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传说之下风格

关于此模板

《传说之下》在全球独立游戏史上占有特殊地位——它用极少的资源做出了极大的情感影响力。饶恕机制颠覆了RPG的核心假设,弹幕战斗让每场遭遇都有独特的技能挑战,路线系统让玩家的道德选择真正产生差异化的游戏内容。这套设计在中国独立游戏圈有极高的研究和讨论热度。

Summer Engine帮你搭建ACT命令系统、弹幕闪避战斗、路线追踪逻辑和第四面墙叙事工具。你设计角色和世界,AI构建让每次选择都感觉有分量的系统层。

《传说之下》式设计对独立开发者特别友好:美术可以极简,但叙事和系统的精心程度不能妥协。在国内,这种「用故事和机制打动人」的设计哲学正在被越来越多的独立开发者学习和实践。

适合人群

  • 受《传说之下》《三角策略》《Omori》启发的叙事RPG开发者。
  • 想制作道德选择有真实游戏内容差异的RPG的独立开发者。
  • 对饶恕机制、弹幕战斗和第四面墙叙事感兴趣的创作者。
  • 想用极简美学讲述情感深度故事的小团队。

亮点

  • 战斗与饶恕原型

    搭建一个完整的战斗场景:弹幕闪避、ACT命令、成功饶恕的条件和战斗后的世界状态变化。

  • 路线分歧设计

    设计和平路线与屠杀路线的第一个真正分歧点:同样的Boss在两条路线下有完全不同的内容。

  • 完整传说之下风格RPG

    开发完整的同类RPG,包含和平/屠杀/中立路线、第四面墙叙事时刻和令人回味的多结局。

模板›RPG›JRPG

传说之下风格

打造一款《传说之下》风格的RPG:战斗中可以饶恕每个敌人、弹幕闪避、累积选择决定路线、第四面墙叙事。Summer Engine帮你搭建完整系统。

SSummer Engine·224 remixes
Create your own

亮点

饶恕战斗系统

每个敌人都有独特的饶恕条件:称赞、嘲讽、唱歌、等待。找到方法而非直接战斗,世界会记得。

弹幕闪避战斗

玩家操控一颗灵魂在弹幕中闪避。每个敌人的弹幕图案完全不同,反映其个性和情绪状态。

路线与累积选择

击杀和饶恕计数器驱动三条主要路线,每条路线有不同的NPC对话、区域内容和结局。

第四面墙叙事

角色知道玩家在玩游戏。存档文件是叙事道具。重置游戏有后果。游戏记得你做过什么。

功能

  • 饶恕与ACT系统

    每个敌人有独立的ACT命令选项和饶恕条件配置,战斗结果追踪并永久影响世界状态。

  • 弹幕闪避战斗引擎

    灵魂控制器和弹幕生成系统,每个敌人的弹幕图案独立配置,支持多种弹幕类型和速度变化。

  • 路线追踪系统

    累积击杀和饶恕计数器,特定NPC存活标记,路线判定逻辑和路线特有内容解锁触发。

  • 元叙事工具

    支持游戏打破第四面墙、对话直接称呼玩家、读取存档状态的叙事机制实现。

Genre fit

  • RPG
  • JRPG
  • Bullet Hell
  • Indie
  • Narrative
  • Desktop
  • Web
  • Handheld

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