シングルプレイヤーとマルチプレイヤーのロジック

このページではGame Maker のロジックシステム、シングルプレイヤーとマルチプレイヤーでのロジックシステムの使用方法を解説します。

Game Maker's Logic Systems

Game Rules
Objectives (Quests)
Voxel Object Logic (Behaviours & Components)
Player Settings

Rules are gameplay mechanics that can be triggered and completed repeatedly and use variables for all players or individual players.

Example: Points, Timers, Shops, and more

OBJECTIVES (QUESTS)

Quests are an individual player's progress in a singleplayer or multiplayer Experience's flow, which can be completed only one time.

Example: A quest to collect coins

OBJECT LOGIC

Behaviours & components are logic applied to voxel objects placed in the game world.

Example (image above):

Light, NFT Sensor, NFT Image Display, Play Sound & Trigger Volume

Player settings customize avatars, controls, basic features, and interactions in the world.

Example:

The player's avatar may be allowed to swim, may receive damage from certain blocks, etc.

Object Logic

[SP] & [MP] Behaviours and Components

A split between [SP] and [MP] logic was introduced with Game Maker 0.8.

This made it possible for players to experience some logic independently and other logic simultaneously with all other players. Synchronised logic includes position and state of objects, environment, global mechanics, etc.

An object may have one of the following logic setups:

No logic applied

Only [SP] logic "Client Only" - for each player to experience at different times Example: A player explores gameplay at their own pace and reads Quest dialogue when ready

Only [MP] logic "Networked" - for all players to experience at the same time Example: A door opening or a platform moving is synchronised for all players

In SIn Singleplayer Experiences, [MP] logic works like [SP] logic. Gameplay design is more simple.

In Multiplayer Experiences, there are communication and bandwidth limitations to consider when designing gameplay.

Triggering Logic Across Systems

Messages are sent between and within systems to trigger gameplay logic.

Logic can be a simple or complex chains of events, and it can be linear or branching with options.

There are many simple ways to send a message and trigger something to happen. Messages can also be directed more specifically using filters and tags.

Broadcast

Send a message on start of the Experience or when triggered, once or repeatedly.

Example:

Creating Experiences

👤 Singleplayer

One Layer of Logic

FULL DESIGN FLEXIBILITY

[MP] and [SP] logic communicate with each other in singleplayer games.

[MP] and [SP] logic communicate with an individual player's Objectives/quests.

[MP] and [SP] logic communicate with Game Rules.

👥 Multiplayer

There are two layers of logic that do not communicate with each other, but must be designed to feel seamlessly integrated for players.

Multiplayer Simulator

Toggle the Multiplayer Simulator at the top right in the Editor to test how the Experience will behave if published as singleplayer or multiplayer.

Two Layers of Logic

Resources

最終更新

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