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双人实时文字对战REAL-TIME TWO-PLAYER WORD DUEL
logophile
双人英语词汇对战:按本轮要求输入单词,避开禁用字母,单词较长的一方对对手造成伤害。An English word duel for two players: meet the round’s word requirement, avoid banned letters, and deal damage with the longer word.
五人团队|2026.02–至今。我在已有可玩 Demo 时作为第四名成员加入,负责 Unity UI 与大部分动态表现,组织试玩并推动重复词规则调整。Five-person team | February 2026–present. I joined as the fourth member after a playable demo existed, implemented the Unity UI and most animation, organized playtests, and advocated a change to the repeated-word rule.
早期试玩版需要两人、两台设备。The early demo requires two players on two devices.
↓ 进入案例ENTER CASE语境与问题CONTEXT + PROBLEM
先定义玩家真正需要判断什么。Define what the player actually needs to judge.
每轮会给出“输入一个以 A 开头的单词”或“输入一个含有 ER 的单词”这样的要求,双方还要避开本轮禁用的字母;单词较长的一方会对对手造成伤害。Each round asks for something like a word starting with A or containing ER. Both players must also avoid that round’s banned letters; the player with the longer word deals damage.
我加入时,项目已经有玩法校验逻辑和可玩 Demo。我的工作从把 UI 设计师的静态稿做进 Unity 开始,再补上提示文字、页面转场、加载和结算的动态表现。The game already had validation logic and a playable demo when I joined. My work began with bringing the UI designer’s static layouts into Unity, then adding animated prompts, transitions, loading, and results screens.
关键决策KEY DECISIONS
规则不是功能清单,而是一组取舍。Rules are tradeoffs, not a feature list.
- 01
把静态界面做成能运行的对战流程BRINGING STATIC UI INTO THE MATCH FLOW
我搭建了菜单、房间、等待、对战和结算界面,并完成打字机提示、转场和加载动画。静态视觉稿由 UI 设计师负责,玩法校验逻辑和原始提示文案由主程实现。I built the menu, room, waiting, match, and results screens, with typewriter prompts, transitions, and loading animations. The UI designer supplied the visual layouts; the lead programmer implemented gameplay validation and the original prompt text.
- 02
允许玩家从对手的用词中学习LETTING PLAYERS LEARN WORDS FROM EACH OTHER
我推动把重复词判定改为只检查玩家自己的已用词,允许提交对手用过的词,希望玩家也能从对手的用词中学习。这项改动由主程写入可玩版本。I advocated checking repeated words against each player’s own history, allowing words previously used by the opponent. I wanted players to learn from each other’s vocabulary. The lead programmer implemented the change in the playable version.
- 03
组织试玩,把问题带回团队ORGANIZING PLAYTESTS AND BRINGING ISSUES BACK
我组织并参加入组后的每次试玩,安排玩家体验、讲解规则、记录问题,再与团队讨论后续调整。I organized and joined every playtest after entering the team, arranging sessions, explaining the rules, recording issues, and discussing follow-up changes with the team.



结果与反思OUTCOME + REFLECTION
把实现、验证和下一次判断连起来。Connect implementation, validation, and the next judgment.
在 GDC 2026 的 NYU 项目展示时段,我组织现场试玩并讲解玩法;展示结束后,也带着电脑继续邀请其他参会者体验。团队目前已重启开发,现有试玩入口见上方。During the NYU showcase at GDC 2026, I organized play sessions and explained the game; afterward, I continued inviting attendees to play on my laptop. The team has resumed development. The existing demo is linked above.
重复词规则随大版本一起更新,没有单独比较修改前后的效果。“从对手的用词中学习”是这次调整的设计意图,还不能当作已经测出的结果。The repeated-word rule changed as part of a larger update, without an isolated before-and-after comparison. Learning from the opponent’s vocabulary remains the design intention, rather than a measured result.