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回報翻譯問題
Unturned Map Editor only alters the map, the actual gameplay is still zombie survival.
Make a map where you have to survive a helluva lot of zombies, like CoD Black Ops.
The altered gameplay still have connection with zombies, read my edit on first post for more explanation.
These tools typically include level/map editors, asset mangagement and conversion, some logic control (possibly by script interface and compilation for such).
The guts of the gameplay may be hardcoded tosome engines, but others may be entirely customiseable within the script base.
It's far quicker and easier to build games from these engines using these tools then building a game from scratch. It's also possible to tweak an engine to take advantage of later technological advancements or better implementations. As such, one engine can be used to source a number of products and the evolution of the engine itself keeps the games current.
Due to the increased complexity of most large games, and the unnecessary development tasks of re-coding shaders and core common methods which are optimised and relevant and really never going to change for any game, then it stands to good reason that games are built mostly on engines, since this is ultimately quicker and require less specialist codiing expertise. (or at least, that specialist coding expertise can be put to work on the aspects of the game that are key to the game itself, and not that which is generic) Overall, this means it's faster to get a product on shelf and so not only cheaper but allows for swifter turnaround.
SOME games are licensed with limited access to some engine tools. Some licenses contain the full toolset or the toolsets are available under separate license but available.
Pretty much always, though,. and especially with the greatest, most capable and most popualr engines, tehre is always an option to license the entire engine and tools.
These will contain everything necessary to create ANY type of game. The limit is really just down to your expertise and the effort you are willing to input.
I'm reminded of a "full-conversion" mod for the Aurora engine which essentially resembled Eve Online (admittedly with visual and playerbase disparity). The point being it exploited the potentials of the engine tools (which are freely available under license of the NWN1 game) to the full.
I would highly recommend licensing the Frostbite engine. You can see today already there's a huge variety of completely differnt game types created on this engine, and the potential for cross-platform and unified bases grant it a better oppotrunities for the future.