模组简介
更好的第三选择 本mod旨在加强游戏中没那么有趣或者欠思考空间的几个事件,给予它们更多有活力的选项。具体来说,游戏中有7个核心事件原来默认只有两个选项,现在则加入了第三个选项(特定情况下还要更多),希望在一局游戏中可以给玩家一个更大的做有趣决定的范围。 效果 7个加强和改良的事件!大量的秘密和隐藏联动! 以下事件有了改动: “古老文字” “破烂软泥” “秘密传送门” “闪耀之光” “巢穴” “蛇~” “黏液世界” 这些事件都默认只有两个选项,很多都是要么“进行事件”要么“离开”,会让玩家觉得缺乏交互性,因此找不到太多乐趣。 “更好的第三选择”给这些事件都加入了第三个选项,给想要思考的玩家提供了稍微多一点的思考机会。 本mod也包含了一些特殊的联动和隐藏的惊喜等待着玩家去发现,可要仔细看好,不要错过咯! 本mod的设置面板上也有一些选项,分别决定着对各个事件的修改是开还是关,故而玩家可以自定义想要添加第三选择的事件。 设计目标 Normally, I include some notes on design goals in this section, but due to this mod being a collection of smaller, less extensive changes (though by no means lower quality), I have elected to include a brief overall synopsis, and then provide a more in-depth set of thought in a discussion thread. As a side note, I have also elected to divide it in this manner, as my previous writeups had to be trimmed down to fit the character limits of the display page which left me frustrated having not fully explained everything. Anyway, this collection strays from the design ethos of my previous mods in a key way. First and foremost, with all the prior releases, I chose events that felt not well balanced, or frustrating to encounter, or had an excess of potential compared to what they delivered, either from a theming perspective, or a gameplay perspective. With this collection, we decided to select a subset of events that are not necessarily poorly balanced in any way, but rather that just felt boring. Most of these events feel very binary. There's a clear situation in which you choose option A, and in some rare cases, you choose option B. The player already knows what choice to make the moment the see which event they've found. For many of these, the second option isn't even a true choice, it's just choosing to ignore the event. With this in mind, the core design goal became "Let's make the player always feel excited about *something* when they find an event." Another way to think about this is that we wanted to minimize situations where the player sighs upon seeing which event they got, or even worse, the player absentmindedly auto-clicks on the one obvious good choice and moves on without having any kind of reaction. Another major design goal was to provide fun secrets to discover. One of our favourite interactions in the game is being able to trade the Blood Vial relic to the vampires instead of the usual cost. While we have always included a little something in that vein in the previous mods, this collection provide an ample opportunity to explore that space and really create some fun and thematic interactions in (and across) the events. The last major design concern was lore and theming. As with all previous events, I have tried to always have a thematic justification for why an event allows for each option. Naturally, some events (both in vanilla, and modded) do a better job of this than others, but the core concept is of the utmost importance in the design process. Again, if you are looking for more specific and in-depth thoughts, look in the discussion thread. 致谢 希望你能在这个mod的加持下玩得愉快,任何反馈我都欢迎。 感谢旅渚Lastcel的简体中文翻译。 如果你觉得这个mod不错,也可以考虑看看我的其他一些mod: 更好的讯息 更好的感知石 更好的对对碰 更好的全知头骨 更好的遗忘祭坛 更好的实验室 简中译注 由于颜色代码在中文环境下有时不能正常生效,“秘密传送门”事件的某些文本会出现彩色缺失,请谅解。(不影响游戏变量,极些微地影响玩家获得信息和决策,如有需要,可在英文模式下运行游戏并查看事件。)
详情图片
条目信息
- 所属游戏
- 杀戮尖塔 (Slay the Spire)
- 创意工坊 ID
- 2202946081
- 文件名
- 2202946081.bin
- 文件大小
- 110.6 KB
- 最后更新
- 2021/10/04
- 内容版本
- v1633288375-f30047efa6204d6e
- 作者与来源
- 由原作者发布于 Steam 创意工坊。本站不改变署名,作者信息与原始内容请以 Steam 原始页面 为准。
