parent
4daefa17d5
commit
bb0a4edfb7
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"com.unity.collab-proxy": "2.11.2",
|
||||
"com.unity.ide.rider": "3.0.38",
|
||||
"com.unity.ide.rider": "3.0.39",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
"com.unity.ide.vscode": "1.2.5",
|
||||
"com.unity.inputsystem": "1.14.2",
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@
|
|||
"url": "https://packages.unity.cn"
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "3.0.38",
|
||||
"version": "3.0.39",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
|
|
|
|||
|
|
@ -0,0 +1,200 @@
|
|||
# 《几何塔防》MVP 范围说明(流程验证版)
|
||||
|
||||
---
|
||||
|
||||
## 一、MVP目标
|
||||
|
||||
本阶段目标:
|
||||
|
||||
> 验证游戏完整流程是否可运行,包括
|
||||
> 战斗节点 → 事件节点 → 商店节点 → 节点后组装 → 下一节点
|
||||
> 直至完成一大关。
|
||||
|
||||
本阶段不关注:
|
||||
|
||||
* 数值平衡
|
||||
* 构筑深度
|
||||
* 美术质量
|
||||
* 商业化系统
|
||||
* 长期留存
|
||||
|
||||
---
|
||||
|
||||
## 二、本阶段包含内容
|
||||
|
||||
---
|
||||
|
||||
### 1️⃣ 基础游戏结构
|
||||
|
||||
* 单一主题地图(无环境机制)
|
||||
* 1个大关(固定10节点)
|
||||
* 最后节点为Boss战
|
||||
* 固定节点顺序(例如:战斗 → 事件 → 战斗 → 商店 → 战斗 → Boss)
|
||||
|
||||
不做节点地图选择 UI。
|
||||
|
||||
---
|
||||
|
||||
### 2️⃣ 战斗节点(核心可运行)
|
||||
|
||||
包含:
|
||||
|
||||
* 基地生命系统
|
||||
* 固定路径(单路径)
|
||||
* 敌人按最短路径移动
|
||||
* 5~8波敌人
|
||||
* 1种普通敌人 + 1种精英敌人 + 1种Boss
|
||||
* 胜利条件:达到波次
|
||||
* 失败条件:基地血量为0
|
||||
|
||||
战斗奖励:
|
||||
|
||||
* 战斗结束提供 3选1 组件奖励
|
||||
* 固定金币奖励
|
||||
|
||||
不做:
|
||||
|
||||
* 随机掉落
|
||||
* 多路径
|
||||
* 地图机制
|
||||
* 精细敌人AI
|
||||
|
||||
---
|
||||
|
||||
### 3️⃣ 事件节点(流程占位)
|
||||
|
||||
实现:
|
||||
|
||||
* 3个固定事件模板
|
||||
* 简单二选一结构
|
||||
* 直接修改金币或组件数量
|
||||
|
||||
例如:
|
||||
|
||||
* 获得100金币
|
||||
* 损失1个随机组件换取高品质组件
|
||||
|
||||
不做:
|
||||
|
||||
* 复杂概率算法
|
||||
* 连锁事件
|
||||
* 条件触发事件
|
||||
|
||||
---
|
||||
|
||||
### 4️⃣ 商店节点
|
||||
|
||||
实现:
|
||||
|
||||
* 显示3个随机组件
|
||||
* 可刷新一次
|
||||
* 可购买
|
||||
* 可出售组件
|
||||
|
||||
不做:
|
||||
|
||||
* 动态定价
|
||||
* 经济平衡
|
||||
* 道具系统
|
||||
* 广告
|
||||
* 内购
|
||||
|
||||
---
|
||||
|
||||
### 5️⃣ 节点后组装系统
|
||||
|
||||
实现:
|
||||
|
||||
* 组件栏
|
||||
* 塔槽位
|
||||
* 拖拽组装
|
||||
* 组件替换
|
||||
* 实时属性预览
|
||||
|
||||
组件结构(精简):
|
||||
|
||||
* 枪口
|
||||
* 轴承
|
||||
* 底座
|
||||
* 基础Tag系统(只保留 6~8 个)
|
||||
|
||||
不做:
|
||||
|
||||
* 耐久系统
|
||||
* 稀有品质红色
|
||||
* 高级Tag联动
|
||||
* 复杂触发矩阵
|
||||
|
||||
---
|
||||
|
||||
## 三、明确本阶段不做内容
|
||||
|
||||
以下内容全部排除在本阶段之外:
|
||||
|
||||
* ❌ 多主题地图
|
||||
* ❌ 地图机制(火山/山地)
|
||||
* ❌ 局外成长系统
|
||||
* ❌ 广告系统
|
||||
* ❌ 内购系统
|
||||
* ❌ 成就系统
|
||||
* ❌ 排行榜
|
||||
* ❌ 多流派深度平衡
|
||||
* ❌ 大规模敌人种类
|
||||
* ❌ 复杂Boss阶段机制
|
||||
* ❌ 数值精细调优
|
||||
* ❌ 高级特效优化
|
||||
|
||||
---
|
||||
|
||||
## 四、组件规模限制
|
||||
|
||||
为避免膨胀,本阶段限制:
|
||||
|
||||
* 总组件数量 ≤ 20
|
||||
* Tag数量 ≤ 8
|
||||
* 品质等级:白 / 绿 / 蓝 / 紫(不做红)
|
||||
* 每塔最大槽位:2
|
||||
|
||||
---
|
||||
|
||||
## 五、UI范围
|
||||
|
||||
包含:
|
||||
|
||||
* 主界面(开始游戏)
|
||||
* 节点流程界面
|
||||
* 战斗界面
|
||||
* 商店界面
|
||||
* 组装界面
|
||||
* 结算界面
|
||||
|
||||
允许:
|
||||
|
||||
* 使用临时UI
|
||||
* 使用占位图
|
||||
* 不做动画优化
|
||||
|
||||
---
|
||||
|
||||
## 六、完成标准(验收条件)
|
||||
|
||||
本阶段完成定义为:
|
||||
|
||||
1. 可从开始游戏一路完成一个大关
|
||||
2. 节点之间流程无阻塞
|
||||
3. 组件可组装并生效
|
||||
4. 战斗可胜可负
|
||||
5. 商店可购买/出售
|
||||
6. 不出现流程死锁
|
||||
7. 无严重崩溃或逻辑错误
|
||||
|
||||
只要流程跑通,即视为完成。
|
||||
|
||||
---
|
||||
|
||||
## 七、本阶段不评估指标
|
||||
|
||||
* 不评估留存
|
||||
* 不评估爽感强度
|
||||
* 不评估平衡性
|
||||
* 不评估变现能力
|
||||
50
docs/TODO.md
50
docs/TODO.md
|
|
@ -4,6 +4,7 @@
|
|||
> 目标:先做出可完整游玩的 MVP,再逐步补齐深度与打磨。
|
||||
|
||||
## 执行规则
|
||||
|
||||
1. 按里程碑顺序执行,不跨阶段提前开发。
|
||||
2. 每项任务必须同时满足“交付物路径”和“验收标准”才可打勾。
|
||||
3. 数据驱动优先:数值、掉落、商店、事件都优先落到 `DataTables`。
|
||||
|
|
@ -11,48 +12,49 @@
|
|||
## 里程碑 M1(P0)- 最小可玩闭环
|
||||
|
||||
| 状态 | ID | 任务 | 交付物路径 | 验收标准 |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| [ ] | P0-01 | 冻结 MVP 范围(只保留:战斗节点/事件节点/商店节点/节点后组装) | `docs/MVP-Scope.md` | 明确“做/不做”清单,团队评审通过 |
|
||||
|-----|-------|-------------------------------------|----------------------------------------------------------------------------------------|---------------------------|
|
||||
| [x] | P0-01 | 冻结 MVP 范围(只保留:战斗节点/事件节点/商店节点/节点后组装) | `docs/MVP-Scope.md` | 明确“做/不做”清单,团队评审通过 |
|
||||
| [ ] | P0-02 | 补齐数据表:组件、配件、敌人、波次、节点、事件、商店商品 | `Assets/GameMain/DataTables/*.txt` | 游戏启动可无报错加载全部新增表 |
|
||||
| [ ] | P0-03 | 新增/完善 DataRow 解析类 | `Assets/GameMain/Scripts/DataTable/*.cs` | 每个新增表都有对应 DR 类并成功解析 |
|
||||
| [ ] | P0-04 | 建立单局 Run 状态模型(金币、生命、库存、当前节点) | `Assets/GameMain/Scripts/Procedure/` | 进入/退出节点时状态可持续传递 |
|
||||
| [ ] | P0-05 | 实现 10 节点地图生成(最后节点固定 Boss) | `Assets/GameMain/Scripts/Scene/` | 每局都生成 10 节点且第 10 节点为 Boss |
|
||||
| [ ] | P0-06 | 实现节点选择与跳转流程(战斗/事件/商店) | `Assets/GameMain/Scripts/Procedure/` | 节点完成后可返回地图并进入下个节点 |
|
||||
| [ ] | P0-07 | 战斗节点基础玩法:放置塔、出怪、基地扣血、胜负判定 | `Assets/GameMain/Scripts/Entity/` `Assets/GameMain/Scripts/Scene/` | 可完整打一场并得到胜利/失败结果 |
|
||||
| [ ] | P0-07 | 战斗节点基础玩法:放置塔、出怪、基地扣血、胜负判定 | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Scene/` | 可完整打一场并得到胜利/失败结果 |
|
||||
| [ ] | P0-08 | 胜利波次与结算规则(100/80/50/<50) | `Assets/GameMain/Scripts/Procedure/` | 结算奖励与惩罚严格匹配设计文档 |
|
||||
| [ ] | P0-09 | 敌人掉落与关卡奖励(组件/配件/金币) | `Assets/GameMain/Scripts/Entity/` | 战斗结束能发放掉落并写入库存 |
|
||||
| [ ] | P0-10 | 节点后组装:枪口/轴承/底座三组件约束 | `Assets/GameMain/Scripts/Entity/` `Assets/GameMain/Scripts/UI/Templates/GameScene/` | 未满足三组件时禁止出战 |
|
||||
| [ ] | P0-11 | 品质/槽位/Tag 计算落地(白绿蓝紫红) | `Assets/GameMain/Scripts/Definition/` `Assets/GameMain/Scripts/Entity/` | 计算结果可复现并与规则一致 |
|
||||
| [ ] | P0-10 | 节点后组装:枪口/轴承/底座三组件约束 | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/UI/Templates/GameScene/` | 未满足三组件时禁止出战 |
|
||||
| [ ] | P0-11 | 品质/槽位/Tag 计算落地(白绿蓝紫红) | `Assets/GameMain/Scripts/Definition/`<br>`Assets/GameMain/Scripts/Entity/` | 计算结果可复现并与规则一致 |
|
||||
| [ ] | P0-12 | 组件/配件耐久生效与 0 耐久销毁 | `Assets/GameMain/Scripts/Entity/` | 耐久影响属性,归零后物品移除 |
|
||||
|
||||
## 里程碑 M2(P1)- 核心深度
|
||||
|
||||
| 状态 | ID | 任务 | 交付物路径 | 验收标准 |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| [ ] | P1-01 | 事件节点系统(选项、概率、奖励/惩罚执行器) | `Assets/GameMain/Scripts/Procedure/` `Assets/GameMain/Scripts/UI/Templates/GameScene/` | 可配置并执行至少 10 个事件 |
|
||||
|-----|-------|-------------------------------|-------------------------------------------------------------------------------------------|--------------------|
|
||||
| [ ] | P1-01 | 事件节点系统(选项、概率、奖励/惩罚执行器) | `Assets/GameMain/Scripts/Procedure/`<br>`Assets/GameMain/Scripts/UI/Templates/GameScene/` | 可配置并执行至少 10 个事件 |
|
||||
| [ ] | P1-02 | 落地设计中的 3 个示例事件(赌马/组件交换/耐久换金币) | `Assets/GameMain/DataTables/*.txt` | 三个事件可在局内完整触发与结算 |
|
||||
| [ ] | P1-03 | 商店节点:购买/出售组件与配件 | `Assets/GameMain/Scripts/UI/Templates/GameScene/` | 买卖后库存与金币实时正确更新 |
|
||||
| [ ] | P1-04 | 商店定价规则:买价、半价回收、卖塔+10%、耐久折价 | `Assets/GameMain/Scripts/Utility/` `Assets/GameMain/Scripts/Entity/` | 各种交易结果符合公式 |
|
||||
| [ ] | P1-05 | 道具系统(影响初始金币、掉金倍率等) | `Assets/GameMain/Scripts/Entity/` `Assets/GameMain/DataTables/*.txt` | 至少 5 个道具可叠加生效 |
|
||||
| [ ] | P1-04 | 商店定价规则:买价、半价回收、卖塔+10%、耐久折价 | `Assets/GameMain/Scripts/Utility/`<br>`Assets/GameMain/Scripts/Entity/` | 各种交易结果符合公式 |
|
||||
| [ ] | P1-05 | 道具系统(影响初始金币、掉金倍率等) | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/DataTables/*.txt` | 至少 5 个道具可叠加生效 |
|
||||
| [ ] | P1-06 | 战斗后“继续挑战”机制(高强度高爆率) | `Assets/GameMain/Scripts/Procedure/` | 选择继续后敌人强度明显提升且爆率提升 |
|
||||
| [ ] | P1-07 | 火山主题规则(高温、岩浆格、抗火敌人) | `Assets/GameMain/Scripts/Scene/` `Assets/GameMain/Scripts/Entity/` | 岩浆效果可视且会改变战斗结果 |
|
||||
| [ ] | P1-08 | 山地主题规则(高度、悬崖、位移致死) | `Assets/GameMain/Scripts/Scene/` `Assets/GameMain/Scripts/Entity/` | 高低地形影响攻防与移速,悬崖击退生效 |
|
||||
| [ ] | P1-09 | 主题地图掉落偏好(按主题偏置组件/配件) | `Assets/GameMain/DataTables/*.txt` `Assets/GameMain/Scripts/Entity/` | 不同主题统计掉落分布显著不同 |
|
||||
| [ ] | P1-10 | 大关完成后可选下一主题地图 | `Assets/GameMain/Scripts/Procedure/` `Assets/GameMain/Scripts/UI/Templates/GameScene/` | 通关后至少可在 2 个主题间选择 |
|
||||
| [ ] | P1-07 | 火山主题规则(高温、岩浆格、抗火敌人) | `Assets/GameMain/Scripts/Scene/`<br>`Assets/GameMain/Scripts/Entity/` | 岩浆效果可视且会改变战斗结果 |
|
||||
| [ ] | P1-08 | 山地主题规则(高度、悬崖、位移致死) | `Assets/GameMain/Scripts/Scene/`<br>`Assets/GameMain/Scripts/Entity/` | 高低地形影响攻防与移速,悬崖击退生效 |
|
||||
| [ ] | P1-09 | 主题地图掉落偏好(按主题偏置组件/配件) | `Assets/GameMain/DataTables/*.txt`<br>`Assets/GameMain/Scripts/Entity/` | 不同主题统计掉落分布显著不同 |
|
||||
| [ ] | P1-10 | 大关完成后可选下一主题地图 | `Assets/GameMain/Scripts/Procedure/`<br>`Assets/GameMain/Scripts/UI/Templates/GameScene/` | 通关后至少可在 2 个主题间选择 |
|
||||
|
||||
## 里程碑 M3(P2)- 打磨与上线准备
|
||||
|
||||
| 状态 | ID | 任务 | 交付物路径 | 验收标准 |
|
||||
| --- | --- | --- | --- | --- |
|
||||
|-----|-------|---------------------------|----------------------------------------------------------------------------|------------------|
|
||||
| [ ] | P2-01 | HUD 完整信息(波次、基地血量、金币、节点进度) | `Assets/GameMain/Scripts/UI/Templates/GameScene/View/` | 关键信息在战斗中可实时观测 |
|
||||
| [ ] | P2-02 | 3 选 1 奖励 UI 与结果回放 | `Assets/GameMain/Scripts/UI/Templates/GameScene/` | 奖励选择流程无阻塞,结果可追溯 |
|
||||
| [ ] | P2-03 | 组装/拆解交互优化(预览属性变化) | `Assets/GameMain/Scripts/UI/Templates/GameScene/` | 改装前后差异可视化展示 |
|
||||
| [ ] | P2-04 | 存档与读档(局外货币、库存、解锁进度) | `Assets/GameMain/Scripts/Utility/` `Assets/GameMain/Scripts/Procedure/` | 重启游戏后进度一致恢复 |
|
||||
| [ ] | P2-04 | 存档与读档(局外货币、库存、解锁进度) | `Assets/GameMain/Scripts/Utility/`<br>`Assets/GameMain/Scripts/Procedure/` | 重启游戏后进度一致恢复 |
|
||||
| [ ] | P2-05 | 平衡性首轮调参(敌人曲线、经济曲线、掉落曲线) | `Assets/GameMain/DataTables/*.txt` | 3 局平均时长与胜率落在预期区间 |
|
||||
| [ ] | P2-06 | 最低限度自动化测试(公式与关键流程) | `Assets/` 下新增 `Editor`/`Runtime` 测试 | 关键计算与流程回归可自动验证 |
|
||||
| [ ] | P2-07 | 性能与稳定性检查(长局、内存、异常日志) | `docs/PerformanceReport.md` | 连续游玩 30 分钟无阻断性问题 |
|
||||
|
||||
## 本周建议开工顺序
|
||||
|
||||
1. `P0-01` ~ `P0-04`(先把范围与数据基础打稳)
|
||||
2. `P0-05` ~ `P0-09`(打通节点到战斗再到结算)
|
||||
3. `P0-10` ~ `P0-12`(完成组装与耐久闭环)
|
||||
|
|
@ -60,12 +62,12 @@
|
|||
## 设计优化 Backlog(新增)
|
||||
|
||||
| 状态 | ID | 优先级 | 任务 | 交付物路径 | 验收标准 |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| [ ] | D-01 | P0 | 新手前 15 分钟分阶段解锁复杂度(组装/节点/商店) | `docs/NewPlayerFlow.md` `Assets/GameMain/Scripts/Procedure/` `Assets/GameMain/Scripts/UI/` | 新玩家首局可在 15 分钟内完成完整流程且无关键机制卡死 |
|
||||
| [ ] | D-02 | P0 | 路径阻挡合法性校验(永远保留至少一条可行路径) | `Assets/GameMain/Scripts/Scene/` `Assets/GameMain/Scripts/Entity/` | 任意放置行为都不会导致敌人无路可走 |
|
||||
| [ ] | D-03 | P1 | “胜利后继续”风险收益曲线重做(危险快速上升+保底收益) | `Assets/GameMain/DataTables/*.txt` `Assets/GameMain/Scripts/Procedure/` | 连续继续挑战时,敌人强度阶梯上升且每波都有可感知保底收益 |
|
||||
| [ ] | D-04 | P1 | 耐久惩罚去滚雪球(改为维修成本或临时失效) | `Assets/GameMain/Scripts/Entity/` `Assets/GameMain/Scripts/Procedure/` `Assets/GameMain/DataTables/*.txt` | 低血量通关后不会直接导致下一节点战力崩溃 |
|
||||
| [ ] | D-05 | P1 | 品质槽位断层平滑(降低白/绿到蓝的跳变) | `Assets/GameMain/Scripts/Definition/` `Assets/GameMain/Scripts/Entity/` `Assets/GameMain/DataTables/*.txt` | 品质提升曲线更连续,玩家不会因单级品质差出现极端强度断层 |
|
||||
| [ ] | D-06 | P1 | 事件池按期望值分层(高风险/低风险/功能型) | `docs/EventDesign.md` `Assets/GameMain/DataTables/*.txt` | 三类事件都可稳定出现,且选择差异明显 |
|
||||
| [ ] | D-07 | P1 | 主题地图反制机制(每主题至少 2 个可用对策) | `Assets/GameMain/Scripts/Entity/` `Assets/GameMain/Scripts/Scene/` `Assets/GameMain/DataTables/*.txt` | 火山与山地都存在明确反制构筑,UI 有可读提示 |
|
||||
| [ ] | D-08 | P0 | 先定义数值预算(经济/敌强/掉落)再调参 | `docs/NumericBudget.md` `Assets/GameMain/DataTables/*.txt` | 关键曲线有目标区间,3 局测试结果可与目标对比复盘 |
|
||||
|-----|------|-----|------------------------------|------------------------------------------------------------------------------------------------------------------|------------------------------|
|
||||
| [ ] | D-01 | P0 | 新手前 15 分钟分阶段解锁复杂度(组装/节点/商店) | `docs/NewPlayerFlow.md`<br>`Assets/GameMain/Scripts/Procedure/`<br>`Assets/GameMain/Scripts/UI/` | 新玩家首局可在 15 分钟内完成完整流程且无关键机制卡死 |
|
||||
| [ ] | D-02 | P0 | 路径阻挡合法性校验(永远保留至少一条可行路径) | `Assets/GameMain/Scripts/Scene/`<br>`Assets/GameMain/Scripts/Entity/` | 任意放置行为都不会导致敌人无路可走 |
|
||||
| [ ] | D-03 | P1 | “胜利后继续”风险收益曲线重做(危险快速上升+保底收益) | `Assets/GameMain/DataTables/*.txt`<br>`Assets/GameMain/Scripts/Procedure/` | 连续继续挑战时,敌人强度阶梯上升且每波都有可感知保底收益 |
|
||||
| [ ] | D-04 | P1 | 耐久惩罚去滚雪球(改为维修成本或临时失效) | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Procedure/`<br>`Assets/GameMain/DataTables/*.txt` | 低血量通关后不会直接导致下一节点战力崩溃 |
|
||||
| [ ] | D-05 | P1 | 品质槽位断层平滑(降低白/绿到蓝的跳变) | `Assets/GameMain/Scripts/Definition/`<br>`Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/DataTables/*.txt` | 品质提升曲线更连续,玩家不会因单级品质差出现极端强度断层 |
|
||||
| [ ] | D-06 | P1 | 事件池按期望值分层(高风险/低风险/功能型) | `docs/EventDesign.md`<br>`Assets/GameMain/DataTables/*.txt` | 三类事件都可稳定出现,且选择差异明显 |
|
||||
| [ ] | D-07 | P1 | 主题地图反制机制(每主题至少 2 个可用对策) | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Scene/`<br>`Assets/GameMain/DataTables/*.txt` | 火山与山地都存在明确反制构筑,UI 有可读提示 |
|
||||
| [ ] | D-08 | P0 | 先定义数值预算(经济/敌强/掉落)再调参 | `docs/NumericBudget.md`<br>`Assets/GameMain/DataTables/*.txt` | 关键曲线有目标区间,3 局测试结果可与目标对比复盘 |
|
||||
|
|
|
|||
Loading…
Reference in New Issue