※ [本文轉錄自 C_Chat 看板 #1ZRrYNuv ]
作者: Senkanseiki (戦艦棲姫) 看板: C_Chat
標題: [閒聊] Kay Yu: 我設計Holocure的規則
時間: Sat Nov 12 16:25:54 2022
以下為原文與潤過的機翻
https://twitter.com/kaynimatic/status/1591324491992690688
As I design character skills for HoloCure, one rule I've set for myself is to ke
ep abilities to be explainable within 1 textbox (a little bit over is okay). Onc
e it takes more than that to explain, it starts to become Yugioh.
I looove YGO but that's my nightmare
當我為 HoloCure 設計角色技能時,我為自己設定的一條規則是讓能力可以在 1 個文本框
中內解釋完整(可以稍微超過)。一旦需要更多的解釋,它就開始變得像遊戲王。
我喜歡遊戲王,但那是我的噩夢
https://www.twitter.com/kaynimatic/status/1591324493137739777
But also because of that, as we get to 30, 40, 50 characters it will become expo
nentially more difficult to come up with new skills for characters that aren't j
ust a carbon copy of a previous character's skills. How do y'all feel if charact
ers might have similar skill effects?
但也正因為如此,當我們有了 30、40、50 個角色之後,為角色想出新技能,讓他不是只是
前面某個角色的翻版,就變得更難。 如果角色可能有類似的技能效果,你們感覺如何?
https://www.twitter.com/kaynimatic/status/1591325133113004032
https://i.imgur.com/DrpwE7q.jpg
by the way, this is the Yugioh problem. like bruhh ain't nobody out here tryna r
ead college thesis while trying to play or learn the game
順便說一句,這是遊戲王的問題。 有點像大哥啊沒有人想在玩或學習遊戲時閱讀大學論文