Lizhuoyuan Wan· Design portfolio设计作品
Portfolio作品集

MMORPG design · systems, levels, combat techMMORPG 设计 · 系统、关卡、战斗技术

MC Project working titleMC 项目 名称未定

A first-person action MMORPG on a Minecraft server: Albion Online's zones, full-loot PvP and player economy; World of Warcraft's dungeons and bosses; and a combat system that resolves every hit against the target's skeleton. Designed page by page, then built.在 Minecraft 服务器上的第一人称动作 MMORPG:阿尔比恩的分区、全掉落 PVP 与玩家经济;魔兽世界的副本与 Boss;以及一套把每一击都对着目标骨架结算的战斗系统。先逐页写清楚,再做出来。

Role职责
Lead Game Designer · Systems & Level Design · Server Programming主策划 · 系统与关卡设计 · 服务端程序
Timeline时间
May 2026 – present, in development2026.05 – 至今,开发中
Team团队
3 people3 人
Platform平台
Minecraft Java 1.21.1 · TeaEngine (own Fabric engine mod) · Spring Boot backend · BlockbenchMinecraft Java 1.21.1 · TeaEngine(自研 Fabric 引擎模组)· Spring Boot 后端 · Blockbench
Genre类型
First-person action MMORPG · full-loot PvP · procedural and scripted dungeons第一人称动作 MMORPG · 全掉落 PVP · 随机与脚本副本

01Overview概览

56design pages策划页面
450+spec tables设计表格
113monster entries怪物条目
706item entries物品条目
7 + R1dungeons planned副本规划
28rift room templates裂隙房间模板

The MC Project (working title) is a first-person action MMORPG built on a Minecraft server: full-loot PvP zones, a player-driven economy and gear-defined classes in the tradition of Albion Online, with the dungeons, raid bosses and class roles of World of Warcraft. Two things separate it from a typical Minecraft server. Combat is per-bone: every hit is resolved against the target's skeleton, so where you hit matters. And the whole game is written down before it is built — 56 linked design pages that art, numbers and code all read from.

MC 项目(名称未定)是一款在 Minecraft 服务器上运行的第一人称动作 MMORPG:阿尔比恩式的全装备掉落 PVP 分区、玩家驱动的经济与「装备即职业」,加上魔兽世界式的副本、Boss 与职责分工。它和一般 Minecraft 服务器的区别有两点:战斗按骨骼判定,每一击都对着目标骨架结算,打在哪里是有区别的;整个游戏先写清楚再做,56 页互相引用的策划站是美术、数值和代码共同的依据。

Design pillars设计支柱

Reference: Albion Online参考:阿尔比恩 Online

Albion Online is the structural reference — zone tiers, full loot, the regional order-book market, gear-based progression and open-world random dungeons. The pages below note where the design follows it and where it deliberately departs (first-person combat, body-part hits, WoW-style scripted dungeons).

《阿尔比恩 Online》是结构参考:分区、全掉落、地区挂单集市、装备成长和野外随机地牢。下面各页会标出哪些地方沿用它,哪些地方刻意不同(第一人称战斗、部位打击、魔兽式脚本副本)。

Albion: zone map and tiers
Albion: zone map and tiers阿尔比恩:分区地图与 T 阶
Albion: bank and inventory
Albion: bank and inventory阿尔比恩:银行与背包
Albion: dungeon boss room
Albion: dungeon boss room阿尔比恩:地牢 Boss 房
Albion: open-world fight
Albion: open-world fight阿尔比恩:野外战斗

Albion Online screenshots © Sandbox Interactive GmbH, from the Steam store page; shown as design reference only.阿尔比恩截图 © Sandbox Interactive GmbH,来自 Steam 商店页,仅作设计参考。

What is playable today现在能玩到什么

First-person melee on the live test server (Sep 2026)测试服上的第一人称近战(2026.09)
First-person weapon rig demo第一人称武器绑定演示

02World世界

The world is one 10,000 × 10,000 pre-built terrain, Barggon, ringed by ocean so the sea is the border. Regions follow the terrain — mountains, rivers and coasts draw the zone lines — and each zone carries a safety tier and a tier range for monsters and resources.

世界是一张 10000 × 10000 的成品地形 Barggon,四面环海,海就是世界边界。分区顺着地形划:山脉、河流、海岸就是分区线,每个区带一个安全等级和一段怪物 / 资源 T 阶。

Barggon, 10k × 10k overview render
Barggon, 10k × 10k overview renderBarggon 10k × 10k 全景渲染
Region区块Where位置Safety安全等级TierT 阶Outpost据点
Kingdom Plains王域平原central-east plains and forest中东部平原与森林Safe (green)安全区(绿)T1–T3the only full city唯一完整主城
Eastern Blossom Isles东境樱林群岛north-east island chain东北岛链与东岸樱林Contested (yellow)纷争区(黄)T3–T5harbour camp港口营地
Barren Sands荒沙旷野south-east desert东南沙漠Contested (yellow)纷争区(黄)T3–T5sand camp沙岸营地
Red Rock Badlands赤岩恶地south-central plateau to SW coast中南部台地至西南沿海Contested (yellow)纷争区(黄)T3–T5red rock camp赤岩营地
North Slope Ridges北坡雪岭northern snow mountains北部雪山带Plunder (red)掠夺区(红)T4–T7outpost北坡前哨
Frozen Isle永冻雪岛south-west snow island西南雪林岛Plunder (red)掠夺区(红)T4–T7outpost雪岛前哨
Cataclysm Volcanoes灾厄火山群north-west volcanic belt西北火山地带Lawless (black)无法区(黑)T6–T8guild hideout plots only仅公会驻地地块
The Nether下界via volcanic rifts火山区裂隙进入Lawless (black)无法区(黑)T7–T8

Version ladder版本抬梯

Launch opens the safe zone, the three contested zones and the Frozen Isle, capped at T5; the isle is the only source of T5 materials, so the highest risk holds the highest reward. Each later chapter opens a new top zone one tier higher and hands the old top tier down. Zone rules never change — only what the land produces moves.

开服开放安全区、三个纷争区和永冻雪岛,上限 T5;雪岛是 T5 材料的唯一产地,最高风险对应最高产出。之后每一章开一个高一阶的新顶端区,把旧顶端 T 阶下放。分区规则永不改,只有产出表在动。

Version版本Chapter章节Opens启用CapT 上限Top zone顶端垄断区
V1Ch. 1–2一、二章Kingdom + 3 contested + Frozen Isle王域 + 三线 + 永冻雪岛T5Frozen Isle雪岛
V2Ch. 3 · North三章 · 北上+ North Slope Ridges, D5+ 北坡雪岭、D5T6Ridges雪岭
V3Ch. 4 · Volcano四章 · 火山+ Volcanoes (lawless), raids+ 火山群(无法)、团队本T7Volcanoes火山
V4Ch. 5 · Nether五章 · 下界+ Nether rifts, final raid+ 下界裂隙、压轴团队本T8Nether下界

Travel传送网

Terrain on the test server测试服地形
Day / night cycle over the camp area营地区域的昼夜
Farheim, one of three terrain maps evaluated before Barggon was chosen
Farheim, one of three terrain maps evaluated before Barggon was chosenFarheim,选定 Barggon 前评估过的三张地形之一

03Combat战斗

Seven skill keys, all granted by equipment. The main hand fills Q / E / R, the off-hand fills F, and hat, chest and boots fill T / Y / G; each slot offers several candidate skills and you activate one — the Albion item-spell model, moved into a first-person action game. Left click is the basic attack, right click uses the off-hand. A full set carries up to 7 active and 5 passive skills.

七个技能键,全部由装备提供。主手给 Q / E / R,副手给 F,帽子、胸甲、鞋子给 T / Y / G;每个占位有多个候选技能,选一个激活——阿尔比恩的物品技能模型,搬进第一人称动作游戏。左键普攻,右键用副手。满装最多 7 个主动 + 5 个被动。

LMBmain-hand attack主手普攻
RMBoff-hand use副手使用
Q E Rmain-hand skills主手技能
Foff-hand skill副手技能
T Y Ghat · chest · boots帽 · 胸 · 鞋

Hit the part, not the box打部位,不打盒子

Vanilla Minecraft gives every entity one bounding box. Here each entity has per-part hit boxes bound to its pose; melee swings sweep a capsule from hand to blade tip along the weapon's keyframed arc, and the first part it touches is the part you hit. Each part carries a damage multiplier and an effect gauge: hits fill the gauge, the gauge triggers the effect, then the part is immune for a window and its threshold grows, so a long fight settles at roughly one trigger per eight hits.

原版 Minecraft 每个实体只有一个碰撞盒。这里每个实体有绑定姿势的部位碰撞箱;近战挥砍时,从手到刀尖的胶囊体沿武器关键帧轨迹扫掠,碰到的第一个部位就是命中部位。每个部位有伤害倍率和效果积累条:命中累积,积满触发效果,然后进入免疫窗并抬高阈值,长战斗大约每 8 击触发一次。

Part (humanoid)部位(人形)Multiplier倍率Effect效果Threshold阈值Result效果内容Immune免疫
Head1.75×stun眩晕1001.5 s stagger僵直 1.5 秒12 s
Torso躯干1.0×
Arm手臂0.9×disarm卸力80−25% attack for 6 s攻击力 −25%,6 秒10 s
Leg0.8×slow减速80−30% speed for 4 s移速 −30%,4 秒8 s
Per-bone hit boxes on a test monster: a head hit reads "head ×2.0"测试怪的逐骨骼碰撞箱:命中头部显示 head ×2.0
Debug readout of the last hit part最近一次命中部位的调试显示

Damage pipeline伤害结算管线

Step步骤Formula公式
① Base① 基础伤害attack × skill multiplier; melee: attack × swing-segment multiplier × part multiplier; DoT ticks snapshot attack at application技能:攻击力 × 技能倍率;近战:攻击力 × 判定段倍率 × 部位倍率;DOT 每跳取施加时攻击力快照
② Defence② 防御减伤physical × 100 / (100 + armour); every other type × 100 / (100 + resist)物理 × 100 / (100 + 护甲);其余类型 × 100 / (100 + 魔抗)
③ Type③ 类型减免× (1 − target resistance to that type); negative values are weaknesses× (1 − 目标对该类型减免%);负值即弱点
④ Status④ 状态增伤× (1 + bonus vs. that status) while the target has the status目标处于对应状态时 × (1 + 状态增伤合计%)
⑤ Crit⑤ 爆击5% base; × (150% + crit-damage affixes); DoTs and heals never crit基础 5%;× (150% + 爆伤词条);DOT 与治疗不爆击
PvPPVPglobal ×1.0 coefficient kept as a live knob; part bonuses halved and part effects shortened against players全局系数 ×1.0 作为在线可调参数;对玩家部位加成减半、部位效果缩短

Ten damage types form a closed list — physical against armour, everything else against one resist stat. There is no true damage: a weakness is a negative resistance. Each type owns a colour and a shape so effects stay readable next to Minecraft terrain.

伤害类型是十种的闭口枚举:物理吃护甲,其余全部吃魔抗。没有真实伤害,弱点用负减免表达。每种类型有自己的颜色和形状,特效在 Minecraft 地形旁也能一眼分辨。

How it is implemented: TeaEngine实现:TeaEngine

TeaEngine is the team's own engine mod for the game — Fabric 1.21.1, Java 21 — and it owns combat end to end. Hit boxes are written into the model itself: a Blockbench group named _box:head is the head's collision box, so the artist who builds the model also defines what can be hit. The client sweeps those boxes frame by frame against the pose the player actually sees and reports which part it touched; the server checks the claim against a rest-pose envelope, the animation's contact window and range, and only then applies damage. The rule written into the design: the client measures, the server rules — and anti-cheat never costs game feel.

TeaEngine 是团队自研的游戏引擎模组(Fabric 1.21.1,Java 21),战斗从头到尾由它负责。碰撞盒直接写在模型里:Blockbench 里名为 _box:head 的组就是头部碰撞盒,做模型的美术同时定义了什么能被打到。客户端对玩家真正看到的姿势逐帧扫掠这些盒子,上报打到了哪个部位;服务端用静止位姿包络、动画的判定窗口和射程复核,通过才结算伤害。写进设计里的规则是:客户端量,服务端裁——反作弊不为它牺牲手感。

client  swing
   ├─ play clip (first- or third-person variant of the same model)
   ├─ each frame inside the contact window: sweep the weapon box against every _box:* group in reach
   └─ hit → report { entity, part, tick, clip, frame }

server  verify
   ├─ cooldown · one settlement per target per swing
   ├─ range and angle against the rest-pose envelope of that entity
   ├─ claim inside this clip's contact window?
   └─ pass → damage pipeline (part multiplier → armour → type → status → crit)
First sword hits with per-part judgment, Aug 2026部位判定下的第一批剑击,2026.08
Combat HUD: target frames, part readout, skill bar战斗 HUD:目标框、部位读数、技能栏
Hit-sweep test against summoned targets对召唤靶子的扫掠判定测试

04Classes & Growth职业与成长

Classes are mastery lines named after what the weapon does, not a choice made at character creation. Seven lines are specified, four ship first. Each line is tuned on seven dimensions where 100% is baseline; the numbers are coefficients, so every later value — skill multipliers, ranges, cooldowns, control durations — derives from base × coefficient.

职业是按武器命名的专精线,不是建号时的选择。定了 7 条线,首批 4 条。每条线在 7 个维度上定档,100% 为基准;数字就是系数,之后所有数值(倍率、射程、冷却、控制时长)都按「基准 × 系数」推导。

Line专精线Weapons武器Burst爆发Sustained持续Area范围Range射程Mobility机动Survival生存Control控制Batch批次
Fire Mage火焰法师fire staff + off-hand火系法杖 + 副手110%100%140%120%75%70%85%1
Swordsman剑士one-hand sword + off-hand单手剑 + 副手95%115%90%55%100%140%105%1
Marksman神射手longbow (two-hand)长弓(双手)85%120%90%140%110%70%85%1
Shadowblade影刺daggers + off-hand匕首 + 副手145%115%65%70%140%75%90%1
Arcane Mage奥术法师arcane staff奥术法杖85%120%70%130%115%75%115%2
Nature Monk自然修士nature staff自然法杖55%130%95%110%85%115%70%2
Hammer Warden锤卫hammer + off-hand锤杖 + 副手70%90%95%55%85%145%145%2

Armour is free of the weapon line: cloth, leather and plate each come in three named sets tuned defend / neutral / attack, and mixing across materials is allowed. Recommended pairings are only the baseline the numbers were checked against.

防具不绑定武器线:布甲、皮甲、重甲各有三套命名套系,按守 / 中 / 攻定档,跨材质混穿也允许。推荐搭配只是数值验算的基准。

No character level: three growth axes没有角色等级:成长三轴

AxisWhat it is是什么How it grows怎么涨What it decides决定什么
Mastery line专精线one level track per weapon or armour type每种武器 / 防具一条等级线kill monsters while wielding or wearing it手持 / 穿着时击杀怪物what tier you may equip; talent slots at each rank可穿戴的 T 阶;每个称位一个天赋位
Gear tier装备等阶T1–T8 on every item每件装备 T1–T8craft or loot higher tiers制造或掉落更高阶every stat — attack, armour, life all come from gear and affixes全部属性:攻击、护甲、生命都来自装备和词条
Item power物品强度mean power of the six worn pieces六件位强度均值better tier and quality更高阶、更高品质quest and dungeon gates, matchmaking bands, every 100 = one band任务与副本门槛、匹配分段,每 100 一段
Rank称位Level等级Unlocks解锁穿戴Bonus累计加成Talent天赋位
Novice见习Lv1T20%
Apprentice学徒Lv4T3+1%
Adept熟练Lv9T4+2%
Expert专家Lv16T5+4%
Master大师Lv25T6+6%
Grandmaster宗师Lv36T7+8%
Elder长老Lv50+10%

Talents are three-way choices per rank and are meant to change how a skill behaves, not add flat numbers; a single flat option is allowed only at Grandmaster and capped at 3%. They do not count toward item power, so gates and matchmaking never see them.

天赋每个称位三选一,以改变技能行为为主而不是加裸数值;裸数值选项只允许在宗师档出现一条,幅度 ≤3%。天赋不计入物品强度,门槛和匹配看不到它。

In game (test server, Sep 2026)游戏内(测试服,2026.09)

The item window follows the design page: quality, item power, slot, weight and mastery level up top; then one row per skill slot with the candidates, the active one gold-framed and the ones above the weapon's tier locked; then the affixes written on the template. The HUD shows life, mana and stamina, the hotbar with LMB / RMB / Q E R / T Y F G slots, and a live-scanned minimap.

物品窗按策划页做:顶部是品质、物品强度、槽位、重量和穿戴等级;然后每个技能占位一行候选,激活的金框,超过武器 T 阶的上锁;下面是写死在模板上的词条。HUD 有生命、法力、体力三条,带 LMB / RMB / Q E R / T Y F G 槽位的快捷栏,和实时扫描的小地图。

First-person HUD: bars, slot hotbar, minimap
First-person HUD: bars, slot hotbar, minimap第一人称 HUD:状态条、槽位快捷栏、小地图
Item window over the inventory: Swordsman longsword, four skill rows
Item window over the inventory: Swordsman longsword, four skill rows背包上的物品窗:剑士长剑,四行技能候选
Item window: Witcher steel sword, T3, power 286, four skill rows, affixes
Item window: Witcher steel sword, T3, power 286, four skill rows, affixes物品窗:猎魔人钢剑,T3,强度 286,四行技能候选,词条
Skill selection UI: candidates per slot, one active技能选择界面:每个占位多个候选,激活一个
Item card and inventory (Minecraft × Albion layout)物品卡与背包(Minecraft × 阿尔比恩布局)

05Economy & PvP经济与 PVP

Four zone tiers, one death rule each四档分区,各一条死亡规则

Zone地区PvPPVPKilled by a player被玩家击杀Killed by a monster被怪击杀Yield产出
Safe · green安全 · 绿duels only仅决斗−10% durability, respawn耐久 −10%,回复活点×1 · T1–T3×1 · T1–T3
Contested · yellow纷争 · 黄after raising the hostile flag; kills cost reputation开敌对标记后;击杀扣声望knocked down, nothing dropped, −10% durability击倒不死、不掉物品,耐久 −10%−10% durability耐久 −10%×1.25 · T3–T5×1.25 · T3–T5
Plunder · red掠夺 · 红hostile flag; reputation loss敌对标记;扣声望full loot; each item 30% destroyed on pickup全掉落;拾取时每件 30% 损毁full loot全掉落×1.5 · T4–T7 · rare materials×1.5 · T4–T7 · 稀有材料
Lawless · black无法 · 黑everyone, no flag, no penalty全员可打,无标记无惩罚full loot, 30% destroyed全掉落,30% 损毁full loot全掉落×2 · T6–T8 · top materials only here×2 · T6–T8 · 顶级材料独占

Market集市

An order book in every region, and regions do not connect: to buy a region's goods you stand in that region. Equipment is a real SKU — same item id and quality means the same stats — so gear aggregates, trades and charts like any stackable. Fees are the gold sink.

每个地区一个挂单集市,地区之间不连通:要买哪个地区的货,人就得在那个地区。装备是真正的 SKU,同 ID 同品质属性完全一致,所以装备可以像堆叠物一样聚合挂单、求购、看走势图。手续费是金币回收口。

Action操作Fill成交方式Fee费用
Buy now即时购买takes the lowest ask吃最低卖单none无税
Sell now即时出售hits the highest bid吃最高买单8% tax8% 交易税
Place ask挂卖单your price, wait自定价等买家8% tax + 2.5% listing fee8% 税 + 2.5% 创建费
Place bid挂买单your price, wait自定价等卖家2.5% listing fee2.5% 创建费

Two keys to graduate毕业双钥匙

The T5 graduation set needs the D4 final boss's blueprint (do you know how to make it) and the Frozen Isle's exclusive material (do you have the stuff). The PvE dungeon road and the plunder-zone road need each other at the finish line; neither can be skipped.

T5 毕业装需要 D4 尾王的图纸(会不会造)和永冻雪岛的独占材料(有没有料)。PVE 副本线和掠夺区线在毕业点互相需要,谁也跳不过谁。

Guild hideouts公会驻地

06Dungeon System副本体系

Dungeons follow the WoW pattern — waves, a mid-boss as the loudest beat, a final boss as the exam — inside an Albion-style economy where the 5-player dungeons carry blueprints and daily locks, and the random rifts carry unlocked farming.

副本走魔兽的结构:多波小怪、中途头目作为最响的一拍、终 Boss 作为验收;再放进阿尔比恩式经济里:5 人本带图纸和每日进度锁,随机裂隙负责无锁复刷。

Type类型Players人数Map地图Roles职责Reset重置Yield / person每人产出
Solo1 人本1random rift, wild entrance随机裂隙 · 野外入口none×1.0
Trio3 人本1–3random rift, wild entrance随机裂隙 · 野外入口free自由组none×1.1
Five5 人本1–5fixed map, portal + matchmaking固定地图 · 传送门 + 匹配1 tank · 1 healer · 3 dps1 坦 · 1 奶 · 3 输出daily 06:00每日 6:00×1.3
Raid团队本10–20fixed map固定地图raid roles团队分工weekly每周一by table数值表定

Loot is per person and never rolled; more players means more yield, not a split. Entering over-geared cuts drops — one band over the gate halves them, two bands leaves only gold and mastery — so the current top dungeon stays the place to be.

掉落每人一份、不掷骰;人多产出更高而不是摊薄。超门槛递减:高 1 段掉落减半,高 2 段只给金币和专精经验,当前最高的本始终是该去的地方。

Roster总量盘子

#编号Dungeon副本Type类型Zone · tier区域 · T 阶BossesBoss 编制Status状态
D1Cataclysm Vanguard Camp灾厄先遣营5-player5 人本Kingdom · T3王域 · T3Banner Officer → Vanguard Overseer灾厄旗官 → 先遣督战官detailed, in review细设待审
D2Blossom Mist Altar樱雾祭坛5-player5 人本Blossom Isles · T5樱林 · T5Mist Witch → Mist Illusionist雾汤大巫 → 雾祭幻师长detailed, in review细设待审
D3Barren Beast Pens荒沙驯兽场5-player5 人本Sands · T5荒沙 · T5Ironmane → Beastmaster铁鬃 → 兽栏总管detailed, in review细设待审
D4Red Rock Butcher Pit赤岩屠夫矿坑5-player5 人本Badlands · T5赤岩 · T5hidden Broodmother · Foreman → Butcher Lord蠹母(隐藏)· 屠夫工头 → 屠夫营主detailed, in review细设待审
R1Cataclysm Rift灾厄裂隙solo / trio, procedural1 / 3 人本 · 随机by entrance · T3–T5按入口 · T3–T5elite and boss pools头目池 · 终 Boss 池detailed, in review细设待审
D5Greyskull Sanctum灰颅圣坛5-player5 人本Ridges · T6雪岭 · T6Soulbinder → High Priest + Warden (two targets)缚灵者 → 大祭司 + 缚械护卫(双目标)V2V2
D6Ember Throne熔烬王座raid团队本Volcanoes · T8火山 · T8Legion Commander灾厄军团长placeholder远期占位
D7Rustgold Court锈金王庭raid团队本Nether · T8下界 · T8Rustgold Tyrant锈金暴君placeholder远期占位

Boss mechanic dictionaryBoss 机制词典

Every boss is assembled from a shared vocabulary plus one signature combination that no other boss repeats. Opposing constraints are stacked to force decisions: iron + share means you must group when you want to spread; ring + spread means the opposite.

每个 Boss 都从同一套词典取件,再加一个别的 Boss 不重复的招牌组合。用反向约束制造抉择:钢铁 + 分摊,想散必须聚;月环 + 分散,想聚必须散。

Mechanic机制Shape形态Answer玩家应对
Iron钢铁circle AoE centred on the boss以 Boss 为中心的圆形 AOEmove away远离
Moon ring月环ring AoE, safe up close环形 AOE,贴身安全hug the boss贴近
Mark单点AoE centred on a marked player点名玩家为中心的 AOEspread; marked leaves the group分散,被点者离人群
Share分摊one big hit split by everyone inside高伤 AOE,人越多越轻stack集合
Execution死刑unavoidable heavy hit on top threat对一仇的高额必中tank cooldown坦克减伤
Tower踩塔ground marker on a timer, one player soaks倒计时地标,一人踩assign a soaker指定人踩
Eight ways八方one non-overlapping line per player每人一条不重叠直线everyone takes a direction各占方向
Stepped AoE步进式waves advancing in a direction按方向推进的波次enter the gap在间隙进安全区
Charge俯冲 / 冲锋straight-line hit with knockback直线高伤 + 击退side-step; steer into props侧闪;引导撞场景件
Sequence序列穿层zones firing in order分区按顺序生效remember the order, cross into fired zones记序,穿入已生效区
Phase机制阶段boss untargetable until a task is doneBoss 无敌,完成任务才能继续everyone to assignments全员转机制

Test dimensions per chapter逐本考验维度

DungeonBasic attacks基础攻击Parts部位Interrupt打断Adds清杂Signature专属机制Burst check爆发Team团队
D1● three intro lessons● 三课入门● light● 轻量
D2● bell truth-test● 樱铃辨伪
D3● two-solution choice● 双解法决策● mount frenzy + moon ring● 组合怪暴走 + 月环
D4● three lessons● 三课● bloodlust mark + chains + iron / share● 嗜血标记 + 血槽钩链 + 钢铁 / 分摊
D5● pre-shred + chains● 预削 + 锁链● chains / purify● 锁链 / 净化● two targets● 双目标

Active skills beyond the basic attack climb one per dungeon — 2, 3, 4, 5, then 6+ for raids — and every new skill is pulled from an unused dictionary entry, so no two chapters teach the same thing.

普攻之外的主动技逐本加一:2、3、4、5,团队本 6+;每个新技能都从词典里未用过的件取,两章不会教同一件事。

BossesBoss 立绘

D1 · Vanguard Overseer: tower shield, great hammer
D1 · Vanguard Overseer: tower shield, great hammerD1 · 先遣督战官:塔盾 + 巨锤
D2 · Mist Illusionist
D2 · Mist IllusionistD2 · 雾祭幻师长
D3 · Beastmaster on his mount
D3 · Beastmaster on his mountD3 · 兽栏总管(骑乘)
D4 · Butcher Lord
D4 · Butcher LordD4 · 屠夫营主
D5 · Greyskull High Priest
D5 · Greyskull High PriestD5 · 灰颅大祭司
D5 · Shackled Warden
D5 · Shackled WardenD5 · 缚械护卫
Overseer turnaround
Overseer turnaround督战官三视图
Beastmaster turnaround
Beastmaster turnaround兽栏总管三视图
Warden turnaround
Warden turnaround缚械护卫三视图

Boss concept art produced for the project in the blocky style of the game; turnarounds feed the Blockbench modelling pipeline.Boss 概念图按游戏的方块风格为项目制作;三视图直接进 Blockbench 建模管线。

07Level · D1关卡 · D1

D1, the Cataclysm Vanguard Camp, is the first 5-player dungeon and the exam for chapter one. The whole layout obeys one sentence: walk 270° around the sunken yard, then jump into it from above. A burnt army camp on a river-valley terrace, the main path runs about 170 blocks around three sides of the hollow, and the beacon banner at its centre is seen three times — from the broken bridge, through gaps in the yard fence, and from the overlook before the drop.

D1 灾厄先遣营是第一个 5 人本,也是第一章的验收本。整个布局服从一句话:绕着洼地校场转 270°,最后从高处跳进去。河谷台地上一座被焚毁的军营,主线约 170 格绕洼地三面,中央的烽火大纛全程亮相三次:断桥观景位、校场栅栏的框景缺口、跳落前的观景台。

5players · T3人本 · T3
~170blocks of main path格主路径
14–20min first clear分钟首通
6 + 1 + 1groups · mid-boss · boss组 · 头目 · 终 Boss
4trap types, all vanilla blocks种陷阱,全 MC 原生件

Whitebox route map (drag to rotate, wheel to zoom)路线图 · 3D 白模(拖拽旋转 · 滚轮缩放)

Blue = main route · grey dashed = branches and the drawbridge return · orange = doors, traps and drop · red = enemies and boss · purple = chests · one unit = one block. Whitebox only; the build server takes this as the brief.蓝 = 主路线 · 灰虚线 = 支路与吊桥回程 · 橙 = 门、陷阱、跳落口 · 红 = 怪物与 Boss · 紫 = 宝箱 · 1 单位 = 1 格。仅为白模,编辑服以此为准施工。

Top-down plan with layers2D 俯视图 · 图层可开关

前场营地(见 W1) S0 哨路上坡 +2 断桥观景位 焚毁壕沟(不可通行) S1 营门 S2 前庭 · 呼吸间① S2b 粮车区(支路) 北廊 · 高低双线 S3 校场 西廊之字(2 格宽) 汇流段 南带连接段 S4 洼地校场 −1.5 焚毁营帐废墟 哨塔×2·斥候 掩体:塌墙/粮车/矮栅栏 S3b 补给帐 框景缺口×2(见大纛) 烽火大纛 门1 增援侧门 门2 吊桥(BOSS 后放下) 跳落口(西闸落锁) 绊线(地面线) 塌陷粮窖 尖刺拒马两列 火油沟×2 组1 斥候+劫掠 头目 · 旗官「断喝」+劫掠×3 南带巡逻×2 墙头哨 组3 刨土者 BOSS 督战官 粮窖爬梯→北廊(绊线南汇入) 吊桥回程 → S0 坡顶 D1 传送门 贵重宝箱 普通宝箱 复活点A 复活点B 补给堆(面包屑) 10 格
forecamp (see W1) S0 sentry road, uphill +2 broken-bridge overlook burnt trench (impassable) S1 camp gate S2 forecourt · breather ① S2b grain carts (branch) north corridor · two lines S3 drill yard west zigzag (2 wide) merge south link S4 sunken yard −1.5 burnt tent ruins towers ×2 · scouts cover: wall / cart / fence S3b supply tent fence gaps ×2 (banner view) beacon banner door 1 reinforcement door door 2 drawbridge (lowers after boss) drop (west gate locks) tripwire (ground line) collapsing cellar spike barricades ×2 rows oil trenches ×2 group 1: scouts + raiders mid-boss · Banner Officer + raiders ×3 south patrol ×2 wall sentry group 3: burrowers BOSS · Overseer cellar ladder → north corridor drawbridge return → S0 hilltop D1 portal valuable chest common chest respawn A respawn B supply pile 10 blocks
Layers图层

Segments and beats分段与节拍

Slow start → teaching fight → breather → optional ambush → low-pressure corridor → mid-boss (the loudest beat) → breather → final boss. Two fights of the same intensity are never adjacent.

慢启动 → 教学拍 → 呼吸间 → 可选伏击 → 低压走廊 → 头目(最响的一拍)→ 呼吸间 → 终 Boss。不连排两场同强度战斗。

S0Burnt sentry road + broken bridge烧毁哨路 + 断桥观景位≈1 min

Slow start: 30–60 s with no enemies. An uphill lane (+2) between burnt watchtowers ends at a broken bridge; the gap is 6 blocks and cannot be crossed, but from here the whole hollow and the beacon banner are visible. The goal is seen first, then the route bends away from it.

慢启动:前 30–60 秒无怪。焚毁哨塔之间的上坡窄道(+2)尽头是断桥观景位;缺口 6 格过不去,但从这里能看见整个洼地和烽火大纛。先看见目标,路线再绕开它。

S1Camp gate · group 1营门 · 组12–3 min

A 14×14 fight field with two watchtowers flanking the gate. Two scouts on the towers, two raiders on the ground. Three covers of different heights: a fallen wall (blocks bolts fully), an overturned cart (half), a low fence (stops melee, not shots). A trigger line a third of the way in starts the whistle: until the first scout dies, a raider reinforces every 10 s from a side door already in view. The lesson is target priority; slow play adds enemies. Towers have ladders, and scouts jump down to melee once no ally is alive within 10 blocks, so an all-melee party is never stuck.

14×14 战斗场,两座哨塔夹门。塔顶斥候 ×2,地面劫掠兵 ×2。三种高度的掩体:塌墙(全挡弩线)、翻倒粮车(半掩)、矮栅栏(挡近战不挡射击)。场内 1/3 深处的触发线开始鸣哨:首只斥候死前每 10 秒从视野内的侧门增援一名劫掠兵。考点是集火优先级,拖慢就加怪。哨塔有梯子,10 格内无同伴时斥候会跳塔转近战,全近战队不会卡关。

S2Forecourt (breather ①) + S2b grain carts前庭(呼吸间①)+ S2b 粮车区≈2 min (optional)

No enemies: respawn B, a supply pile and torch light. To the east, a dim side pocket with rotten boards over a grain cellar. Step on them and you drop 2 blocks into an ambush of burrowers with a 1-second dig-out tell; the valuable chest is down there, and a ladder exits north into the corridor past the tripwire, so the branch loops back instead of backtracking.

无怪:复活点 B、补给堆、火把亮区。东侧一个留暗的口袋,烂木板下面是粮窖。踩塌坠入 2 格,遭遇刨土者伏击(破土前摇 1 秒);贵重宝箱在窖内,北壁爬梯通到北廊绊线以南,支路环回主线,不走回头路。

NNorth corridor · two lines北廊 · 高低双线<1 min

Sixteen blocks with a ground line and a wall-top line side by side. The ground line has a tripwire that pulls two raiders from behind; the wall-top line has a sentry scout instead. Either choice costs something, and the lines merge before S3.

16 格,地面线和墙头线并行。地面线中段有绊线,踩了从后方追来两名劫掠兵;墙头线没有陷阱,但驻着一名墙头哨。两条线各有代价,在 S3 前汇流。

S3Drill yard · mid-boss "Bellow"校场 · 头目「断喝」≈3 min

A 22×12 long yard for 12–20-block crossbow duels, with spike barricades along both sides and a raised training platform. The Banner Officer opens on the platform with three raiders. His charge can be steered into the spikes (self-stagger 2 s); his rally banner keeps calling reinforcements until someone chops it (6 hits); his banner arm is a part that can be disarmed. This is the operational peak of the dungeon: prop priority, trap reversal, part counters.

22×12 的长场,弩对射 12–20 格,南北两列尖刺拒马,北侧高 1 格训练台。灾厄旗官在训练台开场,带 3 名劫掠兵。冲锋可以引导撞拒马(自硬直 2 秒);聚旗令的战旗持续召援,直到有人砍倒它(命中 6);旗臂是可卸力的部位。这是全本操作峰值:物件优先级、陷阱反用、部位反制。

WWest zigzag + overlook (breather ②)西廊之字 + 观景台(呼吸间②)<1 min

Two 2-block-wide switchbacks with no enemies, each corner opening a wall hole toward the hollow. The overlook shows the whole boss arena — boss position, braziers, oil trenches, the banner — before a 1.5-block one-way drop that starts the fight. No door-camping is possible.

两段 2 格宽的之字窄道,全程无怪,每个折角开一个望向洼地的墙洞。观景台上能看全 Boss 场:站位、火盆、火油沟、大纛;然后 1.5 格单向跳落,落地即开战。不存在门口蹲射。

S4Sunken yard · final boss洼地校场 · 终 BOSS4–6 min

A 16-block circular yard 1.5 blocks below the camp, the beacon banner at its centre, four braziers and two oil-trench segments on the edge. The west gate locks behind the drop so the boss cannot be kited into the corridor. When the Overseer dies the south drawbridge lowers across the trench straight back to the S0 hilltop — the broken bridge seen at the start closes the loop.

直径 16 格的圆形校场,低于营区 1.5 格,中央是烽火大纛,场边火盆 ×4、火油沟段 ×2。跳落后西闸落锁,Boss 拉不回走廊。督战官死亡后南侧吊桥放下,跨壕沟直回 S0 坡顶,开头看见的断桥在这里闭合。

Rules the level keeps关卡守的规则

Final boss: the Vanguard Overseer终 Boss:先遣督战官

A tower shield and a great hammer. The four intro dimensions — basic attacks, three part lessons, add clearing, a light burst check — are all pre-taught by the camp's own monsters, so the boss is the test, not the surprise.

塔盾加巨锤。四维入门:基础攻击、部位三课、清杂、轻量爆发,全部在前面的小怪身上预教过,Boss 是验收而不是意外。

Hammer Swing (basic): 100° frontal arc, 2.5 blocks, 110% physical every 2.5 s重锤挥击(普攻):正面 100° 弧、2.5 格、110% 物理,间隔 2.5 秒
Shield-Hammer Combo, seg. 1: shield thrust, 90%, knockback 1, stagger盾锤连击段1:盾撞 90%、击退 1 格、踉跄
Combo seg. 2: 110° wide sweep left to right段2:自左向右 110° 横抡
Siege Hammer (signature): 2.5-block circle follows the target 0.6 s then locks; 160%, knockback 3破城落锤(招牌):2.5 格红圈跟随 0.6 秒后锁定;160%,击退 3 格
Siege Hammer at 5 charge stacks: 3.5-block circle, knockback 5蓄势满 5 层:3.5 格圈,击退 5 格
Battle Shield: frontal 70% damage reduction and +1 charge per block; the back is open战地大盾:正面减伤 70% 并每格挡 +1 层蓄势;背面无减伤
Part部位Effect效果Payoff收益
Left arm · shield左臂 · 战地大盾break (once)部位破坏(一次性)shield shatters: frontal reduction gone, charge mechanic gone for good大盾碎裂:正面减伤解除,蓄势机制永久关闭
Right arm · hammer右臂 · 持锤臂disarm, 20 s immunity卸力,免疫窗 20 秒interrupts the Siege Hammer and removes it for two cycles; the summon timer pauses打断破城落锤并停用两轮;召唤计时暂停
Headstun, 25 s immunity眩晕,免疫窗 25 秒2 s damage window, current action cancelled, charge stacks cleared2 秒输出窗,打断当前动作,清空蓄势层

Cycle: basic ×2 → combo → basic ×2 → Siege Hammer, about 13 s, with two raiders summoned through the drawbridge gap every 20 s. A landed Siege Hammer brings the next wave 5 s early; a Hammer that hits a brazier ignites the weapon for 10 s. At 30% the boss enrages (+30% damage, +20% speed) and needs only 3 stacks to charge. Healing budget: 60% tank chip, 15% hammer misses and oil-trench burns, 15% add fire, 10% margin.

循环:普攻 ×2 → 盾锤连击 → 普攻 ×2 → 破城落锤,约 13 秒;每 20 秒从吊桥门缝召唤两名劫掠兵。落锤命中则下一波提前 5 秒;砸中火盆锤面引燃 10 秒。30% 狂暴(伤害 +30%、攻速 +20%),蓄势只需 3 层。治疗压力预算:坦克磨血 60%、落锤失误与火油沟 15%、召唤散伤 15%、余量 10%。

Element placement sheet (for the build server)要素点摆点单(编辑服施工用)

##Element要素Where位置Parameters参数 / 条件
E1entry point入口点S0 west endS0 西端facing east朝东
E3spawn · group 1怪物刷点 · 组1S1 tower tops ×2, gate ×2S1 哨塔顶 ×2 · 门前 ×2scouts ×2 + raiders ×2; scouts descend when no ally within 10 blocks斥候 ×2 + 劫掠兵 ×2;10 格内无同伴斥候下塔
E4trigger T1触发器T1S1, one third inS1 场内 1/3 深处whistle: +1 raider / 10 s until first scout dies, cap 2, from west side door鸣哨:首只斥候死前每 10 秒 +1 劫掠兵,上限 2,自西侧侧门
E5door 1门1 · 营门S1 / S2S1 / S2 之间opens when group 1 is dead击杀组1 全部
E17trap · collapsing boards机关 · 塌陷板S2b cellar mouthS2b 粮窖口drop 2 blocks + 1 s slow; vanilla falling block坠入 2 格 + 迟缓 1 秒;MC 陷落方块
E16trap · tripwire bell机关 · 绊线警铃north corridor, ground line北廊地面线中段2 raiders chase from the S2 side door; jump or cut the rope劫掠兵 ×2 自 S2 侧门追来;跳过或攻击绳索解除
E9mid-boss spawn头目战刷点S3 platform + ring of 3S3 训练台 + 中场环列 ×3Banner Officer + raiders ×3; banner = hittable prop, 6 hits旗官 + 劫掠兵 ×3;战旗 = 可击打部位物,命中 6
E19trap · spikes机关 · 尖刺拒马S3 both sides, 6 setsS3 南北两列 ×6 组40% attack + 0.5 s stagger on contact or knockback; breakable接触或被击退撞上 = 40% 攻击力 + 硬直 0.5 秒;可破坏
E21drop跳落口 · 观景台zigzag end → S4 west西廊尽头 → S4 西缘1.5 blocks, no fall damage, one-way; fires T3落差 1.5 格,无摔伤,单向;触发 T3
E14trigger T3触发器T3S4 landing ringS4 跳落落点圈boss speech + west gate locksBoss 开场喊话 + 西闸落锁
E15exit · drawbridge出口点 · 吊桥S4 south → S0 hilltopS4 南缺口 → S0 坡顶activates on boss deathBoss 死亡后激活

Twenty-six elements in total; the sheet plugs straight into the dungeon system's element table, so the level is data the build server places, not a hand-scripted map.

共 26 个要素,摆点单直接对接副本系统的要素表:关卡是编辑服按数据摆放的,不是手写脚本。

Heroic changes英雄档差异

08Procedural · R1随机地牢 · R1

R1, the Cataclysm Rift, is the generated counterpart to the hand-built dungeons: every entry is a new map stitched from room templates by seed. Rifts open at random wild spots, are not on the map, and vanish if nobody enters within 30 minutes. A thin crack is a solo rift — one linear expedition; a wide maw is a trio rift — a 3×3 grid per floor with keystone doors, shortcuts and revisitable floors. The tier comes from the zone the entrance is in.

R1 灾厄裂隙是手工副本的生成版:每次进入都是按种子从房间模板拼出来的新地图。裂隙在野外随机位置出现、不上地图、30 分钟无人进入就消失。细缝是 1 人本,线型远征;巨口是 3 人本,每层九宫格,带钥石门、捷径和可回访的楼层。T 阶由入口所在区决定。

Ten hard constraints (linear mode)线型十条硬约束

##Rule约束Reading口径
G1Random main chain主链随机6–9 rooms drawn by weight (combat 55%, breather / event 25%, long corridor 20%); one elite room in the back half; boss room always last. Sequences that fail G2–G10 are redrawn.主链 6–9 间按权重抽(战斗 55%、呼吸 / 事件 25%、走廊长件 20%);精英房必出 1 且落在中后段;Boss 房必为末端。不合法的序列重抽。
G2Opening lesson开局教学拍the first room after the entrance is a standard combat room at low strength (one fewer enemy).入口房后第一间必为标准战斗房低配组(−1 只)。
G3Elite isolation精英房隔离at least one non-elite room on each side; a breather-type room between elite and boss.精英房前后各隔 ≥1 间非精英房;精英与 Boss 之间必有一间呼吸性质房。
G4Fight cap连战上限no more than two combat rooms in a row.连续战斗房 ≤2。
G5Treasure on branches宝藏挂支路treasure rooms hang off combat rooms at depth 1; 0–2 branches, 60% treasure / 40% event.宝藏房只挂支路(深度 1);支路 0–2 条,宝藏 60% / 事件 40%。
G6No repeats模板不重复a template is drawn once per run; corridor pieces may repeat but not adjacently.同一模板一次生成内不重复;走廊件可重复但同型不相邻。
G7One-way drops only in the boss room单向跳落只在 Boss 房mid-run drops would lock branch returns.中途单向跳落会锁死支路回程。
G8Level interfaces高差归零rooms absorb their own height changes; every door sits at y = 0.房间内部消化高差,所有接口地面高度 = 0。
G9Branch loops支路回环30% of branches rejoin the chain further on; looping branches carry an event, not treasure.支路 30% 概率回环汇入更后一间;回环支路放事件不放宝藏。
G10Rotation and ports旋转 / 拓扑pieces rotate by 90°; 1 port = pocket, 2 = passage, 3 = T-junction (≤2 per map). Shape emerges from ports and rotation.拼接可 90° 旋转;口数 1 = 口袋、2 = 通道、3 = 丁字(每图 ≤2)。布局形状由口数与旋转自然涌现。

Structure and one seed生成结构与一个种子

入口房复活点+石碑 战斗①G2 低配组 走廊 战斗②支路口在此 精英房头目池五抽一 呼吸/事件G3 强制低谷 战斗③ Boss 房跳落入场终BOSS池·裂隙档 宝藏房 60%贵重箱 事件房 40%四事件抽一 支路(深度 1 · 0~2 条 · 可跳过) ⚠ 本图仅为一种典型房序示意——实际每局由权重 + G1~G10 重抽,布局形状(直线 / L / S / 回环)由拼接自然涌现
entry roomrespawn + stone fight ①G2 low set corridor fight ②branch port here elite room1 of 5 elites breather / eventG3 forced lull fight ③ Boss roomdrop entryboss pool · rift tier treasure 60%valuable chest event room 40%1 of 4 events branches (depth 1 · 0–2 · optional) ⚠ One typical order — each run redraws by weight and G1–G10; the shape emerges from stitching
Typical room order; actual shape emerges per run典型房序示意;实际形状每局涌现
入口房裂隙入口室 ri0110×8 直8 战斗① 环柱圆厅rb02 φ14 · 低配组(G2) 战斗② 裂谷栈桥 rb03(18×4 · 桥下雾海) 精英房 军旗厅re01 16×12头目:旗官 直5 事件房苦樱汤锅房 rh01 战斗③ 塌方长厅 rb04(20×8 · 高低双线) Boss 裂隙樱坛rx02 φ14 · 跳落幻师长(裂隙档) 宝藏房(支路)岩缝密室 rt01 seed #0001:王域入口(T3)· 房 9 间(战3 精1 事1 宝1)· 怪物全灾厄家族混编(裂隙口径);同种子完整复现(测试口径),换个种子 = 完全另一张图
entry roomrift entry ri0110×8 straight 8 fight ① pillar rotundarb02 φ14 · low set (G2) fight ② rift bridge rb03 (18×4) elite: banner hallre01 16×12Banner Officer straight 5 event roomcauldron room rh01 fight ③ cave-in hall rb04 (20×8) Boss: rift blossom altarrx02 φ14 · dropIllusionist (rift tier) treasure (branch)crevice vault rt01 seed #0001 · Kingdom entrance (T3) · 9 rooms: 3 fights, 1 elite, 1 event, 1 treasure · same seed = same map
Seed #0001, solo rift: 9 rooms — 3 fights, 1 elite, 1 event, 1 treasure branchseed #0001 · 1 人本:9 间,战 3、精 1、事 1、宝 1
大裂隙 · 九宫格单层示意(层1 · 3×3)——层数默认 2 · 高 T 阶 3 钥石门 捷径门 入口 / 层口ri01 战斗 战斗 战斗 呼吸 / 事件 宝藏死格(单边) 钥石房rk01 · 守卫战 战斗 下层裂口rf01 ▼ 阶梯井 · 实线 = 连通边:生成树 + 环边 1~3(回环 = 银河城感 · GA1) · 死格(只有一条边)只放宝藏(GA1) · 钥石生成在离锁门最远格(GA3 · 多人分头找) · 钥石门 → 下层裂口;阶梯井双向可回访(GA4) · 捷径门:锁闭边从远端背面打开(GA5) · 9 格全点亮 = 层奖励箱,不强制(GA6) · 层 2+:精英房占战斗位;最深层 = Boss 房对(跳落入场) · 连通边与房型每层每局重抽——本图仅为一种可能
Large rift · one 3×3 floor — 2 floors by default, 3 at high tier keystone door shortcut door entry / floor portri01 fight fight fight breather / event treasuredead cell keystone roomrk01 · guard fight fight lower riftrf01 ▼ stairwell · solid = edges: spanning tree + 1–3 loops (GA1) · dead cells (one edge) hold treasure only (GA1) · keystone spawns farthest from the door (GA3) · keystone door → lower rift; stairs go both ways (GA4) · shortcut door opens from the far side (GA5) · all 9 cleared = bonus chest, optional (GA6) · floor 2+: elite takes a fight slot; last floor = boss (drop) · edges and rooms redraw per floor — one case shown
Trio rift: one 3×3 floor with keystone room, stairwell and dead cells3 人本:一层九宫格,含钥石祭室、阶梯井与死格

Room library v1 · 28 templates房间模板库 v1 · 28 间

Rooms are designed for stitching, not cut from the fixed dungeons: one rift skin, every door 3 wide and 3 high at the centre of a wall, every floor at zero. Each fighting room states its lesson, and each has two encounter sets, solo and trio, on the same geometry.

房间专为拼接设计,不是固定副本的碎片:统一裂隙皮肤,门口一律 3 宽 3 高开在墙正中,地面一律为零。每间战斗房写明考点,同一几何配 1 人档和 3 人档两套遭遇。

IdIDRoom房间Size尺寸Ports口数Trio encounter3 人档遭遇Lesson考点
ri01Rift entry裂隙入口室10×81none; respawn, supplies, tier stone无怪;复活点、补给、石碑safe lead-in安全导入
rb01Cracked-rock cross hall裂岩十字厅14×143raiders ×4 + scouts ×3, two waves劫掠兵 ×4 + 斥候 ×3,两批mixed range, break line of sight on the pillar远近混编 · 借柱断线
rb03Rift bridge裂谷栈桥18×42vindicators ×5 + weavers ×2; falling teleports you back, costs time not life卫道士 ×5 + 织者 ×2;坠落传回桥头,损时不损血narrow footing, light truth-test窄道站位 · 辨伪轻版
rb06Two-storey gallery双层回廊厅12×122–3archers ×3 above, raiders ×4 below弓手 ×3(上)+ 劫掠兵 ×4(下)take the high ground高打低 · 夺高台
rb07Spike alley尖刺窄巷3–4 wide S3–4 宽 S 形2hounds ×5 + raiders ×2血斑屠犬 ×5 + 劫掠兵 ×2trap reversal against rushers拒马反用 · 冲脸应对
rr01Rift spring裂隙泉室8×82none; activates the single mid-run respawn无怪;激活全裂隙唯一中途复活点breather + save呼吸 + 存档
rt01Crevice vault岩缝密室8×61 (branch)1(支路)valuable chest + burrower ambush ×7贵重箱 + 刨土者伏击 ×7risk for reward风险换奖励
re01Banner hall军旗厅16×122Banner Officer + raiders ×3; barricades, side door旗官 + 劫掠 ×3;拒马、增援侧门elite pool精英房对
rx01Rift drill yard裂隙校场φ16drop 1.5跳落 1.5Overseer (rift tier); braziers ×4, oil trenches ×2督战官(裂隙档);火盆 ×4 + 火油沟 ×2boss poolBoss 房对
rk01Keystone shrine钥石祭室8×82guard fight → keystone守卫战 → 取钥石grid target cell网格目标格

Full library: 1 entry, 8 combat, 2 breather, 2 treasure, 4 event, 5 elite pairs bound to their mid-bosses, 4 boss pairs with drop entries, 2 grid-only rooms. Zero new models: every prop, trap and monster is reused from the fixed dungeons, and event props are vanilla blocks.

全库:入口 1、战斗 8、呼吸 2、宝藏 2、事件 4、与头目绑定的精英房对 5、带跳落入场的 Boss 房对 4、网格专用 2。零新增模型:场景件、陷阱、怪物全部复用固定副本,事件道具用 MC 原生件。

From template to blocks从模板到方块

Rooms are authored as ASCII layers in a text file the generator reads directly: # stone brick, O blackstone pillar, x cover, _ void, A respawn anchor. Adding a room means adding a block of text; rooms without a template fall back to an auto-boxed shell.

房间用 ASCII 分层写在文本文件里,生成器直接读:# 石砖、O 黑石柱、x 掩体、_ 虚空、A 重生锚。加一间房就是加一段文本;没有模板的房间退回自动糊盒子。

room rb01
size 14 14
# 裂岩十字厅:中央岩柱 + 四象掩体。三个门(-X / +X / +Z),是支路的挂点房。
# 考点是"远近混编 · 借柱断线",所以柱子要真能挡住视线 —— 通到顶。
layer 1
  ################
  #..............#
  #..xx......xx..#
  #..xx......xx..#
  #..............#
  #.....OOOO.....#
  ......OOOO......
  ......OOOO......
  #.....OOOO.....#
  #..............#
  #..xx......xx..#
  #..xx......xx..#
  #..............#
  #..............#
  #..............#
  #######....#####
layer 2
  ################
  #..............#
  #..xx......xx..#
  #..xx......xx..#
  #..............#
  #.....OOOO.....#
  ......OOOO......
  ......OOOO......
  #.....OOOO.....#
  #..............#
  #..xx......xx..#
  #..xx......xx..#
  #..............#
  #..............#
  #..............#
  #######....#####
layer 3
  ################
  #..............#
  #..............#
  #..............#
  #..............#
  #.....OOOO.....#
  #.....OOOO.....#
  #.....OOOO.....#
  #.....OOOO.....#
  #..............#
  #..............#
  #..............#
  #..............#
  #..............#
  #..............#
  ################
end

The rift generator builds the layout, validates reachability, retries the seed three times on failure and falls back to a default layout; instances come from a world pool so entry does not stall the server.

裂隙生成器拼布局、校验连通性,失败换种子重试 3 次后回退默认布局;实例来自世界池,进入不卡服。

Rewards奖励与经济挂钩

09Pipeline & Management管线与项目管理

Engine and stack引擎与技术栈

481commits in 4 weeks (Aug 20 – Sep 17)4 周 481 次提交(08.20 – 09.17)
69klines of Java, 695 files行 Java,695 个文件
18skill atom types种技能原子
57database migrations次数据库迁移
LayerWhat内容Why原因
Game server游戏服Fabric 1.21.1 mod (server module) — the only logic authorityFabric 1.21.1 模组(server 模块),唯一逻辑权威every result a tick needs is computed in memory; a local damage roll is microseconds, an RPC is millisecondstick 内要的结果全在内存里算;本地算一次伤害是微秒,RPC 是毫秒
Client客户端Fabric mod (client module): rendering, HUD, hit sweeps, camera, world UIFabric 模组(client 模块):渲染、HUD、命中扫掠、相机、世界 UIzero authority; measures and reports零权威,只量和报
Backend后端Spring Boot 4 · PostgreSQL 18 · Redis · FlywaySpring Boot 4 · PostgreSQL 18 · Redis · Flywaypersistent truth and cross-instance coordination; session ownership tokens stop item duplication across instances持久真相与跨实例协调;会话所有权令牌防跨实例刷物品
Shared共享common (atoms, formulas, stat sheets, model parsing — no Minecraft dependency) and uikit (pure-Java flex layout engine)common(原子、公式、属性表、模型解析,零 MC 依赖)和 uikit(纯 Java 弹性布局引擎)the backend includes both builds, so validation and UI layout run the same code on both sides后端复合构建同一份,校验和界面排版两边跑同一实现
Editor编辑站web editor with embedded Blockbench and Snowstorm, Figma import, save-to-game hot reload网页编辑站,内嵌 Blockbench 与 Snowstorm,Figma 导入,保存即推到游戏no restart, no resource-pack rebuild, no F6不重启、不重打资源包、不按 F6
Ops运维Docker Compose (postgres / redis / backend / mc), GitHub Actions build-and-deploy, rsync layered mountsDocker Compose(postgres / redis / backend / mc),GitHub Actions 构建即部署,rsync 分层挂载a one-line HTML change no longer re-uploads 72 MB改一行 HTML 不再重传 72 MB

Working rules written into the engine写进引擎的工作规则

Design site as the source of truth策划站是唯一依据

Fifty-six linked pages: system specs, the numbers table, config tables, level pages and the art requirement board, plus 78 cross-role sync sheets between numbers, config, systems, art and code. Configuration tables read live values from the numbers table, so changing a base value updates every derived item. The numbers, item and skill definitions live in the backend database that the game reads.

56 页互相引用:系统策划、数值表、配置表、关卡页和美术需求板,加上 78 份数值 ↔ 配置 ↔ 系统 ↔ 美术 ↔ 开发的跨岗位同步单。配置表实时读数值表,改一个基准值整页派生数值跟着变。数值、物品和技能定义存在游戏读取的后端数据库里。

113monsters in 46 families (24 vanilla / 35 reskin / 54 original)怪物条目 · 46 家族(原版 24 / 换皮 35 / 自创 54)
706items across T1–T8, quality the only random dimension物品条目 T1–T8,品质是唯一随机维度
48T5 blueprints, one per top-tier itemT5 图纸,每种顶端装备一张
78cross-role sync sheets跨岗位同步单

Project management: the design site is also the tracker项目管理:策划站同时是追踪板

The same site that holds the specs runs the project. A requirement board splits work into development and art, and every requirement lists the exact files it is delivered as — drop a file on its row and it is delivered. An asset library receives those files for acceptance (accepted or returned), a schedule turns dated requirements into a Gantt chart, a concept board holds references, and a milestone page merges code commits with art deliveries into one timeline.

放策划案的站点同时在管项目。需求板分开发和美术两块,每条需求下面列出它要交付的具体文件,把文件拖到那一行就算交付。资产库验收这些文件(入库或打回),排期把填了日期的需求变成甘特图,概念图板放参考,项目里程碑把代码提交和美术交付合成一条时间线。

MCHome首页Requirements需求板Asset library资产库Systems ▾系统策划 ▾Numbers ▾数值策划 ▾Config ▾配置策划 ▾Levels ▾关卡策划 ▾Art ▾美术 ▾Management ▾项目管理 ▾
Requirements需求板dev / art · file-level delivery开发 / 美术 · 文件级交付
21%31 / 147 files done个文件已完成
dev 0 / 41 · art 31 / 106开发 0/41 · 美术 31/106
Asset library资产库acceptance · accept / return交付验收 · 入库 / 打回
0awaiting review件待验收
accepted 34 · returned 15已入库 34 · 已打回 15
Schedule排期dated requirements go on the Gantt需求填日期即上甘特图
0requirements scheduled条需求已排期
nothing dated yet还没有需求填排期日期
Concept board概念图板reference wall · drag or paste灵感墙 · 拖拽 / 粘贴上传
28images
HUD, market and inventory referencesHUD、集市、背包参考
Systems系统策划23 pages
  • Trading交易系统
  • Items道具系统
  • Gathering & crafting采集与制造系统
  • Combat战斗系统
  • Classes职业系统
  • Loot掉落系统
  • 17 more…还有 17 页…
Numbers数值策划1 page
  • Numbers table数值表
Config tables配置策划6 pages
  • World structure世界结构
  • Monsters怪物配置表
  • Dungeons副本配置表
  • Gathering materials采集材料配置表
  • Weapons & armour武器装备配置表
  • Consumables消耗品配置表
Recent deliveries最近交付asset library →资产库 →
  • wpn_mace_t5.bbmodelaccepted入库
  • wpn_mace_t4.bbmodelaccepted入库
  • wpn_mace_t3.bbmodelaccepted入库
  • wpn_dagger_dual_t5.bbmodelaccepted入库
  • wpn_dagger_dual_t4.bbmodelaccepted入库
  • wpn_bow_t5.bbmodelaccepted入库
P0One-hand sword单手剑T1–T5 share one silhouette; each tier steps the look up so a row of five reads as an upgradeT1~T5 五阶同一底型,每阶外观小幅递进,摆在一起一眼看出在升级done · 5 / 5 files已完成 · 5/5 文件
#File文件名Note说明Reference参考Delivery交付Status状态
1wpn_sword_t1T1 (model + icon)(模型 + ICON)2 refs2 张参考wpn_sword_t1.bbmodel done已完成
2wpn_sword_t2T2 (model + icon)(模型 + ICON)+wpn_sword_t2.bbmodel done已完成
3wpn_sword_t3T3 (model + icon)(模型 + ICON)+wpn_sword_t3.bbmodel done已完成
4wpn_sword_t4T4 (model + icon)(模型 + ICON)+wpn_sword_t4.bbmodel done已完成
5wpn_sword_t5T5 (model + icon)(模型 + ICON)+wpn_sword_t5.bbmodel done已完成
Asset library · accepted 34 · returned 15 · all .bbmodel资产库 · 已入库 34 · 已打回 15 · 全部 .bbmodel
fp_staff_anim_attackfp_sword_woodwpn_bow_t1…t5wpn_dagger_dual_t1…t5wpn_mace_t1…t5wpn_staff_arcane_t1…t5wpn_staff_nature_t1…t6wpn_sword_t1…t5
Folders mirror the requirement categories: weapons (one-hand sword, arcane staff, nature staff, bow, dual daggers, mace), tools, animation, off-hands, effects, monster models, scene props (shared + one set per dungeon).文件夹和需求分类一致:武器(单手剑、奥术法杖、自然法杖、弓、双匕首、锤杖)、工具、动作、副手、特效、怪物模型、场景模型(通用 + 每本一套)。
Site home: board progress, asset acceptance, schedule, concept board, recent deliveries
Site home: board progress, asset acceptance, schedule, concept board, recent deliveries站点首页:需求进度、资产验收、排期、概念图板、最近交付
Requirement board: art → weapons → one-hand sword, five files delivered against five rows
Requirement board: art → weapons → one-hand sword, five files delivered against five rows需求板:美术 → 武器 → 单手剑,五行文件对应五份交付
Asset library: 34 accepted .bbmodel files with 3D thumbnails; folders mirror the board
Asset library: 34 accepted .bbmodel files with 3D thumbnails; folders mirror the board资产库:34 件已入库 .bbmodel,3D 缩略图,文件夹和需求板一致

Recreated from the live site (17 Sep 2026); numbers are the real board state that day. The site runs on the same backend as the game, so the requirement board, asset acceptance and the game’s item and skill data share one database.按 2026 年 9 月 17 日的线上站点重绘,数字是当天的真实板面。站点和游戏跑在同一个后端上,需求板、资产验收和游戏里的物品、技能数据共用一个数据库。

What runs today现在跑得通的

Next下一步

Timeline时间线

When时间What内容
May 20262026.05"Rift Continent" planning site: pitch, 15 system pages, 8-week MVP plan「裂界大陆」策划站:立项、15 个系统页、8 周 MVP 计划
Jun – Jul 20262026.06 – 07Design site v2: system specs, numbers table, config tables策划站二代:系统策划、数值表、配置表
Aug 20262026.08Technical route fixed (pure Fabric + external backend); TeaEngine repository starts Aug 20; skill atoms, model pipeline, per-part hits; boss art; D1–D5 level pages技术路线定案(纯 Fabric + 外置后端);TeaEngine 仓库 08.20 起;技能原子、模型管线、部位判定;Boss 立绘;D1–D5 关卡页
Sep 20262026.09HUD, minimap and inventory; Swordsman line on the test server; web editor with hot reload and Figma import; R1 room library; D1 layout v2HUD、小地图与背包;剑士线上测试服;带热更新和 Figma 导入的编辑站;R1 房间库;D1 布局 v2