[迷你地鐵]自定義地圖創(chuàng)建指南(二)
本文來自迷你地鐵官方自定義地圖指南,由Up主-高明-個(gè)人翻譯,但保留英語原文。
注意:本編指南極長(zhǎng),且包含部分晦澀難懂的知識(shí),僅適用于一心想要?jiǎng)?chuàng)建自定義地圖的迷你地鐵玩家。
原文鏈接:https://steamcommunity.com/sharedfiles/filedetails/?id=2295902845
第一篇:CV9457864
本段目錄
Zoom and Start Area 地圖縮放與初始區(qū)域
City Areas 城區(qū)
City Area Options 城區(qū)選項(xiàng)
Station Spawns 車站生成
Zoom and Start Area 地圖縮放與初始區(qū)域
Now that your obstacles are in place, you ought to configure the Zoom and Start Area values, to make sure you have the scale right.
現(xiàn)在你的障礙物已經(jīng)設(shè)置完成,下一步就是設(shè)置縮放和初始區(qū)域,以確保地圖的尺度適宜。
"origin": [0,0],
The "origin" array defines the center point of your map. It should go in your city.json file's main dictionary.
"origin" 數(shù)組定義了地圖中心點(diǎn)的坐標(biāo),該條目應(yīng)位于 city.json 文件的主要條目中。
"zoom": {
????????????"start": 1.3,
????????????"end": 0.4,
????????????"delay": 1,
????????????"duration": 55,
????????????"earlyZoom": 0.5,
????????????"lateZoom": 0.5,
},
These values should go inside your city.json file's main dictionary.
這些值應(yīng)當(dāng)位于 city.json 文件的主要條目中。
"start": 1.3,
"end": 0.4,
The "start" and "end" float values correspond to the initial and final camera zoom over the course of a map. A higher value means a closer-in camera.
浮點(diǎn)值 "start" 與 "end" 對(duì)應(yīng)游戲開始時(shí)與最終電腦屏幕的縮放尺度,該值越大意味著放大程度越高。
You should play around with these values when your obstacles are in place, paying attention to the zoom at the end. Think about where stations will spawn in your map, or the “play area.”
在設(shè)置好障礙物后,你就應(yīng)該著手調(diào)整縮放值,確保地圖中生成車站的區(qū)域都被最終的縮放窗口包括。
The player around should roughly correspond to the border of the window with a end zoom scale between 0.35 to 0.55. Your map might be too big if you had to set the value too low, or too small if you had to set the value too high.
大部分情況下,最終的縮放值應(yīng)當(dāng)在0.35至0.55之間。如果該值太小,則地圖會(huì)過于龐大。
"delay": 1,
"duration": 55,
The "delay" and "duration" integer values refer to the number of days before the camera zoom out begins, and how long it takes to reach the "end" value, respectively.
整型值 "delay" 與 "duration" 決定縮放開始的天數(shù)以及持續(xù)時(shí)間,即多少天后達(dá)到最終尺度。
To test your "start" and "end" values quickly, you can set the "duration" to 1 for now.
想要快速測(cè)試縮放尺度,可以暫時(shí)把 "duration" 設(shè)置為1。
"earlyZoom": 0.5,
"lateZoom": 0.5,
The "earlyZoom" and "lateZoom" float values configure the speed at which the camera zooms out, after the delay, in the first and second half of the game. Set early zoom higher if you want the map to sprawl out from the starting area, and set late zoom higher if you want a really dense middle of the map.
浮點(diǎn)型值 "earlyZoom" 與 "lateZoom" 決定了縮放速度。如果你想讓城市快速拓展,則應(yīng)當(dāng)調(diào)高 "earlyZoom" 值。如果你想讓市中心變得繁華,則應(yīng)當(dāng)調(diào)高 "lateZoom" 值。
Be careful: If your "start" and "earlyZoom" values make the screen too small, it can cause stations to not have enough space to spawn. Once a station type fails to spawn, due to not having enough room on screen, it will prevent all stations of that type from spawning again. Make sure you zoom the screen fast enough that all the stations in your Schedules can spawn! See the Station Spawns section below for more details.
注意:初始畫面太小可能會(huì)導(dǎo)致沒有足夠的空間生成車站。如果某種車站生成失敗,本局游戲的剩余時(shí)間內(nèi)都不會(huì)再生成該種車站。一定要確保城市擴(kuò)張速度和車站生成速度相匹配!更多詳情請(qǐng)見下文。
"startArea": {
????????????"rightBottom": [-0.3, -0.2],
????????????"leftTop": [-0.3, -0.2]
????????????},
The "startArea" dictionary also goes in the main dictionary of the city.json file. It defines the boundaries for where the camera may start on a map. A value of 1.0 or -1.0 means the far edge of the playing area along the X or Y axis.
city.json 文件的主要字典中還包括 "startArea" 字典。它定義了游戲開始時(shí)聚焦的地圖范圍。1.0或-1.0的值意味著橫縱坐標(biāo)的最兩端。
Keeping the rightBottom and leftTop values identical lets you set a very specific start location.
使 rightBottom 和 leftTop 值相同可以使地圖擁有一個(gè)精確的起始點(diǎn)。
In this example, it says: start a bit to the left (-0.3), a little up (-0.2), from the [0,0] point of the map. Having different values for "rightBottom" and "leftTop" will define a SQUARE of possible starting camera positions.
在本例子中,代碼意思為:在原點(diǎn)[0,0]的基礎(chǔ)上稍微向左(-0.3),稍微向上(-0.2)的位置開始游戲。為 "rightBottom" 和 "leftTop" 設(shè)置不同的值可定義一個(gè)四邊形,起始地點(diǎn)會(huì)在該四邊形中隨機(jī)選擇。
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City Areas 城區(qū)
With your obstacles in place, the next step is to add City Areas to your map. City areas are shapes which tell the game where to spawn stations, how close together they can be, and how frequently each area should spawn each type of station.
當(dāng)你放置好障礙物后即可開始為地圖添加城區(qū)。城區(qū)的地圖中會(huì)生成車站的地區(qū),它還會(huì)定義車站間隔距離,以及每一種車站的生成頻率。
"cityAreas": [
????????????{
????????????????????????"paths": [
????????????????????????????????????{
????????????????????????????????????????????????"points": [
????????????????????????????????????????????????????????????[590.42,663.03],
????????????????????????????????????????????????????????????[547.83,501.15],
????????????????????????????????????????????????????????????[186.43,501.15],
????????????????????????????????????????????????????????????[146.68,656.64],
????????????????????????????????????????????????????????????[213.41,761.01],
????????????????????????????????????????????????????????????[255.3,761.01],
????????????????????????????????????????????????????????????[280.15,702.08],
????????????????????????????????????????????????????????????[318.49,705.63]
????????????????????????????????????????????????]
????????????????????????????????????},
????????????????????????????????????{
????????????????????????????????????????????????"points": [
????????????????????????????????????????????????????????????[579.78,418.79],
????????????????????????????????????????????????????????????[558.47,361.28],
????????????????????????????????????????????????????????????[589.01,290.28],
????????????????????????????????????????????????????????????[673.49,246.26],
????????????????????????????????????????????????????????????[712.54,138.34],
????????????????????????????????????????????????????????????[698.34,91.48],
????????????????????????????????????????????????????????????[819.76,58.82],
????????????????????????????????????????????????????????????[875.84,73.73],
????????????????????????????????????????????????????????????[858.8,257.62],
????????????????????????????????????????????????????????????[751.59,462.1]
????????????????????????????????????????????????]
????????????????????????????????????}
????????????????????????],
????????????????????????"density": 1.0,
????????????????????????"stationSpawns": [
????????????????????????????????????{"type": "CIRCLE", "weight": 0.4, "maximum": -1, "activeDay": -1}
????????????????????????????????????{"type": "TRIANGLE", "weight": 1.0, "maximum": -1, "activeDay": -1}
????????????????????????????????????{"type": "SQUARE", "weight": 0.6, "maximum": -1, "activeDay": -1}
????????????????????????????????????{"type": "SPECIAL", "weight": 0.2, "maximum": 1, "activeDay": -1}
????????????????????????],
????????????},
????????????[...]
],
Each city area is an dictionary inside of the "cityAreas" array in the city.json file's main dictionary. You can have as many city areas as you like. Try to stick to somewhere between six and nine city areas for a balanced map.
city.json 文件中的 "cityAreas" 數(shù)組包含所有定義城區(qū)的字典。城區(qū)的數(shù)量沒有上限,一張平衡的地圖通常擁有6至9個(gè)城區(qū)。
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Paths and Points 道路和點(diǎn)
"paths": [
????????????{
????????????????????????"points": [
????????????????????????????????????[590.42,663.03],
????????????????????????????????????[547.83,501.15],
????????????????????????????????????[186.43,501.15],
????????????????????????????????????[146.68,656.64],
????????????????????????????????????[...]
????????????????????????]
????????????},
????????????{
????????????????????????"points": [
????????????????????????????????????[579.78,418.79],
????????????????????????????????????[558.47,361.28],
????????????????????????????????????[589.01,290.28],
????????????????????????????????????[673.49,246.26],
????????????????????????????????????[...]
????????????????????????]
????????????}
],
Like with obstacles, each city area is define by a list of verticies with a float X and Y value in an array of arrays.
和障礙物類似,城區(qū)也是由一個(gè)個(gè)坐標(biāo)點(diǎn)組成的數(shù)組定義的。
However, a city area can be made up of multiple polygons at once. The "paths" array, is an array of dictionaries. Inside each dictionary a separate polygon can be defined in the "points" array, the same way you would for an obstacle. The example above is a city area with two separate polygons, sharing the same characters.
然而,一個(gè)城區(qū)可以由多個(gè)多邊形組成。"path" 數(shù)組是一個(gè)包含若干字典的數(shù)組,其中每個(gè)字典都包含一個(gè)有多個(gè)點(diǎn)組成的多邊形。例子中的城區(qū)由兩個(gè)多邊形組成,它們的特征相同。
When picking out where the city areas should be, draw on your map research and knowledge of the city. Try looking at the official administrative divisions in the city, and finding demographic information about which areas are more built up or spread out, which areas are primarily residential and which are more commerical or industrial, and so on.
你可以通過對(duì)城市真實(shí)情況的研究來確定城區(qū)范圍??梢钥纯闯鞘械男姓^(qū)劃,并找一找人口分布,以及哪里是居民區(qū),哪里又偏向工業(yè)區(qū)或商業(yè)區(qū),等等。
In addition, if you've already set up your map zoom, you have an idea of where the boundaries of the screen are at the zoom end. Your city areas should generally fit inside the screen.
此外,如果你已經(jīng)調(diào)整好地圖的縮放尺度,你應(yīng)該對(duì)地圖邊界有大致的把握。城區(qū)范圍應(yīng)盡量在屏幕之中。
It's very important to make sure that none of your city areas overlap with any water obstacles! Otherwise, you may find that stations will start spawning inside the bodies of water in your map, which can lead to visual and gameplay issues with how crossings are used.
請(qǐng)務(wù)必確保城區(qū)范圍不要和任何水體障礙重合!否則有些車站可能會(huì)在水里生成,它們無法被聯(lián)通,從而會(huì)影響游戲進(jìn)程。
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Debugging 錯(cuò)誤排除
While working on your map, you may want to check where your city areas are, to get a sense of whether your zoom values are correct, or if any city areas are colliding with obstacles.
在創(chuàng)建地圖時(shí),你可能會(huì)想要檢查城區(qū)的位置,感受一下你的縮放是否正確,或者城區(qū)是否與障礙重合。
"debugShowCityAreas": true,
You can add this value to your main city.json dictionary, to render the city areas as non-gameplay-affecting obstacles in the map. Make sure to set the value to false, before you publish your map!
你可以在 city.json 文件的主字典中加入該變量,這樣城區(qū)的位置會(huì)在游戲畫面中顯示出來。不過請(qǐng)確保在發(fā)布地圖前將該變量移除或設(shè)置為 false!
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City Area Options 城區(qū)選項(xiàng)
Once you setup your city area paths, they can be configured as follows.
當(dāng)你建立好城區(qū)道路之后,你可以這樣設(shè)置它們。
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Density 密度
Stations will only spawn within city areas during gameplay. The remaining options in a city area dictionary will define how and when they spawn.
在游戲過程中,車站只會(huì)在城區(qū)內(nèi)生成。城區(qū)字典中其余的選項(xiàng)會(huì)定義車站會(huì)在何時(shí)以何種形式生成。
"density": 1.0,
The "density" float value configures how close to each other stations are allowed to spawn in this part of the map. A higher number means stations can spawn closer together, and a lower number means stations have to spawn further apart.
浮點(diǎn)型變量 "density" 設(shè)置了該城區(qū)中車站之間的間隔距離。如果該值較高,則意味著車站將會(huì)更加密集,更低的值則表示車站會(huì)更加分散。
The default value is 1.0, and most maps don’t have any city areas that deviate too far from this value. For instance, in London the downtown city areas are at about 1.2, and the furthest-out regions aren’t lower than 0.8.Try and keep density values within that range. Of course, don’t let that stop you from experimenting!
該變量默認(rèn)值為1.0,大多數(shù)地圖不會(huì)偏離該值太多。例如倫敦地圖的市中心區(qū)密度為1.2,郊外區(qū)域則為0.8。盡量把密度設(shè)置在這兩個(gè)值之間,不過你也可以大膽嘗試其它值。
(In the main dictionary of city.json, not the city area:)
"stationSeparationScale": 1.0,
In addition, in the main dictionary of city.json, you can modify the global station spawn density by changing the "stationSeparationScale" float value. Likewise, 1.0 is the default value here, with higher values meaning closer stations in all city areas.
此外,在 city.json 文件的主字典中,你可以通過改變浮點(diǎn)型變量"stationSeparateScale"來修改整張地圖的車站密度。同樣的,1.0為默認(rèn)值,車站密度隨著該值增加而增加。
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Station Spawns 車站生成
"stationSpawns": [
????????????{"type": "CIRCLE", "weight": 0.4, "maximum": -1, "activeDay": -1}
????????????{"type": "TRIANGLE", "weight": 1.0, "maximum": -1, "activeDay": -1}
????????????{"type": "SQUARE", "weight": 0.6, "maximum": -1, "activeDay": -1}
????????????{"type": "SPECIAL", "weight": 0.2, "maximum": 2, "activeDay": 22}
],
Finally, "stationSpawns" is an array of dictionaries inside each city area. Each dictionaries sets the spawning options for a specific type of station.
最后,"stationSpawns" 是每一個(gè)城區(qū)字典里都會(huì)有的數(shù)組。該數(shù)組中的每個(gè)字典都為每一種車站設(shè)置了生成的選項(xiàng)。
"type": "CIRCLE",
The "type" value defines a new station type that will be allowed to spawn in this city area. The allowed types are "CIRCLE", "TRIANGLE", "SQUARE", and "SPECIAL", as well as the specific Special station types, listed in the Station Spawns section below.
"type" 變量定義了該城區(qū)中會(huì)生成的新車站的種類。其中被允許的值包括"CIRCLE", "TRIANGLE", "SQUARE",?"SPECIAL" 以及特殊車站類別下的所有車站種類。
Keep in mind that if there is no dictionary for a type of station in the "stationSpawns" array, that type of station will not spawn inside the city area.
如果某一個(gè) "stationSpawns" 數(shù)組里沒有某種車站的字典,則該城區(qū)中不會(huì)生成那種車站。
"maximum": 2,
The integer "maximum" value sets the maximum number of this type of station that can spawn in the city area. If this is set to -1, there will be no limit on this type.
整型變量 "maximum" 設(shè)置了每一種車站最多可以生成的數(shù)量。如果該值為-1,則沒有上限。
Note that for "SPECIAL" stations, this will apply a maximum for each type of special station. With this example, up to two Star stations could appear in the area, along with two Pentagons, and two Diamonds, and so on.
注意如果車站種類是 "SPECIAL",該變量會(huì)為每一種特殊車站設(shè)置上限。在此例子中,每一種特殊車站,如星形車站、五邊形車站、鉆石形車站等,都最多可以生成2兩個(gè)。
If you want to limit the number of specific types of special stations, you can use the individual special station types as your "type" value. For instance...
如果你想要規(guī)定特殊車站的種類,你可以用該車站的種類作為 "type" 變量的值,如下:
"stationSpawns": [
????????????{"type": "PENTAGON", "weight": 0.4, "maximum": -1, "activeDay": -1}
????????????{"type": "STAR", "weight": 1.0, "maximum": 1, "activeDay": -1}
],
This example would allow just one Star station to spawn, and an unlimited number of Pentagon stations to spawn in the city area. However, no other special stations would be permitted, unless they were also included in the array.
這個(gè)例子中,星形車站只能生成1個(gè),五邊形車站可以無限生成,而其它的所有特殊車站都不會(huì)生成,除非它們也被包括在這個(gè)數(shù)組中。
A full list of the Special station types can be found in the next section on Station Spawns.
所有特殊車站的種類見后文。
"activeDay": 22
Each dictionary also configures the first in-game day that this station type will spawn, using the "activeDay" integer value. The start of the first Monday of the game is day 1, Monday after the first upgrade screen is day 8, Monday after the second upgrade screen is 15, and so on.
每個(gè)字典也用整型變量 "activeDay" 設(shè)定了每種車站開始生成的時(shí)間。每局游戲的第1天都會(huì)從星期一開始,第二個(gè)星期一則為第8天,第三個(gè)星期一為第15天,以此類推。
"weight": 0.6,
The weight value determines the likelihood that a station spawns in this area.
權(quán)重變量決定了每一種車站生成的幾率。
When a station of a particular type spawns in the map, it picks a city area to spawn in with a preference towards areas with higher weight for that station type in the city area's Station Spawns array.
當(dāng)某一種類的車站生成時(shí),它會(huì)優(yōu)先選擇在車站生成設(shè)置中權(quán)重較高的城區(qū)。
This value doesn't increase the likelihood or order in which stations spawn overall. That value is set by your Schedules. See below.
該值不會(huì)影響整局游戲中車站生成的幾率。這個(gè)幾率可以通過修改時(shí)刻表達(dá)成,見下文。
Unlike with density values, where you generally want to stick in a safe range, it’s actually better to have widely variable weight values. For an area with two station types, try giving one type 1.0 and the other 0.4. If there’s three, try giving one type 1.0, another 0.6, and the last 0.2 or 0.1.
不像密度變量,如果你想保持一個(gè)安全范圍,不同種類車站的權(quán)重最好多樣一些。如果某一城區(qū)只生成2種車站,它們對(duì)應(yīng)的權(quán)重可以是1.0和0.4。如果有3種車站,可以將它們的權(quán)重設(shè)為1.0,0.6,以及0.2或0.1。
Having big ratios differences help make each area feel unique and make gameplay consistent. If the values are too close to each other, station spawning may feel more random and your map will feel muddy or unpredictable.
為每種城區(qū)設(shè)置不同的權(quán)重分布可以讓地圖變得更加有趣,也更加有規(guī)律。如果權(quán)重值過于接近,車站的生成過程將更加隨機(jī)且無法預(yù)測(cè)。
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Station Spawns 生成車站
The Stations Spawns dictionary is the backbone of a map’s progression, and give you the control of the balance of the map. Schedules and other features here let you configure the order and rate that stations spawn.
車站生成字典是游戲進(jìn)程的支柱,它也控制著整張地圖的平衡性。時(shí)刻表以及其它特征可以用于設(shè)定車站生成的順序和比例。
"stationSpawns": {
????????????"schedule": [
????????????????????????{
????????????????????????????????????"numDays": 6,
????????????????????????????????????"randomness": 0.35,
????????????????????????????????????"types": [
????????????????????????????????????????????????"CIRCLE",
????????????????????????????????????????????????"CIRCLE",
????????????????????????????????????????????????"CIRCLE",
????????????????????????????????????"TRIANGLE",
????????????????????????????????????],
????????????????????????},
????????????????????????{
????????????????????????????????????"numDays": 11,
????????????????????????????????????"randomness": 0.0,
????????????????????????????????????"types": [
????????????????????????????????????????????????"CIRCLE",
????????????????????????????????????????????????"CIRCLE",
????????????????????????????????????????????????"CIRCLE",
????????????????????????????????????????????????"TRIANGLE",
????????????????????????????????????????????????"TRIANGLE",
????????????????????????????????????????????????"TRIANGLE",
????????????????????????????????????????????????"TRIANGLE",
????????????????????????????????????????????????"TRIANGLE",
????????????????????????????????????????????????"SQUARE",
????????????????????????????????????????????????"SPECIAL",
????????????????????????????????????],
????????????????????????},
????????????],
????????????"cooldown": 0,
????????????"special": ["PENTAGON", "DIAMOND", "DIAMOND", "STAR", "CROSS", "WEDGE"],
},
The "stationSpawns" dictionary must appear in the main dictionary of city.json.
city.json 文件的主字典中必須包含 "stationSpawns" 字典。
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Schedules 時(shí)刻表
"schedule": [
????????????{
????????????????????????"numDays": 6,
????????????????????????"randomness": 0.35,
????????????????????????"types": [
????????????????????????"CIRCLE",
????????????????????????"CIRCLE",
????????????????????????"CIRCLE",
????????????????????????"TRIANGLE",
????????????????????????],
????????????},
]
The "schedule" array is an array of dictionaries. Schedules are picked by the game to choose which stations to spawn during gameplay.
"schedule" 數(shù)組包含若干字典。它決定了游戲中該生成哪些種類的車站。
"types": [
????????????"CIRCLE",
????????????"CIRCLE",
????????????"CIRCLE",
????????????TRIANGLE",
],
At the start of a game, one schedule will be picked at random. All the stations inside of the randomly-chosen schedule's "types" array will be queued up to spawn.
游戲在開始時(shí)會(huì)隨機(jī)選擇一個(gè)時(shí)刻表,該列表中的所有車站會(huì)按照順序依次生成。
The valid types are "CIRCLE", "TRIANGLE", "SQUARE", and "SPECIAL".
時(shí)刻表中允許的車站種類為 "CIRCLE", "TRIANGLE", "SQUARE" 以及 "SPECIAL"。
"numDays": 6,
The stations will spawn over the course of the integer value of days, set by "numDays" in the schedule.
時(shí)刻表中的車站會(huì)在整型變量 "numDays" 設(shè)置的天數(shù)中完成生成。
"randomness": 0.35,
The "randomness" float value, which must be set between 0.0 and 1.0, determines how regular or random the timing of the station spawns will be. A value of 0.0 means that the four stations would spawn exactly every 1.5 days in-game. A value of 1.0 means that the four stations would spawn at completely random times.
浮點(diǎn)型變量 "randomness" 必須在0.0到1.0之間,它決定了車站生成的時(shí)刻是有規(guī)律的還是隨機(jī)的。如果該值為0.0,那么例子中的4座車站生成之間的間隔都會(huì)是精確的1.5天,如果該值為1.0,4座車站可能在任何時(shí)刻生成。
"cooldown": 0,"
In the main "stationSpawn" dictionary again, the "cooldown" integer value sets how many days the game will wait before picking a new schedule, after all the stations in "types" are spawned.
整型變量 "cooldown" 設(shè)置了在一個(gè)時(shí)刻表中的車站全部生成與下一個(gè)時(shí)刻表開始執(zhí)行之間的天數(shù)。
Keep in mind, as mentioned in the section above on Zoom and Start Areas, that if you spawn too many stations before the screen zooms out it can stop stations of a particular type from spawning ever again. Make sure you set the zoom fast enough to accommodate for the rate of stations spawning!
時(shí)刻記住,就像之前提醒過的,如果你的車站生成得太快,因?yàn)闆]有足夠空間而生成失敗的車站種類無法再次生成。務(wù)必確保地圖擴(kuò)張的速度與車站生成的速度相匹配。
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Special Stations 特殊車站
"special": [
????????????"PENTAGON",?
????????????"DIAMOND",
????????????"DIAMOND",
????????????"DIAMOND",
????????????"STAR",?
????????????"CROSS",
????????????"WEDGE"
],
"SPECIAL" stations are the extra, unique shapes of stations that can spawn or replace existing stations.
"SPECIAL" 是一種獨(dú)特的車站種類,它們會(huì)自己生成,或者直接替換已經(jīng)存在的車站。
To control exactly which types of unique stations show up, you can modify the "special" array. This is a list of the Special stations that will appear in the game.
如果你想精確控制特殊車站的種類,你可以修改 "special" 數(shù)組。這個(gè)數(shù)組包括所有會(huì)在游戲中生成的特殊車站。
Duplicates in this list will allow for multiple stations of that Special type to spawn. In the example above, it would allow three "DIAMOND" stations to spawn, and one of all the other lists types.
列表中重復(fù)的值表示該種車站可以重復(fù)生成。在上面這個(gè)例子中,鉆石形車站可以生成3個(gè),而其它車站只會(huì)生成1個(gè)。
The types of Special stations are "CROSS", "DIAMOND", "EGG", "GEM", "PENTAGON", "STAR", and "WEDGE".
特殊車站的種類包括"CROSS", "DIAMOND", "EGG", "GEM", "PENTAGON", "STAR" 和 "WEDGE"。
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Station Replacements 車站替換
Every time a "WEDGE", "STAR", or "CROSS" station spawns, there's a 50% chance it will replace an existing non-Special station. This is a hard-coded value and can't be modified.
每當(dāng)一個(gè)楔形車站、星形車站或者十字形車站生成時(shí),它們有50%的概率替換一個(gè)已經(jīng)存在非特殊車站。這是一個(gè)常量,無法修改。
Keep this in mind when planning out which special stations to use, in case you don't want your regular stations to be replaced!
如果你不想讓原來的車站被替換,請(qǐng)避免使用以上三種特殊車站。
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Balance Advice 平衡建議
When picking out the types to use across schedules, Vanilla maps tend to have more CIRCLEs than TRIANGLEs, and more TRIANGLEs than SQUAREs and SPECIALs, which have around the same amount as each other. You can experiment and modify this as you like!
在游戲自帶地圖中,圓形車站通常比三角形車站多,三角形車站比正方形車站和特殊車站多,而正方形車站與特殊車站的數(shù)量基本持平。不過你也可以自由發(fā)揮你的創(chuàng)造力!
You can also make a map feel more or less random based on how different each possible schedule is. In the example above, the first schedule has no SQUARE or SPECIAL stations, meaning it’s possible that the player may not see one of these stations for over two weeks if that station is randomly selected multiple times in a row.
你也可通過增加或減少不同時(shí)刻表之間的差距來放大或縮小地圖的隨機(jī)性。在本文的例子中,第一個(gè)時(shí)刻表不包含正方形車站和特殊車站,這意味著有可能在游戲中連著幾周都見不到這兩種車站。
Keep in mind the overall ratio of CIRCLE-to-TRIANGLE-to-SQUARE-to- SPECIAL, and a ratio of stations-per-day for each schedule. Try and pick a baseline value for each of these, and make two to four schedules varied around these values (with more or fewer stations or days) depending on how random you want the map to feel on each new playthrough.
時(shí)刻牢記圓形車站、三角形車站、正方形車站和特殊車站的數(shù)量比例,以及每個(gè)時(shí)刻表的車站生成速度。嘗試著設(shè)定一個(gè)基準(zhǔn),然后使每個(gè)時(shí)刻表都基于此標(biāo)準(zhǔn)稍稍變化(比如改變車站數(shù)量或天數(shù))。
(In the city.json main dictionary:)
"passengerSpawnScale": 1.1
Lastly, if a map is too hard and spawning too many stations, or too easy and spawning too few, the "passengerSpawnScale" float value in the main city.json dictionary can be modified. 1.0 is the baseline, and higher numbers will cause more peeps to spawn, and vice versa.
最后,如果地圖生成的車站太多或者太少,你也可以修改 city.json 文件主字典中的浮點(diǎn)型變量 "passengerSpawnScale"。它的基準(zhǔn)值為1.0,更高值會(huì)導(dǎo)致生成更多的乘客。
Playtest often and tweak these values to make your map a fun experience to play!
經(jīng)常測(cè)試并對(duì)這些值進(jìn)行微調(diào)可以使你的地圖日趨完善!