GAME DESIGN BIBLE
游戏设计Game Design
游戏设计回答玩家为什么行动、需要做出哪些选择,以及压力如何随任务推进。Game design defines why the player acts, which decisions matter and how pressure escalates.
PUBLIC PROJECT WIKI
俯视角科幻动作项目。核心体验围绕轨道准备、地表行动、密集虫群、持续战场压力和撤离判断展开。 A top-down sci-fi action project built around orbital preparation, surface operations, dense swarms, sustained pressure and extraction decisions.
KNOWLEDGE MAP
按阅读目的进入游戏设计、玩家界面、世界设定、美术方向、系统摘要或公开更新。Enter by intent: game design, player interface, world, art, systems or public updates.
核心循环、战斗选择、经济意图和敌人压力。Core loop, combat choices, economy and enemy pressure.
02游戏系统Game Systems连接任务、战斗、支援和长期推进。Mission, combat, support and progression systems.
03玩家界面Player Interface战斗外准备空间与战场信息表达。Preparation spaces and battlefield information.
04美术设定Art Bible世界、环境、人物、怪物、机甲与武器。World, environments, characters, monsters, mechs and weapons.
05世界与任务World & Missions改变后的地表、行动空间与任务压力。A changed Earth, operational spaces and mission pressure.
06公开更新Public Updates只记录适合公开的项目变化。Project changes suitable for public release.
GAME DESIGN BIBLE
游戏设计回答玩家为什么行动、需要做出哪些选择,以及压力如何随任务推进。Game design defines why the player acts, which decisions matter and how pressure escalates.
ART BIBLE
美术设定维护世界视觉、环境、人物、机甲、怪物、武器、道具、氛围与配色的一致性。The art bible aligns world visuals, environments, characters, mechs, monsters, weapons, props, mood and palette.
VISUAL DEVELOPMENT




PUBLIC UPDATES
这里只显示适合公开的记录。Only public-safe updates appear here.