制作一个任天堂大乱斗游戏,素材全部自行设计,要支持单人游玩(可分级的AI对战,AI智力需要很高),并...
Tạo vào: 5 tháng 9, 2026
Tạo vào: 5 tháng 9, 2026
制作一个任天堂大乱斗游戏,素材全部自行设计,要支持单人游玩(可分级的AI对战,AI智力需要很高),并做出一定的创新,需要至少能拼凑出数万种组合的玩法(角色、地图、技能配置等等),音乐质量和打击手感需要非常顶级;还需要探索出闯关玩法,依托于足够大的地图空间
Formulating the strategy
I’m piecing together a plan to create an original platform fighter game, ensuring it’s free from Nintendo’s IP, and focusing on an offline HTML game with custom assets.
Evaluating game features
I'm mapping out key elements for "星核乱斗 / ASTRAL CLASH," including modular code, dark sci-fi design, menu quality, and unique audio, ensuring it stands out from similar games.
Refining movement and controls
The text details game mechanics, including movement, jumping, and attack inputs, aiming for precise controls and strategic attack timing.
Assessing AI strategies
Noted AI's combat strategies: attacking, scoring, edgeguarding, and hazard-avoidance. Also, observed its adaptive difficulty settings and tactics based on opponent conditions.
Mapping the terrain
Charting a vast 15,000x2,600 map with intricate zones, environmental hazards, and unique backgrounds. Progression through relics and keys, engaging elites, and various upgrades.
Noticing pattern distinctiveness
I see the boss in third phase, telegraphed shockwave, petals' color sequence starting with yellow.
Evaluating methods
I'm weighing options for generating Chinese strings via Python exec or Unicode escapes. The container demands ASCII-only commands, complicating things.
Crafting game mechanics
I'm working on 56k of budgeted code, setting up four main files: data/audio/game/ui. Integrating Playwright for test scripts, avoiding cross-origin issues, and ensuring a standalone HTML file. Progress awaits world generation refinement and rule adaptations.
Piecing together the game
I'm starting with the art.js file, crafting a vibrant game background with dynamic parallax effects and an engaging HUD.
Breaking down mechanics
I’m detailing calculations for fighter move damage, including hitstun, knockback, and physics interactions.
Piecing together attacks
I’m categorizing characters with unique animations, analyzing effects, and noting resistances. Each hero has distinct advantages and drawbacks, making them both compelling and varied.
Healing and boosting
I’m thinking about mechanics: healing over time, boosting reach, and a permanent boon. Movement involves controlling platforms and executing precise jumps.
Polishing the environment
I'm refining the UI test and world render, focusing on meaningful updates and managing potential errors in the code.
Replenishing resources
This notes focuses on restoring stocks at checkpoints, optimizing hero upgrades, and pinpointing effective camp strategies.
Crafting unique mechanics
Crafting entails power stacks, randomized loot, and intricate map features. The boss features multi-phase fights with directional attacks and mechanics tied to player's distance.
Designing a boss battle
I’m thinking through continuous floor heights to prevent falls. Boss fights trigger at p.x>16700, pausing audio/music and focusing camera. Strategic player checkpoints and map length are essential.
Crafting the HUD
I'm fine-tuning the Canvas HUD, ensuring top-notch design with dynamic elements like mini panels, character plates, cooldown rings, and custom art.
Finalizing UI
Crafting the UI with locale support. Using Python to generate JSON for character encoding.
Talking through layout
I'm detailing the user interface for a game, including responsive design and mobile touch controls, while ensuring accessibility and productivity throughout the process.
Navigating game features
OK, let me see. The game menu equips features like pause handling, training dummy setup, and modal management for a streamlined gaming experience.
Capturing details
I'm curious about initiating interactions and screenshots, exploring audio and visuals for the interface design.
Adjusting directory permissions
I'm curious about setting the zh variable in Python. Verifying its existence and reconstructing code history might resolve errors.
Enhancing audio design
I'm digging into ways to make the music less harsh and more engaging by tweaking sound design elements like lowpass filters, bass compression, and stereo arpeggios. Progressing through each aspect thoughtfully.
Assembling test components
I’m pulling together the test script for Playwright with a focus on chromium. Browser settings and aiming for comprehensive canvas coverage.
Mapping out HTTP scenarios
I’m examining HTTP server setups for local testing. Considering localhost accessibility, cookie handling, and security measures to ensure functionality and security, such as bypassing enterprise safety restrictions.
Piecing together options
Testing page.set_content with a localStorage shim, assessing enterprise config bypass challenges, and evaluating page.route due to policy constraints.
Pausing key actions
OK, let me see. I’m considering how to pause keyboard actions effectively and check validation outcomes in a circular fashion. This approach ensures a more structured and effective test execution process.
Assessing the aesthetics
The user critiques the design, noting the hero is visually appealing yet suggests enhancing humanoid movement and art complexity.
Adjusting layout spacing
I'm tweaking various CSS properties to create a layout that fits the launch button and adjusts the main sections for optimal visibility and alignment, ensuring a balanced and professional appearance.
Crafting a detailed portrait
I'm working through the process of crafting a thin portrait with a taller crop to provide a close-up view of the subject.
Reconfiguring HUD elements
I’m examining combat visibility by repositioning the HUD to the upper left of the stage, optimizing layout to minimize overlaps with arena plates and visibility.
Implementing input buffering
OK, let's refine how input buffering works during hitstops. Instead of clearing inputs immediately, buffer actions like attacking or jumping until hitstop ends to maintain control.
Implementing reactions
Verifying AI reactions for attacks, considering range and threat levels, and ensuring skill feedback matches expectations.
Calculating attack schedules
I'm figuring out attack timings, implementing buffers and invincibility, and testing hitstuns to ensure everything aligns well. Adjustments are ongoing for combat and AI balancing.
Evaluating resets
I'm gathering data to comprehend the reasons behind significant resets. This requires extensive testing across numerous builds and core scenarios. I see a potential for human gameplay insight.
Evaluating unique configurations
I'm mapping out hundreds of unique Rune pair configurations, creating compelling interactions and synergies, and ensuring fair gameplay. Each swap needs clear distinctions and balanced bonuses.
Focusing on gameplay mechanics
I'm analyzing modifiers and resonance effects, ensuring diverse and synergetic player experiences.
Creating a new method
I’m defining a sigilHit wrapper to manage sigil interactions in the game, keeping effects and visual indicators synchronized with game dynamics.
I'm mapping out AI decision-making for navigation. This involves assessing attack opportunities, movement adjustments, and platform usage to ensure accuracy and strategy.
Running battle simulations
I’m thinking through automated battle simulations, including 900 fighters per simulation, prioritization of stocks and high-leveled opponents, and testing various rules and conditions.
Navigating challenges
Piecing together boss mechanics, player stats, and game design, balancing objectives, and testing various aspects for refinement and innovation.
Laying out the timeline
I’m piecing together the minutes already spent and the user’s complex task, considering the token budget. Ensuring the revised UI meets high standards before finalizing is crucial.
Aligning localization
Piecing together primary and secondary descriptions, ensuring power and cooldown aspects are tagged for accurate integration.
Ensuring chord quality
I’m mapping out the chord quality transitions, tweaking dissonances, and verifying original 32-bar structure. Progressing smoothly with careful adjustments.
Crafting progressions
Reworking natural phrases into melody patterns. Spanning 16 bars, each bar aligns with A minor's MIDI. Currently at bar 0.
Honing the audio setup
Refining offline audio setup with manual graph creation, compositional elements, and Python-based algorithms. Concerns weighing bandwidth and quality. Progressing nicely!
Analyzing samples
OK, let's think this through: Analyzing float RMS/pk audio verification ensures high-quality samples. Providing theme .wav/.ogg and single HTML file for easy access.
Isolating elements
Piecing together strategies to isolate elements without navigating external links. Ensuring test consistency with an in-memory localStorage shim and handling HTML file paths efficiently.
Shield mechanics refined
I’m working through the shield mechanics, focusing on AI decisions. Shielding helps in transitions and defense, while re-parrying and resetting are considered for fairer gameplay.
Testing and retrofitting
Mapping out AI’s ability to adapt to human allies by adjusting battle arenas, tweaking spawn points, and tweaking health stats to test and optimize interactions effectively.
Mapping gameplay
I’m laying out various game elements including platform details, enemy deployment, and tracking system progress. Themes and visual assets are under refinement for richer, biomespecific environments.
Refining combat effects
Drawing inspiration from omedecor unique environmental meshes, I’m refining top-quality combat motion by carefully considering effects like hitflash, actor overlay, and fragile textures to ensure a seamless performance. Progressing dynamically!
Enhancing game mechanics
I'm working on boosting AI's movement and attack choices, adding particle effects, and adjusting charge mechanics to ensure a fair user experience.
Testing AI decision-making
I’m analyzing AI decisions, balancing aggression with stamina tactics, and considering opponents’ tactics.
Assessing completeness
I’m gathering information on the thoroughness and depth of the testing, messaging progress and challenges.
Mapping game scenarios
I'm thinking through various game actions, like managing character states, handling attacks, and ensuring smooth transitions. Also considering platform dynamics and recovery periods.
Inspecting final steps
Taking a close look at the final setup and the boss/map screenshot for overflow spotting.
Adjusting parameters
OK, let me see. I’m tweaking the tool settings to better capture boss screenshots during the active phase.
Adjusting camera dynamics
I’m playing with camera controls to keep the boss in view, ensuring smooth focus adjustments during battles. This approach enhances visualization and game dynamics.
Verifying HUD details
I’m piecing together adjustments to the display layout, ensuring elements like the BossHUD are correctly positioned and aligned with objectives. Adjustments are made to maintain clarity and functionality.
Taking a closer look at enemy AI might help create more engaging gameplay.
Documenting game details
I’m piecing together the game’s progress, covering exploration, barriers, characters, crafting, floating mechanics, testing, and integrating scripts. It feels like crafting a narrative from gameplay progress.
Clarifying key concepts
I’m working through decision intervals, using adaptive EWMA for air/guard measurement, and noting the importance of historical lag configuration. Odd jumping mechanics and user input delays are also considered.
Mapping strategies
I’m gathering insights on strategic tactics, balancing health recovery and offensive powers, and refining jump height mechanics to ensure accurate data and gameplay progression.
Integrating visual fixes
I'm piecing together visual adjustments and audio exports, aiming to preserve audio quality without intrusive callbacks.
Crafting audio dynamics
Balancing voice, music, and sound effects with meticulous volume levels and damping. Offline export ensures high-quality sound.
Pulling together
Working through offline audio tests to confirm all modes are correctly rendered in one export.
Audio processing
I'm refining my audio export script for peak normalization and manual dynamic intensity adjustments, focusing on format consistency and offline compatibility. Progressing through each step with precision.
Setting parameters
OK, let me see. I’m working through the effects setup: adjusting volumes, stereo panning, applying delay and reverb, and mastering the grain shape. Next, I’ll tweak parameters for smooth transitions.
Reviewing audio dynamics
Analyzing audio peak and waveform with ffmpeg loudnorm -fnull. Considering memory leaks in WebAudio, ensuring clean node disconnections, avoiding garbage collection issues.
I’m looking at the target metadata, ensuring it aligns with the needs. Examining content for waivers, fighting game compliance, and gui reloads. Also, I’m checking modal bounds and auto-scrolling behaviors.
Evaluating modal height
Testing modal height for UX, considering user control visibility and overflow. Adjustments made to ensure optimal user experience.
Assisting with setup
I’m working through the setup steps, including downloading HTML or decompressing files, adjusting settings, and running a Python server for proper execution.
Focusing on improvement
The project involves refining a technical prototype, particularly honing physics, AI models, and audio. Emphasis is on precise hitbox physics, validated hero moves, AI training, and original music.
Clarifying testing requirements
I'm piecing together the testing needs, covering paths, environment variables, and browser behaviors. Let's streamline documentation and automatic processes for clarity. This ensures thorough testing and clear instructions.
Mapping out mechanics
OK, let me see. I’m detailing projectile interactions, stun mechanics, and reset logic for player states. Time to ensure coherence and responsiveness.
Mapping game dynamics
Thinking through the game dynamics, I’m calculating hero action strategies and evaluating difficulty levels, aiming for balanced symmetry throughout the process.
Balancing tasks
OK, let me see. Prioritizing tasks and integrating documentation and benchmarks ensure a concise and expedited outcome.
Piecing together options
I'm examining options to balance final deliverables and AI testing, considering benchmarks and bug fixes.
Investigating potential issues
It's interesting to see that the respawnFighter function might not reset f.respawn to zero, and the negative value might be causing the stalemate in the test scenario.
Testing loops
I’m gathering data on various fighter spawn points for unresponsive AI. Cross-platform play insights are invaluable for keeping things fair and balanced.
Ensuring team balance
I'm thinking about using specific values to keep both BOTs and humans strong, making sure the game works well.
Updating mechanics
OK, let me see. I’m refining mechanics like respawnTimerZero and aiReacquiresAfterRespawn to ensure precise regression testing and effective AI decision-making.
Revisiting the assessment
I’m re-evaluating the assessment, noting only incidents post-23:16, and finalizing the documentation mapping. Progress is evident in the 8/8 AI and 43 tests.
Nurturing progress
OK, let me see. The track harmonization is in high gear. The new dynamic composition and the audio stereo image are taking shape nicely.
Evaluating simulation parameters
I'm thinking through simulation parameters like duration, and group-specific aspects, using Python for logistics.
Analyzing mechanics
I’m thinking through mechanics such as standard rules, jank states, recovery, and AI behavior, considering adjustments for balancing and progress.
Finalizing details
We are reviewing the attachment, ensuring it is visually clear and well-organized, and aligning with marketing goals and guidelines.
Finalizing documentation
I'm refining the testing docs after regression. No font issues detected. Comments and tools are in place, avoiding verbosity. Progressing steadily, ensuring accuracy throughout.
Mapping audio elements
I'm adjusting settings for camera effects, graphics contrast, and music layers. Exporting configurations and normalization follow.
Serving and managing interactions
I'm serving a file browser and ensuring 404 files remain. HTML rebuild, reload, and local state persist closely monitored. Bind arguments and handle restart actions judiciously, keeping data actions consistent. Hm, curious about other ways to streamline these processes.
Finalizing details
OK, so just wrapping up the final bits, including file sizes, sha checks, and locale strings. Progressing through steps to ensure everything's up to standard.
Rotating elements
OK, let me see. Adjusting camera angles and checking background details ensures a balanced stage without obstructive light sources.
Summarizing the process
I’m simplifying the process for clarity and efficiency. The next steps involve finalizing additions, confirming a new run, and completing a clean-up, regression, and test run package.
Evaluating message context
Interestingly enough, managing the context of each message shows that the tool needs a more precise approach to avoid jumbled interpretations.
Evaluating materials
I’m deep into screenshots and documents to ensure all needed information is captured, maintaining a solid foundation with prior context.
Sorting budget details
Piecing together budget insights, developing test docs with Python, and setting up testing tools. Minimal system tweaks needed.
Wrapping up portability
I’m thinking about finalizing the project by ensuring portability, especially for Linux systems, and preparing testing commands for different environments. This involves refining executable paths and documenting minimal modifications.
Compiling essential files
I'm gathering HTML files, ensuring all dependencies are included. Focusing on key screenshots, not creating new ones. The ZIP package totals 8MB, including license and original documents. Minor tweaks for clarity are being made to the final HTML.
Crafting the final message
Focusing on precision and concise communication, ensuring all aspects of the project are clearly presented.
Refining the prototype
OK, let's fine-tune the game prototype to hit the target quality, which is a balance of engaging gameplay, original 2D geometric style, and dynamic music, while keeping it within practical storage limits.
Worked for 38m 23s
这是一款原创、可离线游玩的二维平台乱斗游戏,包含单人 AI 对战、自由配装、练习场和大地图远征。角色、武器、场景、特效、音效及配乐均由本项目设计与生成,未使用任天堂素材。
下载游戏:Astral-Clash.html
下载后用桌面浏览器打开,点击界面即可启用声音。游戏运行不需要安装引擎、登录账号或联网下载资源。
下载完整项目与源码
包含可玩版本、全部源码、构建脚本、设计说明、测试脚本、测试记录、截图和原创音乐。
下面是游戏实际运行时的首领战截图:

自由乱斗:一名玩家对抗 1–3 名电脑。
采用击飞百分比、边界淘汰与生命数规则。包含三段普攻、方向攻击、蓄力重击、二段跳、空中回场、闪避、防御、弹反和满能量爆发。六张竞技场有不同的平台布局,并加入移动平台、冰面、重力差异、炉火及雷柱等机制。
星环远征:连续大地图闯关。
世界逻辑范围为 19,000 × 2,500,分为六个区域,包含约一百个平台、主路、高处支路、多层塔台、营地、宝箱和强化选择。新远征生成普通敌人、支路精英、三名碎片守卫及最终首领。
主线是探索收集补给,击败三名守卫取得星核碎片,开启星门,再挑战有招式预警的三阶段首领。营地承担恢复、强化和检查点存档功能;地图种子与整次远征的强化会影响游玩过程。
练习场:用于熟悉操作和测试构筑。
可以重置目标、补满能量,并在木桩与主动 AI 之间切换。
组合来自:
8 名角色 × 8 个主符印 × 7 个副符印 × 6 类核心 × 6 张竞技场 × 5 种规则
= 80,640 种
双符印不能重复,而且两个槽位并不等价:主槽提高效能,副槽缩短冷却,交换位置会改变战术。这个计数没有额外乘上 AI 难度、敌人数量、远征种子和途中强化。
这里指的是合法配置组合,不是八万张独立地图或八万套独立招式。八名角色具有不同的属性、武器外形和被动,基础近战动作仍共享战斗框架。
加入的核心创新是 “双符印叠相”:两种不同符印在短时间内命中同一目标,会触发协同反应。不同组合可以带来牵引、冰冻控制、连锁电弧、空中机动返还、护盾恢复或二次爆发,让技能选择与命中顺序都具有意义。
AI 有五档难度,完全在本地运行。
难度差异体现在观察延迟、预判误差、追击、防守、技能选择、平台移动和回场决策上,不靠额外增加血量与伤害。较高难度还会根据当前对局中的空中活动、防御倾向和符印标记调整选择。
实际完成的 8 场同角色、同配装对照测试中,最高难度全部击败最低难度。这说明难度分级有效,但不能据此声称它已经达到真人高手或职业玩家水平。
音乐使用原创主题与程序合成音色,探索、对战和首领状态会改变节奏与配器密度。打击反馈已加入命中停顿、停顿期间输入保留、短输入缓冲、受击闪白、镜头冲击、拖影、粒子碎片和分层音效,也提供减弱镜头效果的设置。
| 按键 | 功能 |
|---|---|
| A / D、空格 | 移动、跳跃;空中再次跳跃 |
| J,按住后松开 J | 普攻连段、蓄力重击 |
| K / U,W + K | 主副符印、上升回场 |
| L、Shift、O | 闪避、防御与弹反、满能量爆发 |
| E、Tab、Esc | 互动、远征地图、暂停 |
建议首次先进入练习场,熟悉 空中跳跃 → W + K 回场 → L 闪避,再开始乱斗。
已通过 30 组“竞技场 × 规则”短时模拟、战斗机制检查、AI 回场与重生回归检查,以及远征关键节点和首领阶段检查,测试中未发现脚本异常。具体范围见 测试记录与未测项目。
受测试环境限制,浏览器测试使用隔离文档运行;存档恢复使用模拟存储验证,普通本地文件下的跨重启存档、实体手柄和触屏尚未实测。远征关键节点经过自动化检查,但没有完成真人从起点到首领的完整通关验收。
这次交付是系统已经接通、能够实际游玩的原创原型,不是已经达到商业大作最终品质的成品。 音乐是原创动态合成配乐,角色采用几何矢量风格;“顶级”音乐、手感与 AI 水平,仍需要真人试玩、音频监听、动画深化和长期平衡测试来验证。