

服务说明 | 参考价格 | |
---|---|---|
基础服务 | 非平台计划内的游戏版本更新,升级;源码本身外的报错,bug修复;安装打包发布支持。 | 300 |
基础定制 | UI定制,游戏二次开发非主线功能定制。 | 3000+ |
高级定制 | 游戏二次开发主线新功能定制。 | 1万+ |
服务端支持 | 单机转网游戏,微服务端定制;账号与游戏数据数据持久化定制;复杂网游戏服务端。 | 3万+ |
整套换皮 | 整套换皮或加服务端 | 评估定价 |
1. Character Control Module: The protagonist controlled by the player is a potato that can use 6 types of weapons simultaneously. This unique setting is realized in the source code through a complex and sophisticated character control module. In this module, the code logic for both automatic shooting and manual aiming modes is included, providing players with diverse combat experience options.
2. Weapon System: There is a wide variety of weapons in the game. In the source code, each weapon has independent attribute definitions and code for implementing attack effects. Taking the flamethrower as an example, its attack range is determined by a specific fan - shaped area algorithm, the damage output is calculated based on factors such as weapon level and character attributes, and the burning special effects are realized through the code of the particle system and animation effects. Developers can adjust weapon performance by modifying these codes to create more unique weapon effects.
1. Character System: The game has dozens of characters to choose from, and each character has unique characteristics. In the source code, the character system is encapsulated in the form of classes. Each character class contains the character's initial attributes, special skills, and interaction logic with other systems.
2. Item System: The item system is also rich and diverse. The choice of hundreds of items and weapons greatly enriches the game strategy. The item system in the source code uses the methods of database association and object management. Each item has a corresponding unique identifier and attribute data, including the item's acquisition method, usage effect, and interaction logic with characters and weapons. Developers can easily add new items or modify the attributes of existing items to meet different game design requirements.
1. Level System: The game levels are carried out in waves, and each wave lasts between 20 and 90 seconds. In the source code, the level system realizes the generation and management of waves through the time - loop and event - triggering mechanisms. The number, type, and appearance position of enemies in each wave are randomly generated by an algorithm, ensuring the randomness and challenge of the game. 2. Resource Management and Store System: The resource management module is responsible for tracking the player's material collection. By monitoring the player's various actions in the level, such as defeating enemies and exploring specific areas, the corresponding material quantity is increased. The item display presents the item information in the database to the player through the interface rendering code. The purchase logic completes the transaction by judging the player's resource quantity and item price, and the inventory management ensures that the quantity and status of items are correctly updated.
Data sheet