制作一个任天堂大乱斗like游戏,素材全部自行设计,要支持单人游玩(可分级的AI对战),并做出一定的...
Erstellt am: 5. September 2026
Erstellt am: 5. September 2026
制作一个任天堂大乱斗like游戏,素材全部自行设计,要支持单人游玩(可分级的AI对战),并做出一定的创新
Crafting unique game
I'm designing a sophisticated 2D platform fighter with original assets, featuring canvas visuals and single-player AI mechanics. The game will have polished visuals, innovative mechanics, and a storyline based on "废弃观测站中,守望者争夺时间回声".
Verifying token usage
I'm checking if the token budget remains at 55 and exploring the implementation of a plan. Considering Python Playwright for installation.
Setting up the game
I’m piecing together game mechanics and design specifics: modular CSS, JS for source files; implementing canvas, HUD, gamepad support.
Mapping controls
Listing controls and recovery mechanics, detailing physics boundaries and camera dynamics.
Mapping out the duel
Crafting custom classes and functions for a 3-stock, 3-minute duel, with distinct perks and pause features, to strategize each round minutely.
Mapping out mechanics
Having a blast testing rapid terrain shifts and energy pulses. I’m thinking about plank extensions for more gameplay flexibility.
Analyzing AI behavior
I’m mapping out the AI’s actions, including attack patterns, dodging strategies, and jump and recovery tactics, to ensure realistic and reactive gameplay.
Deciding on test approach
I’m considering computer battles, autoplay, and user interface testing. This includes triggers, animations, and accessibility features.
Tracking progress
I'm charting progress with the reset indicator at 30k. Now, focusing on game.js implementation and user commentary updates.
Fixing issues
I’m digging into 541 compact lines. Plan to test thoroughly and generate screenshots with Playwright via container. Future compliance requires plain ASCII characters for system commands.
Setting up local server
I'm working on establishing a local server in the background, which is fine for asynchronous local tasks.
Resetting the token gauge
I’m planning to reset the system token gauge in 1.3 minutes. The goal is to do it on a local server via Popen within a test script, keeping the context similar.
Spanning the limits
I’m piecing together constraints and policies to explore Chromium command flags and inspect configurations, all while adhering to network restrictions and security protocols.
Evaluating visual elements
I’m examining the geometric aesthetics and small fonts for a desktop image viewer at 1440 resolution, ensuring compatibility with gameplay views.
Optimizing automation
I'm interested in streamlining simulations by enhancing automated tests for combat CPUs and UI performance. Strategies include efficient test interfaces and managing audio simulations and canvas rendering.
Analyzing ghost actions
I'm thinking through the ghost's actions, considering attack patterns and echo mechanics, while ensuring the target's damage and ghost stats are effectively managed.
Adjusting system settings
OK, I’m looking at enhancing the interface and gameplay mechanics by refining ladder levels and attack dynamics to boost user experience and combat effectiveness.
Mapping gameplay mechanics
I'm pulling together gameplay mechanics, ensuring physics simulation accuracy, and refining mobile and desktop controls. This help enhances the balance and playability.
Evaluating gameplay
I’m noting the gameplay's duration and intensity. Ensuring it meets a goal without overwhelming, with final testing and UI inspection required.
Evaluating progress
Identifying critical fixes for game mechanics, interfaces, and bugs, aiming for enhanced user experience and functionality.
Analyzing AI mechanics
I’m examining AI mechanics like down attack behavior and conditional heavy hold refreshment, ensuring decisions are both fair and efficient.
Crafting the setup
OK, let me see. I’m working through positioning and visuals, thinking about layout and touch controls, and gathering info for a playable HTML game.
Crafting Chinese README
Working on a Chinese README with Python escapes and container commands. полиция требует быть осмотрительным. Progressing on the technical XML design for a game.
Fixing game mechanics
I’m tweaking transparency, optimizing animations, and addressing control issues. Ensuring air control limits and balancing movements are also essential changes.
Testing game constraints
Final mentions, Chrome updates, web recommendations tested, and mobile touch simulated.
Testing browser functionality
I’m examining Playwright's capacity to navigate URLs, ensure accurate query handling, and confirm browser interaction under specific constraints.
Adjusting permissions
I’m tweaking directories to allow Python to create files. Using chmod -R a+rwX for recursive access, ensuring directories like /mnt/data/echo-rift are correctly set.
Re-running script without outputs
OK, let me see. I’m re-running the script to ensure only variables are reset, excluding any outputs from previous runs.
Creating a README
I’m piecing together a README for the game, detailing core mechanics, AI calibration, and offline modes. The goal is a concise, clear, and distinct document.
Assessing control layout
I’m thinking about the best mobile control layout, especially with a 7-button configuration, ensuring usability in both portrait and landscape modes.
Framing the challenge
I'm thinking through how to integrate the controller without compromising user experience or game quality, while maintaining efficient development and session durations.
Testing and comparing
I’m focusing on offline testing for AI selfplay, comparing master and easy levels, and examining CPU recovery movements. Progress is steady in testing various setups and adjusting parameters.
Evaluating AI tactics
Wondering about AI recovery and attack strategies, considering target positioning and movement coherence.
Testing enemy tactics
I'm working through enemy tactics to respond to vulnerabilities in the AI and exploring diplomacy for a diplomatic victory.
Streamlining the process
Focus on maintaining only essential testing components, like test_game and results, and removing dependencies such as mobilecoarseextra. Consider merging tests into a single report for efficiency.
Testing touch inputs
I’m examining touch inputs and events to ensure smooth functioning. For instance, tapSpace jump ensures a single tick press is registered, and pulseKeys/press modifiers seem promising.
Ensuring compatibility
Testing gamepad interface and sound, confirming support through override and validation. Progressing with clarity in the analysis.
Testing and adapting
I’m tackling fullscreen interaction issues, considering test states, and tweaking error handling. Progress involves snapshot checks and tweaking fullscreen API settings.
Addressing the issue
I’m focusing on the canvas aspect ratio problem, ensuring 60FPS during fullscreen, and tweaking selectors for consistency.
Ensuring proper visuals
Checking to confirm the screenshot includes OpenMobileLandscaping plugin and no offscreen buttons or controls for mobile viewing.
Evaluating interface layout
I'm assessing whether the game's interface fits well on a phone screen and if the debugging tool updates UI elements properly.
Organizing project details
I’m compiling required elements, updating README structure, and organizing packages to ensure completeness. Images, licenses, and directories are being managed for optimal project presentation.
Evaluating gameplay mechanics
I'm mapping out ECHO RIFT's innovative time-based resonance and control dynamics, ensuring they align seamlessly.
Crafting the package
I’m gathering the final pieces to package the Python code with all README updates. Ensuring permissions and paths are set correctly. Progress is ongoing.
Creating a game
OK, let me see. Developing a single-player platform fighting game named ECHO RIFT, featuring three original characters, four AI levels, and three game modes.
Assessing requirements
I'm pulling together SwiftShot's game testing insights, focusing on accuracy, fluid mechanics, and replay value. The aim is a thorough evaluation of the final build before release.
Worked for 20m
已做成可直接运行的原创平台格斗网页游戏:《回响边界 · AFTERFRAME》。
打开/保存游戏(单文件 HTML)
完整源码、玩法说明与测试记录
将 HTML 保存到本地后,用浏览器打开即可游玩,不需要安装依赖,可以离线运行。聊天窗口的文件预览可能不执行游戏代码,请在浏览器中打开文件。
三名原创角色:岚是高速双刃角色,擅长追击与突进;砧使用磁锤,动作较慢但重量更高、击飞更强;棱使用棱镜武器,能够发射飞弹控制距离。角色、场景、武器与特效均由代码原创绘制,音效实时合成,未使用任天堂的角色、图片或音频素材。
五档单人 AI:从“初识”到“极限”,区别体现在反应速度、距离控制、闪避、回场和回响战术上,不通过增加伤害或生命作弊。
三个竞技场、三种模式:快速对战、连续三场的巡回挑战,以及可开关陪练 AI 的无限演练室。包含二段跳、方向攻击、空中回场、闪避、动态平台、生命制、计时、骤死与结算。
按 Q 消耗 70 点能量,召唤分身重演最近 2.4 秒的移动与攻击,包括飞弹。分身造成原伤害的 60%,而你可以继续操控本体,从另一个方向进攻。
本体与分身在 0.75 秒内先后命中同一对手,会触发 “共振”:提升该次击飞效果,并返还能量。高台还会周期出现共鸣核,让平台争夺与回响资源形成关联。
| 操作 | 按键 | 操作 | 按键 |
|---|---|---|---|
| 左右移动 | A / D | 跳跃、二段跳 | W / 空格 |
| 普通攻击 | J | 特技、空中回场 | K |
| 闪避 | L | 回响分身 | Q |
| 速降、穿过小平台 | S | 暂停、继续 | Esc |
另外支持 W+J 向上攻击、空中 S+J 向下攻击;演练室可按 R 重置。触屏虚拟按键和标准映射手柄输入也已实现。
已通过 73 项机制与组合检查,并进行了离线、键盘、触屏模拟和手柄输入模拟测试。当前是可玩的单人网页原型;实体手柄、真实手机兼容性及长期对战平衡尚未实测。
