From b3f435434f79fafcc506b256bb8e3a3502c4f268 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 06:54:13 +0800 Subject: [PATCH] =?UTF-8?q?=E8=BE=B9=E7=95=8C=E4=BF=AE=E8=AE=A2(=E7=B2=BE?= =?UTF-8?q?=E8=8B=B1=E4=B8=93=E5=B1=9E=E6=B1=A0=E6=89=B9=C2=B7=E7=99=BB?= =?UTF-8?q?=E8=AE=B0=E6=AE=B5):=202026-11-06=20=E7=94=A8=E6=88=B7=E8=A3=81?= =?UTF-8?q?=E7=B2=BE=E8=8B=B1=E9=81=AD=E9=81=87=E6=8A=95=E6=94=BE=3D?= =?UTF-8?q?=E8=8A=82=E7=82=B9=E7=BC=96=E6=8E=92=E8=8C=83=E7=95=B4=E2=80=94?= =?UTF-8?q?=E2=80=94=E7=B2=BE=E8=8B=B1=E6=9D=A1=E7=9B=AE=E7=BC=BA=E5=8F=A3?= =?UTF-8?q?=E5=88=A0=E3=80=8C=E5=8D=A0=E4=BD=8D=E6=8A=95=E6=94=BE=E3=80=8D?= =?UTF-8?q?=E6=94=B9=E6=8C=82=E6=8C=87=E8=B7=AF=E5=8F=A5(=E6=8A=95?= =?UTF-8?q?=E6=94=BE=E6=8E=A5=E7=BA=BF=E5=BD=92=E6=88=98=E6=96=97=E8=8A=82?= =?UTF-8?q?=E7=82=B9=E9=81=AD=E9=81=87=E7=BC=96=E6=8E=92=E6=96=B9=E5=BC=8F?= =?UTF-8?q?=E6=9D=A1=E7=9B=AE),=20=E7=BC=96=E6=8E=92=E6=9D=A1=E7=9B=AE?= =?UTF-8?q?=E7=BC=BA=E5=8F=A3=E8=A1=A5=E3=80=8C=E7=B2=BE=E8=8B=B1=E9=81=AD?= =?UTF-8?q?=E9=81=87=E7=9A=84=E6=8E=A5=E7=BA=BF=E3=80=8D;=20=E7=B2=BE?= =?UTF-8?q?=E8=8B=B1=E6=9D=A1=E7=9B=AE=E8=8C=83=E5=9B=B4=E7=AA=84=E5=8C=96?= =?UTF-8?q?=E4=B8=BA=E7=B2=BE=E8=8B=B1=E6=80=AA=E6=9C=AC=E4=BD=93=E8=AE=BE?= =?UTF-8?q?=E8=AE=A1(=E6=88=98=E6=96=97=E4=BE=A7=E6=A0=87=E8=AF=86?= =?UTF-8?q?=E5=90=AB=E6=9A=82=E4=B8=8D=E6=8E=A5=E7=BA=BF=E6=89=BF=E8=BD=BD?= =?UTF-8?q?=E6=96=B9=E5=BC=8F+=E4=B8=93=E5=B1=9E=E6=B1=A0=E6=9E=84?= =?UTF-8?q?=E6=88=90)=E3=80=82=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=20run?= =?UTF-8?q?=5Fall=5Fgates=20--docs=20exit=3D0=20=E6=97=A0=E6=96=B0?= =?UTF-8?q?=E5=A2=9E=E7=BA=A2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- 待办清单.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/待办清单.md b/待办清单.md index d66ff337..9314e8c8 100644 --- a/待办清单.md +++ b/待办清单.md @@ -81,7 +81,7 @@ **实况**:精英怪带自己的技能池;精英现行只是预留概念——战斗侧无精英位(敌人表仅 battle/boss 两类行),节点图无精英节点类型,寻址纯坐标(关卡×深度带,无按节点配行的通道)。排期 Alpha(现行里程碑内完成)。 -**缺口**:还差精英专属池的整段设计讨论——精英在战斗侧怎么标识、专属池与普通池差在哪、精英遭遇在敌人表与节点图怎么占位投放。 +**缺口**:还差精英怪本体的设计讨论——精英在战斗侧怎么标识(含暂不接线的承载方式)、专属池与普通池差在哪。投放接线归战斗节点遭遇编排方式条目。 - 相关文档:[敌人系统](design/gdd/systems/战斗循环/敌人系统.md)(P1)与[关卡节点地图](design/gdd/systems/冒险循环/关卡节点地图.md)(精英节点 P2)+[难度曲线与Boss](design/gdd/systems/冒险循环/难度曲线与Boss.md)(精英修饰预留轴) **改动面**:文档 @@ -92,7 +92,7 @@ **实况**:现状机制已查实的部分——战斗节点递「关卡序号+节点深度」落深度带读行集(行键=关卡×行类×深度带×enemy_id),同带节点读同一行集、仅数量区间掷定;遭遇内容全靠敌人表手配行,无生成器;设计面未开过讨论。 -**缺口**:还差编排方式的设计讨论——固定配置与生成器两条路的取舍(含同带多套遭遇怎么轮换、新怪怎么进编排)。 +**缺口**:还差编排方式的设计讨论——固定配置与生成器两条路的取舍(含同带多套遭遇怎么轮换、新怪怎么进编排、精英遭遇的接线)。 - 相关文档:[敌人系统](design/gdd/systems/战斗循环/敌人系统.md)(行集构成纪律)与[关卡节点地图](design/gdd/systems/冒险循环/关卡节点地图.md)(遭遇构成编排面)+[难度曲线与Boss](design/gdd/systems/冒险循环/难度曲线与Boss.md)(投值所有权) **改动面**:文档