44 lines
1.5 KiB
Markdown
44 lines
1.5 KiB
Markdown
---
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title: "Blockout Discipline"
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type: concept
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tags: []
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last_updated: 2026-04-26
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---
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## Definition
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灰盒纪律(Blockout Discipline)是关卡设计中强制执行的开发流程规范——**设计决策必须在灰盒阶段锁定**,未经灰盒 playtest 验证的布局不得进行美术包装。
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## Three Phases
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### Phase 1: Blockout(灰盒)
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- 仅使用无纹理的几何体构建关卡
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- 立即 playtest——灰盒不可读,美术救不了
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- 验证:新玩家能否在无地图情况下导航?
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- **设计决策在此阶段锁定**
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### Phase 2: Dress(美术)
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- 在已验证的灰盒基础上添加美术资产
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- 标注哪些几何体是 gameplay-critical(不可改变形状)vs. 纯装饰性
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- 记录每个区域的预期光照方向和色温
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### Phase 3: Polish(打磨)
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- 添加环境叙事道具
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- 验证音效是否支持节奏弧线
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- 使用全新玩家进行最终 playtest——测量时不提供任何帮助
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## Core Rule
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> "Never art-dress a layout that hasn't been playtested as a grey box."
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## Metric
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- 100% 的 playtest 参与者在无提示的情况下完成关键路径导航
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- 节奏图表与实际 playtest 时间误差在 20% 以内
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## Related Concepts
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- [[Level Designer Agent Personality]]:Blockout Discipline 是 Level Designer 的强制规则
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- [[Encounter Design]]:Encounter tuning 在灰盒阶段完成
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- [[Pacing Architecture]]:节奏验证基于灰盒 playtest 数据
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## Sources
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- [[Level Designer Agent Personality]]
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