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["游戏画风参考"]
[]
[]
[null,"欧美Q版简约风格"]
[]
[]
[{"$nulls":6},"人物建筑等建模可以参考口袋奇兵"]
[{"$nulls":6},"人物采用二头身（2.5头身）"]
[{"$nulls":6},"类似大头兵的感觉"]
[{"$nulls":6},"部分细节可以省略简约一点"]
[]
[]
[]
[]
[]
[{"$nulls":6},"界面以及按钮参考左图所示"]
[{"$nulls":6},"枪战类题材不要过于Q版"]
[]
[]
[]
[]
[]
[]
["武器"]
[]
[]
[null,"狙击枪"]
[]
["编号","名称",null,"描述",{"$nulls":4},"动画需求",{"$nulls":4},"参考"]
[]
[1,"98K",null,"可以参考游戏（香肠派对）的枪械风格，或者和平精英枪械Q版化一点\n瞄准镜根据编号依次进阶，瞄准镜同样参考（香肠排队/和平精英）"]
[]
[]
[]
[]
[]
[2,"M24"]
[]
[]
[]
[]
[]
[3,"AWM"]
[]
[]
[]
[]
[]
[4,"巴雷特M82A1"]
[]
[]
[]
[]
[]
[null,"步枪"]
[]
["编号","名称",null,"描述",{"$nulls":4},"动画需求",{"$nulls":4},"参考"]
[]
[1,"M416",null,"参考香肠派对里的M4A1"]
[]
[]
[]
[]
[]
[2,"AKM",null,"参考香肠派对里的AKM"]
[]
[]
[]
[]
[]
[null,"连狙"]
[]
["编号","名称",null,"描述",{"$nulls":4},"动画需求",{"$nulls":4},"参考"]
[]
[1,"VSS",null,"同样参考香肠派对和和平精英\nsks需要增加瞄准镜"]
[]
[]
[]
[]
[]
[2,"SKS"]
{"$rows_empty":7}
["人物"]
[]
["编号","名称",null,"描述",{"$nulls":4},"动画需求",{"$nulls":4},"参考"]
[]
[1,"普通兵",null,"常规作战服，手持手枪",{"$nulls":4},"1.基本动作：行走/奔跑\n2.战斗动作：瞄准/射击/靠近掩体掩护\n3.受击与死亡动作：受击会根据部位产生相应的反应动作/死亡符合物理规律慢慢倒下"]
[]
[]
[]
[]
[]
[2,"狙击兵",null,"迷彩色作战服，手持狙击枪",{"$nulls":4},"1.基本动作：行走/奔跑\n2.战斗动作：瞄准/射击/靠近掩体掩护\n3.受击与死亡动作：受击会根据部位产生相应的反应动作/死亡符合物理规律慢慢倒下"]
[]
[]
[]
[]
[]
[3,"盾牌兵",null,"身型略高于普通兵和狙击兵，穿着\n重型作战服，手持盾牌和手枪",{"$nulls":4},"1.基本动作：行走/奔跑\n2.战斗动作：瞄准/射击/举盾\n3.受击与死亡动作：受击会根据部位产生相应的反应动作/死亡符合物理规律慢慢倒下"]
[]
[]
[]
[]
[]
[4,"狙击队长（BOSS）",null,"身型高于盾牌兵但纤细一点，身穿吉利服，手持狙击枪",{"$nulls":4},"1.基本动作：行走/奔跑\n2.战斗动作：瞄准/射击/靠近掩体掩护\n3.受击与死亡动作：受击会根据部位产生相应的反应动作/死亡符合物理规律慢慢倒下"]
[]
[]
[]
[]
[]
[5,"机枪队长（BOSS）",null,"身型等于狙击队长但壮士一点，头戴士官帽穿着高级作战服服，手持机关枪",{"$nulls":4},"1.基本动作：行走/奔跑\n2.战斗动作：瞄准/射击/靠近掩体掩护\n3.受击与死亡动作：受击会根据部位产生相应的反应动作/死亡符合物理规律慢慢倒下"]
[]
[]
[]
[]
[]
[6,"坦克（BOSS）",null,"结合整体画风，细节不用太多，Q版简约风\n坦克正常状态/坦克炸毁状态\n坦克炮弹模型",{"$nulls":4},"1.行驶动画：前进（车身轻微俯仰动作）/转向（转向动作要自然、流畅，符合坦克的机械结构特点）\n2.攻击动画：炮塔转向玩家开火，炮管会有后坐动作"]
[]
[]
[]
[]
[]
[7,"将军（BOSS）",null,"身型适中协调，头戴将军帽穿着将军服，手持手枪",{"$nulls":4},"1.基本动作：行走/奔跑\n2.战斗动作：瞄准/射击/靠近掩体掩护\n3.受击与死亡动作：受击会根据部位产生相应的反应动作/死亡符合物理规律慢慢倒下"]
[]
[]
[]
[]
[]
[8,"玩家",null,"特种兵服饰，黑色风格，可以简约一点但要带点细节",{"$nulls":4},"1.基础动作：架枪站立呼吸状态\n2.换弹动作：伸手换子弹\n3.死亡动作：死亡符合物理规律慢慢倒下"]
{"$rows_empty":7}
["扔飞镖（改为2D由原画ui出）"]
[]
["编号","名称",null,"描述",{"$nulls":4},"动画需求",{"$nulls":4},"参考"]
[]
[1,"场景",null,"扔飞镖的场景，四周是墙，8个靶子挂在墙上",{"$nulls":4},"靶子需要伴随外发光（特效需求）"]
[]
[]
[]
[]
[]
[1,"飞镖",null,"生活中常规的飞镖"]
[]
[]
[]
[]
[]
[1,"扔飞镖动画",null,"飞镖飞向靶子，命中靶子后出现奖励弹窗",{"$nulls":4},"镜头跟随飞镖（飞镖再空中旋转）刚开始慢镜头逐渐到正常速度，飞镖飞行命中靶子"]
{"$rows_empty":7}
["场景（同外星人项目共用场景模型，不能共用的再单独建模）"]
[]
["编号","名称",null,"描述",{"$nulls":4},"动画需求",{"$nulls":4},"参考"]
[]
[1,"军事基地",null,"整个场景主题为野外丛林军事基地\n参考现实中的军事基地但是Q版简约化"]
[]
[]
[]
[]
[]
[1,"建筑",null,"包含楼房、工厂、军营帐篷\n可以有点残垣断壁的痕迹"]
[]
[]
[]
[]
[]
[1,"场景元素",null,"不可破坏元素：哨塔、围墙、石礅掩体\n可破坏元素：沙袋掩体、铁栅栏、油桶、军车（正常状态/破损炸损状态）",{"$nulls":4},"沙袋掩体：被打的散落四周\n铁栅栏：往后倒（有种破门而入的感觉）\n油桶：油桶被击中爆炸火花四溅（特效需求）\n军车动画1：车头冒出烟雾（特效需求）\n军车动画2：产生爆炸效果"]
[]
[]
[]
[]
[]
[1,"场景地图",null,"地面：土壤草地（多土壤沙地/无需道路）\n绿植:高大的乔木（松树/衫树）、草丛\n远景：山峰山谷山坡沙丘等山地地形"]

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["游戏画风参考"]
[]
[]
[null,"欧美Q版简约风格"]
[]
[]
[{"$nulls":6},"人物建筑等建模可以参考口袋奇兵"]
[{"$nulls":6},"人物采用二头身（2.5头身）"]
[{"$nulls":6},"类似大头兵的感觉"]
[{"$nulls":6},"部分细节可以省略简约一点"]
[]
[]
[]
[]
[]
[{"$nulls":6},"界面以及按钮参考左图所示"]
[{"$nulls":6},"枪战类题材不要过于Q版"]
[]
[]
[]
[]
[]
["编号","名称",null,"命名","描述",{"$nulls":4},"参考"]
[]
[1,"通用旋转光效\n2D",null,"rotating_light_effect","游戏中获得奖励或部分弹窗所需光效"]
[]
[]
[]
[]
[]
[2,"爆炸\n3D",null,"explode","游戏中射击油桶产生的爆炸效果"]
[]
[]
[]
[]
[]
[3,"烟雾\n3D",null,"smoke","游戏中沙堆和石礅被攻击碎裂时产生的烟雾效果"]
[]
[]
[]
[]
[]
[4,"浓烈烟雾\n3D",null,"heavy_smoke","游戏中坦克（BOSS）和汽车被攻击后冒烟的效果\n烟雾效果大于沙堆石礅烟雾"]
[]
[]
[]
[]
[]
[5,"强烈爆炸\n3D",null,"powerful_explosion","游戏中坦克（BOSS）和汽车被打爆的爆炸效果\n爆炸程度效果大于油桶爆炸效果"]
[]
[]
[]
[{"$nulls":10},"·"]
[]
[6,"流血\n3D",null,"bleeding","游戏中子弹命中敌人时出现的血液飞溅效果"]