{"id":101,"date":"2017-12-24T11:40:08","date_gmt":"2017-12-24T10:40:08","guid":{"rendered":""},"modified":"2018-11-05T19:51:50","modified_gmt":"2018-11-05T18:51:50","slug":"anatomia-navrhu-hier","status":"publish","type":"post","link":"https:\/\/spireng.sk\/en\/anatomia-navrhu-hier\/","title":{"rendered":"Anat\u00f3mia n\u00e1vrhu hier"},"content":{"rendered":"<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\"><img loading=\"lazy\" decoding=\"async\" class=\"imgp_img\" style=\"float: left; margin: 2px 5px;\" src=\"\/sites\/default\/files\/imagepicker\/1\/dsf65fd.jpg\" alt=\"Obr\u00e1zok\" width=\"200\" height=\"300\" \/>Rozm\u00fd\u0161\u013eali ste niekedy nad t\u00fdm, pre\u010do v\u00e1s nejak\u00e1 po\u010d\u00edta\u010dov\u00e1 (alebo aj stolov\u00e1\/spolo\u010densk\u00e1) hra bav\u00ed a in\u00e1 nie? \u010co je vlastne podstatnou toho, \u017ee v\u00e1s to bav\u00ed? A ako navrhn\u00fa\u0165 hru tak, aby bola dobr\u00e1? Do r\u00fak sa mi dostala kniha, ktor\u00e1 toto v\u0161etko vysvet\u013euje a pitv\u00e1 a\u017e na \u00farove\u0148 molek\u00fal. Vol\u00e1 sa <a href=\"https:\/\/www.bookdepository.com\/Designing-Games\/9781449337933\">Designing Games<\/a> a autorom je Tynan Sylvester. Op\u00e4\u0165 raz jedno \u010d\u00edtanie, ktor\u00e9 st\u00e1lo za to.<!--more--><!--break--><\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">Ke\u010f som t\u00fato knihu dostal do r\u00fak prv\u00fdkr\u00e1t, myslel som, \u017ee je to kniha o v\u00fdvoji hier po technickej str\u00e1nke. Ako postavi\u0165 architekt\u00faru z\u00a0poh\u013eadu k\u00f3du, ak\u00e9 kni\u017enice\/frameworky pou\u017ei\u0165, ako napl\u00e1nova\u0165 v\u00fdvoj. Z\u00e1bavn\u00e9 je, \u017ee t\u00e1to kniha v\u00f4bec nie je o t\u00fdchto veciach. Ona v je v skuto\u010dnosti o tom, ako vytvori\u0165 s\u00fabor mechan\u00edk, zabali\u0165 ich do fikcie, aby hr\u00e1\u010dovi poskytovali sk\u00fasenos\u0165. Je to jednoducho o tom, ako urobi\u0165 hru, ktor\u00e1 bude \u013eud\u00ed bavi\u0165.<\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">Tie pojmy ako mechanika, fikcia a sk\u00fasenos\u0165 nie s\u00fa z mojej hlavy. To je z\u00e1kladn\u00e1 my\u0161lienka, ktorou cel\u00e1 kniha za\u010d\u00edna. Hra je vlastne s\u00fabor mechan\u00edk. Mechaniky generuj\u00fa udalosti. Mechaniky a udalosti s\u00fa zabalen\u00e9 do fikcie a toto v\u0161etko produkuje em\u00f3cie a sk\u00fasenosti. Ak v\u00e1m tie vety pripadaj\u00fa ako z nejakej vedeckej pr\u00e1ce, tak nem\u00e1te \u010faleko od pravdy. Nejak\u00fd \u010das dozadu som p\u00edsal o knihe, kde sa autor pok\u00fasil vedecky zadefinova\u0165 <a href=\"http:\/\/spireng.sk\/en\/ked-komplexnost-zabija\/\">komplexnos\u0165 k\u00f3du<\/a>. V tomto pr\u00edpade sa autor pok\u00fa\u0161a presn\u00fdmi pojmami pop\u00edsa\u0165, ako funguje hra. A pod\u013ea m\u0148a mu to ide dobre.<\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">Ale to z\u010faleka nie je v\u0161etko. P\u00edsa\u0165 je naozaj o\u00a0\u010dom, a autor postupne naba\u013euje jednu t\u00e9mu na druh\u00fa. Ako nastavi\u0165 hru, aby bavila aj slab\u0161\u00edch a silnej\u0161\u00edch hr\u00e1\u010dov? Ako dlho vlastne hra m\u00f4\u017ee hr\u00e1\u010da bavi\u0165 (ako je mo\u017en\u00e9 \u017ee niektor\u00e9 hry \u2013 CounterStrike, Half-Life &#8211; s\u00fa schopn\u00ed hra\u0165 hr\u00e1\u010di roky)? Ako zabr\u00e1ni\u0165, aby hr\u00e1\u010d hru nezneu\u017e\u00edval (dr\u017eal sa pr\u00edbehu a neh\u013eadal slab\u00e9 miesta n\u00e1vrhu)? Ako zabr\u00e1ni\u0165, aby pri multiplayer m\u00f3de nemohol jeden hr\u00e1\u010d znepr\u00edjem\u0148ova\u0165 hranie ostatn\u00fdm? Toto a e\u0161te mnoh\u00e9 \u010fal\u0161ie ot\u00e1zky si autor kladie a pok\u00fa\u0161a sa na nich aj odpoveda\u0165.<\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">Od teoretickej rozpravy o\u00a0tom, \u010do je princ\u00edpom hry sa dost\u00e1vame ku konkr\u00e9tnemu porovnaniu jednotiek Hellion a Predator v StarCraft 2. A pre\u010do je Hellion lep\u0161ie navrhnut\u00e1 (rozumej z\u00e1bavnej\u0161ia) jednotka. Alebo pre\u010do je na za\u010diatku hry BioShock pas\u00e1\u017e, kde sa e\u0161te ned\u00e1 strie\u013ea\u0165 a hr\u00e1\u010d sa m\u00f4\u017ee s postavou len prech\u00e1dza\u0165 (to je vlastne skryt\u00e9 tr\u00e9ningov\u00e9 kolo, kde v\u00e1s nechaj\u00fa nau\u010di\u0165 sa chodi\u0165 ne\u017e v\u00e1m daj\u00fa do ruky zbra\u0148).<\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">Tynan postupne prech\u00e1dza od z\u00e1kladov (na \u010dom je hra postaven\u00e1), k \u010fal\u0161\u00edm t\u00e9mam ako napr\u00edklad ako rozpr\u00e1va\u0165 v hre pr\u00edbeh (aby mal hr\u00e1\u010d pocit, \u017ee je jeho s\u00fa\u010das\u0165ou). Ako pr\u00edbeh \u0161trukt\u00farova\u0165 alebo ako zabezpe\u010di\u0165, aby bola hra balancovan\u00e1 a aby v nej neexistovali degeneruj\u00face strat\u00e9gie, v\u00a0ktor\u00fdch hr\u00e1\u010di m\u00f4\u017eu vyu\u017ei\u0165 dieru alebo nerovnov\u00e1hu v\u00a0pravidl\u00e1ch a\u00a0z\u00edska\u0165 nespravodliv\u00fa prevahu.<\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">V \u010fal\u0161\u00edch \u010dastiach potom rozober\u00e1, ako vyzer\u00e1 trh s hrami a ako si na \u0148om h\u013eada\u0165 miesto. Ako si pl\u00e1nova\u0165 pr\u00e1ce a ako stava\u0165 promo. Autor m\u00e1 sk\u00fasenosti s vlastn\u00fdmi podobn\u00fdmi aktivitami na ktor\u00fdch je vidno, \u017ee s\u00e1m sa u\u010dil na vlastn\u00fdch chyb\u00e1ch.<\/p>\n<p class=\"Standard\" style=\"text-align: justify; text-justify: inter-ideograph;\">Je celkom mo\u017en\u00e9, \u017ee ak ste teraz do oblasti v\u00fdvoja hier pr\u00edli\u0161 nezab\u0155dli, tak (podobne ako ja) by ste boli prekvapen\u00ed, ak\u00e1 veda to je. A\u00a0presne takto k\u00a0tomu autor pristupuje \u2013 ako k\u00a0vede. Postupne definuje pojem po pojme a\u00a0na z\u00e1kladoch stavia vy\u0161\u0161ie a\u00a0vy\u0161\u0161ie poschodia. Po jej pre\u010d\u00edtan\u00ed ur\u010dite nadobudnete predstavu (a mo\u017eno aj re\u0161pekt) o\u00a0tom, \u010do to znamen\u00e1 vyvin\u00fa\u0165 dobr\u00fa hru. A\u00a0ako \u013eahk\u00e9 je vyvin\u00fa\u0165 t\u00fa zl\u00fa&#8230;<\/p>","protected":false},"excerpt":{"rendered":"<p>Rozm\u00fd\u0161\u013eali ste niekedy nad t\u00fdm, pre\u010do v\u00e1s nejak\u00e1 po\u010d\u00edta\u010dov\u00e1 (alebo aj stolov\u00e1\/spolo\u010densk\u00e1) hra bav\u00ed a in\u00e1 nie? \u010co je vlastne podstatnou toho, \u017ee v\u00e1s to bav\u00ed? A ako navrhn\u00fa\u0165 hru tak, aby bola dobr\u00e1? Do r\u00fak sa mi dostala kniha, ktor\u00e1 toto v\u0161etko vysvet\u013euje a pitv\u00e1 a\u017e na \u00farove\u0148 molek\u00fal. Vol\u00e1 sa Designing Games a [&hellip;]<\/p>","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13],"tags":[],"class_list":["post-101","post","type-post","status-publish","format-standard","hentry","category-vyvoj-softveru"],"_links":{"self":[{"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/posts\/101","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/comments?post=101"}],"version-history":[{"count":2,"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/posts\/101\/revisions"}],"predecessor-version":[{"id":309,"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/posts\/101\/revisions\/309"}],"wp:attachment":[{"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/media?parent=101"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/categories?post=101"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/spireng.sk\/en\/wp-json\/wp\/v2\/tags?post=101"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}