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wiki/concepts/Grey-Box-Blockout.md
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wiki/concepts/Grey-Box-Blockout.md
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---
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title: "Grey Box Blockout"
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type: concept
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tags: ["game-design", "level-design", "prototyping", "design-validation", "playtest"]
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sources: ["level-designer.md"]
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last_updated: 2026-05-07
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---
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## Definition
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Grey Box Blockout(灰盒原型阶段)是关卡设计三阶段交付模式的第一阶段——使用未贴图几何体(灰盒)快速构建关卡原型,通过早期 Playtest 验证布局可读性、节奏控制和遭遇战平衡。**核心纪律:所有设计决策在灰盒阶段锁定,美术美化零例外必须先通过灰盒测试**。
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## Three-Phase Delivery Model
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### Phase 1: Grey Box(灰盒)
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- 仅用未贴图几何体(纯色方块、简单坡道)构建关卡
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- **立即 Playtest**:如果灰盒不可读,艺术美化无法修复它
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- 验证:玩家能否无需地图导航关键路径?
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### Phase 2: Dress(美术)
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- 美术团队在灰盒验证后的几何体上添加材质、道具、细节
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- 美术人员必须遵守灰盒阶段锁定的布局,不得改变核心几何
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### Phase 3: Polish(打磨)
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- 特效、音效、灯光微调
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- 最终 Playtest 验证
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- 性能优化
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## Blockout Specification Template
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每个 Room/区域需要记录:
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```markdown
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## Room: [ID] — [Name]
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**Dimensions**: ~[W]m × [D]m × [H]m
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**Primary Function**: Combat / Traversal / Story / Reward
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**Cover Objects**:
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- 2× low cover (waist height) — center cluster
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- 1× destructible pillar — left flank
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- 1× elevated position — rear right (accessible via crate stack)
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**Lighting**:
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- Primary: warm directional from [direction] — guides eye toward exit
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- Secondary: cool fill from windows — contrast for readability
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- Accent: flickering [color] on objective marker
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**Entry/Exit**:
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- Entry: [Door type, visibility on entry]
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- Exit: [Visible from entry? Y/N — if N, why?]
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**Environmental Story Beat**:
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[What does this room's prop placement tell the player about the world?]
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```
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## Key Metrics
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- 灰盒阶段关键路径可读性:100% 测试玩家无需询问方向即可导航
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- 灰盒阶段遭遇战:每个战斗至少 2 种可行战术路径在灰盒中验证
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- 灰盒阶段节奏:Pacing Chart 与实际测试时间偏差 < 20%
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## Connections
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- [[Level Designer]] 执行 Grey Box Blockout 作为六阶段工作流的核心步骤
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- [[Navigation Affordance]] 在灰盒阶段验证关键路径视觉可读性
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- [[Encounter Design]] 在灰盒阶段单独测试每个遭遇战
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- [[Technical Artist]] 在灰盒阶段完成时接收 Art Pass Handoff 文档
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- [[Pacing Chart]] 在灰盒阶段通过 Playtest 验证时间偏差 < 20%
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