgement decides who wins — like a wager with a few old regulars in a tavern: a steady hand, and a mind on what the others will do.

当前实机Current build吧台、侧桌与桌边共 12 名酒客各忙各的,主桌仍是视觉焦点。The bar, side tables and 12 patrons go about their business; the main table stays the focus.

对抗性要发挥出来,而不是大家各自弄自己的。

Make it about playing against each other, not everyone doing their own thing.

— 朋友测试和自测中的一句话(原话精简)— from friend and self-testing (shortened)
①

随机要有分量,但不决定胜负Randomness matters, but doesn't decide

保留物理翻滚的惊喜,同时让方向、力度、位置和事后干预都掌握在玩家手里。

Keep the surprise of tumbling, while direction, power, position and intervention stay in the player's hands.

②

每一手都和别人有关Every move affects someone else

骰子留在桌上互相阻挡与碰撞,改点、倒酒都会影响对手。

Dice stay on the table to block and hit each other; changing pips and pouring both affect opponents.

③

规则长在场景里Rules grow out of the scene

酒渍、破毯、木挡板就是地形;对手是有名字、有脾气的常客,不靠说明书解释规则。

Spills, torn felt and boards are the terrain; opponents are regulars with names and tempers. No manual needed.

Experience goals三个设计支柱Three design pillars

A

手感 · 出手由玩家掌控Feel · the throw is yours

落到设计上In the design

拖拽距离就是力度;0–65° 仰角:贴地、绕行或高抛;轨迹只预告到第一次接触;碰撞传力调到「撞得动别人」。

Drag distance is power; 0–65°: along, around or over; preview only to first contact; hits strong enough to shove.

怎么检验How it's tested

能否稳定地把骰子打进区、把对手撞出区。

Can you reliably land in the zone and knock rivals out?

B

取舍 · 每一手都有代价Trade-offs · every move costs

落到设计上In the design

投骰、拨动、出牌、倒酒只能选一;卡牌每张一次,倒酒每局一次;规则每回合轮换,旧位置会贬值。

Throw, nudge, card or pour; cards once each, one pour; rules rotate, old spots fade.

怎么检验How it's tested

玩家能否说出「这一手为什么这样选」。

Can players say why they chose this move?

C

氛围 · 坐在酒馆的桌边Atmosphere · a seat at the table

落到设计上In the design

座位视角与入座开场;三位有名字、有脾气的对手;酒客围观,关键时刻有反应;每回合轮换的酒馆曲。

Seat view and seated opening; three named, tempered rivals; patrons react; a tune per round.

怎么检验How it's tested

玩家是否会留意对手的反应并据此判断。

Do players notice opponents' reactions and act on them?

07 Part 07 / 07

验证与反思Verification & reflection

本章回答:验证了什么,还缺什么,下一步做什么。This part answers: what was verified, what is missing, and what comes next.

252项三回合计分检查scoring checks区域、最后局面、重复结算、并列与重置zones, final board, double scoring, ties, reset
175项可读性状态readability states行动进度、悬停原因、快照与排名progress, hover reasons, snapshot, ranking
38项分数过程反馈score-feedback checks当前分与累计分隔离、变化反馈与清理live vs total, change feedback, cleanup
6项 NPC 节拍一致性beat-consistency checks节拍开 / 关时 AI 的决策签名一致AI decisions identical with beats on / off

做对了什么What worked

  • 把随机当设计对象:分四层处理,而不是消除它Treating randomness as material: four layers, not removal
  • 从试玩问题出发,先做最小版本;不合适就撤回Smallest version first; withdraw what doesn't fit
  • 世界观与规则同源:酒馆物件就是地形,对手性格就是 AI 风格World and rules from one source
  • 演出全部带开关,表现层不改规则Every show has a switch; presentation never changes rules

还不够的地方What is missing

  • AI 不会主动倒酒;重塑、封存很少被使用The AI never pours; Reshape and Seal are rare
  • 演出拉长了每一手的时长Shows lengthen each move

下一步Next steps

  • 补 AI 倒酒策略,调整重塑与封存的评分Add an AI pour strategy; retune Reshape and Seal

先找到「玩家为什么不爽」的根因,再用最小的规则改动去回应,而不是继续堆内容。

Find the root cause of why players are frustrated, then answer it with the smallest rule change — not by piling on content.

— 这个项目最大的收获— the biggest lesson of this project

Portfolio · 90 页pages

完整的
设计文档。
The full
design document.

七章正文加技术附录:31 条试玩反馈与优化、AI 决策细节、19 张蓝图复现核心逻辑。

Seven chapters plus a technical appendix: all 31 playtest notes, AI decision details, and 19 Blueprint graphs rebuilding the core logic.

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