Initial commit: Tiny Tackle Heroes Unity project
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# 게임 수치 조정
|
||||
|
||||
Unity Project 창에서 `Assets/_Project/Constants`를 열고 원하는 `.asset`을 선택합니다. 오른쪽 Inspector에서 값을 바꾼 뒤 Play를 다시 시작하세요.
|
||||
|
||||
## 설정 위치
|
||||
|
||||
| 폴더 / 에셋 | 조정 대상 |
|
||||
|---|---|
|
||||
| `Player/PlayerConstants.asset` | 플레이어 기본 능력치, 가드, 피격 보호, 이동과 몸통박치기 연속 처치 보너스 |
|
||||
| `Enemies/EnemyConstants.asset` | 적 공통 행동과 공격 관련 설정 |
|
||||
| `Enemies/<적 이름>.asset` | 적 종류별 체력, 이동속도, 공격력, 공격 패턴, 경험치 |
|
||||
| `Items/ItemConstants.asset` | 경험치 구슬의 획득 거리, 자석 범위와 이동속도 |
|
||||
| `LevelUp/LevelUpConstants.asset` | 레벨업 경험치와 미션 조건·보상 |
|
||||
| `LevelUp/CollisionDamage.asset` 등 | 레벨업 modifier의 수치, 연산 방식, 최대 중첩과 회복 |
|
||||
| `Artifacts/ArtifactConstants.asset` | 아티팩트 공통 게이지와 실행 설정 |
|
||||
| `Artifacts/<아티팩트 이름>.asset` | 개별 일반기·강화기의 피해, 비용, 범위, 지속시간과 버프 |
|
||||
| `Run/RunConstants.asset` | 모드별 일정, 적 스폰, 지속 유입·90초 습격과 전장 설정 |
|
||||
| `Combat/CombatConstants.asset` | 공통 전투 판정과 배율 |
|
||||
| `Combat/CombatFeedback.asset` | 히트스톱, 카메라 흔들림, 피격 표시와 가드 차단 불꽃 |
|
||||
| `Resources/GameplayConstants.asset` | 게임이 사용하는 설정 에셋의 연결 목록 |
|
||||
|
||||
## 테스트 순서
|
||||
|
||||
1. Play를 종료합니다.
|
||||
2. 조정할 에셋과 이전 값을 기록합니다.
|
||||
3. 한 항목을 바꾸고 Play를 다시 시작합니다.
|
||||
4. 같은 상황에서 변경 전후를 비교합니다. 가드는 개발용 시작에서 바로 시험할 수 있습니다.
|
||||
5. 비교가 끝나면 원하는 값을 남기거나 기록한 이전 값으로 복원합니다.
|
||||
|
||||
예: 가드 지속시간을 바꾼 뒤 D를 눌러 유지시간과 튜토리얼 안내가 함께 바뀌는지 확인합니다. 경험치 요구량을 바꾼 경우 새 런에서 같은 수의 구슬을 먹고 레벨업 시점을 비교합니다.
|
||||
|
||||
### 자주 바꿀 항목
|
||||
|
||||
- 가드: `PlayerConstants`의 `Guard Duration`, `Guard Cooldown Duration`, `Guard Success Cooldown Recharge Percent`.
|
||||
- 기본 체력·이속: `PlayerConstants`의 `Base Max Health`, `Base Move Speed`.
|
||||
- 몸통박치기: `CombatConstants`의 `Base Damage`, `Normal Hit Interval`, `Back Damage Multiplier`.
|
||||
- 레벨업 속도: `LevelUpConstants`의 `Base Experience To Next Level`, `Additional Experience Per Level`.
|
||||
- 미션 난이도·보상: `LevelUpConstants`의 `Missions`에서 해당 이름의 목표 수와 경험치 보상. 기존 미션 순서는 유지합니다.
|
||||
- 개발용 목표 밀도: `RunConstants`의 `Spawn Density`. 기본 모드의 일반/이벤트 유입량은 `Production Wave Crowd Size`, `Production Wave Normal Size`, `Production Timed Event Crowd Size`이며 일반/이벤트 간격은 `Wave Interval`, `Timed Event Wave Interval`이다. `Maximum Alive Enemies`는 공통 안전 상한이다.
|
||||
- 습격: `RunConstants`의 `Production Swarm` 항목에서 주기·이벤트 보호 시간·단계별 수량·분할 수량/간격을 조절한다. 기본값은90초, 보호30초,16/20/24마리,4마리씩2초다.
|
||||
- 연속 처치: `PlayerConstants`의 `Pressure Streak Window Seconds`, `Kill Target`, `Move Speed Increase`, `Duration`. 기본값은 처치 간격3초 이내·3킬·Increased0.2(+20%)·3초이며, 몸통박치기 처치만 집계한다.
|
||||
- 타격 멈춤: `CombatFeedback`의 `Normal Hit Stop Duration`, `Back Hit Stop Duration`.
|
||||
|
||||
대시 아티팩트의 실제 피해·이동거리는 `Artifacts/DashArtifact.asset`에서 조정합니다. `CombatConstants`의 대시 피해 fallback은 아티팩트 정의에서 피해값을 전달하지 않는 실행 경로용입니다. 이름에 fallback이 붙은 전장 설정도 해당 전장 컴포넌트가 없는 경우에만 사용합니다.
|
||||
|
||||
## 값의 단위와 적용
|
||||
|
||||
- 시간은 필드에 별도 설명이 없으면 초, 거리는 Unity 월드 유닛입니다. 카메라 흔들림 크기는 픽셀입니다.
|
||||
- 레벨업 modifier의 `Increased`/`More` 값 `0.1`은 10%입니다. 가드 성공 충전율의 `70`은 70%입니다. 각 Inspector의 헤더·설명을 확인하세요.
|
||||
- `.asset` 변경은 공유 원본 변경입니다. Play 중 편집한 ScriptableObject 값도 남을 수 있으므로 이전 값을 기록하세요.
|
||||
- 진행 중인 타이머, 생성된 적, 등록된 버프와 미션이 즉시 재계산된다고 보장하지 않습니다. 반복 비교는 Play 재시작을 기준으로 합니다.
|
||||
- 코드의 수학 상수·오차 허용값·ID·스프라이트 프레임/셀 크기·UI 배치는 밸런스 조정 항목에 포함하지 않습니다.
|
||||
- 카탈로그 참조는 기본 연결을 유지하세요. 개별 에셋 값을 바꾸는 데 카탈로그를 수정할 필요는 없습니다.
|
||||
|
||||
이번 통합의 기본값은 기존 적용 수치를 보존합니다. 확정 밸런스를 바꿀 때는 프로젝트 `work_order`의 해당 기능 문서와 테스트 기준도 함께 갱신합니다.
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||||
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|
||||
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|
||||
ProductionEliteEventTimes: [180, 360, 540, 720]
|
||||
DevelopmentProgressionMultiplier: 5
|
||||
DevelopmentMidBossEventTime: 120
|
||||
DevelopmentFinalBossEventTime: 240
|
||||
FormalMidBossEventTime: 600
|
||||
FormalFinalBossEventTime: 1200
|
||||
ProductionMidBossEventTime: 600
|
||||
ProductionFinalBossEventTime: 900
|
||||
DevelopmentStartupArtifactSelectionCount: 3
|
||||
ProductionStartupArtifactSelectionCount: 1
|
||||
LegacyStartupArtifactSelectionCount: 3
|
||||
SpawnDensity:
|
||||
- EndTimeSeconds: 60
|
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CrowdTarget: 3
|
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NormalTarget: 3
|
||||
- EndTimeSeconds: 180
|
||||
CrowdTarget: 6
|
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NormalTarget: 4
|
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- EndTimeSeconds: 300
|
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CrowdTarget: 12
|
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NormalTarget: 4
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CrowdTarget: 19
|
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NormalTarget: 5
|
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|
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CrowdTarget: 27
|
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NormalTarget: 5
|
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TimedEventCrowdTarget: 5
|
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TimedEventNormalTarget: 3
|
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FinalBossMaximumCrowdTarget: 2
|
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MaximumAliveEnemies: 100
|
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MaximumBossEncounterEnemies: 8
|
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WaveInterval: 5
|
||||
TimedEventWaveInterval: 12
|
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MaximumWaveSize: 3
|
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MaximumTimedEventWaveSize: 1
|
||||
InitialWaveDelay: 0.5
|
||||
ProductionWaveCrowdSize: 2
|
||||
ProductionWaveNormalSize: 1
|
||||
ProductionTimedEventCrowdSize: 1
|
||||
ProductionSwarmInterval: 90
|
||||
ProductionSwarmBossExclusionWindow: 30
|
||||
ProductionSwarmEarlyEndTime: 300
|
||||
ProductionSwarmMidEndTime: 600
|
||||
ProductionSwarmEarlyCount: 16
|
||||
ProductionSwarmMidCount: 20
|
||||
ProductionSwarmLateCount: 24
|
||||
ProductionSwarmBatchSize: 4
|
||||
ProductionSwarmBatchInterval: 2
|
||||
SpawnEdgeInset: 0.25
|
||||
PlayerSafeSpawnDistance: 4
|
||||
SpawnCameraMargin: 0.5
|
||||
SummonSpawnRadius: 2.5
|
||||
SummonSpawnMinimumSeparation: 1.5
|
||||
SummonSpawnPlayerClearance: 1.25
|
||||
FallbackSpawnHalfExtents: {x: 14.5, y: 7.8125}
|
||||
MidBossKinds: [3, 11]
|
||||
EliteTuning:
|
||||
prefabKind: 8
|
||||
healthMultiplier: 3
|
||||
experienceValue: 30
|
||||
scaleMultiplier: 1.25
|
||||
tint: {r: 1, g: 1, b: 1, a: 1}
|
||||
moveSpeedMultiplier: 1.05
|
||||
attackDamageMultiplier: 1.1
|
||||
warningDurationMultiplier: 0.85
|
||||
activeDurationMultiplier: 1
|
||||
recoveryDurationMultiplier: 0.7
|
||||
attackRangeMultiplier: 1
|
||||
attackLengthMultiplier: 1.1
|
||||
attackWidthMultiplier: 1.15
|
||||
attackRadiusMultiplier: 1
|
||||
attacksPerSequence: 2
|
||||
repeatWarningDurationMultiplier: 0.7
|
||||
betweenAttacksRecoveryMultiplier: 0.35
|
||||
backHitsToInterrupt: 2
|
||||
knockbackMultiplier: 0.65
|
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|
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MidBossTuning:
|
||||
prefabKind: 3
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
attackWidthMultiplier: 1
|
||||
attackRadiusMultiplier: 1.35
|
||||
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|
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|
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|
||||
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|
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|
||||
canBeLaunched: 0
|
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FinalBossTuning:
|
||||
prefabKind: 12
|
||||
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|
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experienceValue: 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
recoveryDurationMultiplier: 0.75
|
||||
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|
||||
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|
||||
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|
||||
attackRadiusMultiplier: 1.25
|
||||
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|
||||
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||||
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||||
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|
||||
knockbackMultiplier: 0.15
|
||||
canBeLaunched: 0
|
||||
ProductionMidBossHealthMultiplier: 7
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
EliteKinds: [8, 9, 10]
|
||||
DevelopmentEliteAttacksPerSequence: [2, 2, 3]
|
||||
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|
||||
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|
||||
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Reference in New Issue
Block a user