무기 설계자
빈 땅에서 시작하는 총기 제국. 총을 설계하고, 직원을 이끌고, 거래를 성사시키고, 습격에서 살아남으세요.
플레이 방법
마우스와 키보드로 플레이합니다. 회사를 세우고, 부지의 잡동사니를 치운 다음(J), 아래쪽 선반에서 골라 집 짓듯 건설하세요: 바닥(1, 2), 벽(3), 문과 창문(4), 기계(6), 가구(7), 터렛(8), 함정(9), 경비 구역(0). R 또는 휠로 배치할 물건을 돌리고, Q와 E로 시점을 돌리며, X는 환불, Ctrl+Z는 실행 취소입니다. U는 물품 주문, B 총기 제작소, P 생산, M 시장, N 거래, H 직원, T 기술, Esc 메뉴.
무기 설계자은(는) Spacey의 무료 3D 브라우저 게임이에요.
- 지금 플레이
- 브라우저에서 무료 · 다운로드 불필요
- 스타일
- 3D · 경쟁
- 언어
- English, Español, Français, Deutsch, Português (Brasil), 日本語, 한국어, 简体中文, العربية, हिन्दी
- 추가일
- 업데이트일
“Arms Architect — Comprehensive Game Design Document Core Philosophy: A granular, isometric tycoon simulation where your physical weapon engineering dictates your financial success, and your architectural planning dictates your survival. 👁️ 1. Visual Paradigm & Perspective • The Perspective: A fixed, gritty isometric angle mirroring Project Zomboid, built on a structural tile grid. • The World Aesthetic: Pre-rendered 2D isometric environments featuring layered roofs, weathered concrete, ambient industrial grime, and dynamic shadows cast by flickering fluorescent lights. • The Voxel Hybrid: While buildings and furniture utilize flat isometric tiles, all characters, machinery, and weapons are true 3D voxel models rendered with low-resolution textures. • The Macro View: The player can smoothly pan and zoom the camera out to a bird's-eye view, seeing the entire layout of their facility, surrounding perimeter fences, and incoming road networks simultaneously. 🔄 2. The Rock-Solid Core Gameplay Loop [ 1. RESEARCH & DESIGN ] * Spend Tech Points * Assemble voxel gun components * Set wholesale price vs. production cost │ ▼ [ 2. MANUFACTURE & DEVELOP ] ◄────────────────────────┐ * Allocate staff to assembly lines │ * Fine-tune batch quality (Game Dev Tycoon sliders)│ │ │ ▼ │ (Feedback Loop: Use [ 3. THE BLACK MARKET ] │ combat data to refine * Fulfill faction contracts │ future weapon designs) * Regional "HEAT" meter increases │ │ │ ▼ │ [ 4. BASE DEFENSE (TD PHASE) ] ───────────────────────┘ * Intruders path through the facility * Automated voxel turrets and hired staff engage * Defend the core vaults and production lines 🛠️ 3. The Voxel Weapon Workbench (The Engine) When designing a weapon, the UI pulls up a high-detail 3D grid workspace. Every weapon requires a foundational component (The Receiver) which acts as the spatial canvas. Component Matching Every gun part is composed of physical voxel blocks. Players must snap parts together using defined anchor nodes: • Core Receivers: Pistol, SMG, Rifle, Shotgun, Heavy. • Barrels: Short (High Mobility/Low Accuracy) to Heavy Fluted (Low Mobility/High Range). • Stocks: Fixed Wooden, Tactical Collapsible, Folding. • Ammunition Feeds: Standard Box, Extended, Drum, Dual-Magazine. Material Selection & Stat Math The player assigns materials to the voxels of each component. Material selection drastically impacts production cost, manufacturing speed, and combat stats: Material Type Cost Modifier Weight Durability Heat Threshold Best Used For Stamped Sheet Metal 0.5x Medium Low Low Cheap, disposable gang weapons Milled Tool Steel 1.0x Heavy High High Standard military contracts Carbon-Polymer 2.5x Ultra-Light High Medium High-end PMC stealth weapons Titanium Alloy 5.0x Light Maximum Maximum Elite special forces / Luxury builds 📈 4. The Development Phase (Game Dev Tycoon Style) Once a blueprint is finalized, you launch a "Production Run." Instead of instant crafting, your workshop enters a dedicated development cycle where you balance three critical development focuses using sliders: [◄═══ ■ ═════════════════►] RELIABILITY vs. FIRE RATE [◄═════════════ ■ ═══════►] ERGONOMICS vs. PRODUCTION SPEED [◄═════ ■ ═══════════════►] CALIBRE FORCE vs. RECOIL CONTROL The Allocation Matrix • Design Phase (30% of cycle): Gunsmiths allocate points into Accuracy and Handling. • Machining Phase (40% of cycle): Machinists allocate points into Reliability and Weight Reduction. • Testing Phase (30% of cycle): Security staff test-fire the prototypes, smoothing out bugs (jamming risks) before mass distribution. • The Review System: Upon completion, the weapon receives a market evaluation score from underground brokers (e.g., "9/10 - The Skullcrusher SMG is a masterpiece of cheap fire rate, but it jams constantly"). These reviews dictate how rapidly your inventory sells and how much reputation you gain with buying factions. 🌲 5. The Architecture Tech Tree Progress is locked behind a comprehensive multi-branch Tech Tree. Players unlock nodes using Tech Points generated by active engineering and successful defensive operations. [ START: HOME WORKSHOP ] │ ┌───────────────────┴───────────────────┐ ▼ ▼ [ METALLURGY BRANCH ] [ LOGISTICS BRANCH ] ├── Milled Steel Receiver ├── Secure Vaulting ├── Gas-Operated Piston Action ├── Counter-Intelligence (Heat Reduc.) └── Advanced Carbon-Polymers └── Dark Web Faction Networks │ │ └───────────────────┬───────────────────┘ ▼ [ AUTOMATED SECURITY ] ├── Voxel Turret Mount MK. I ├── Laser Tripwires └── Heavy Blast Doors 🛡️ 6. The Cities: Skylines Management & Tower Defense View The player builds their factory floor using a modular room editor. Rooms must be laid out strategically to maximize production efficiency while creating a brutal, defensible gauntlet for intruders. Room Classifications • Production Floor: Houses CNC machines, lathes, and assembly lines. High noise and high structural footprint. • The Armoury & Vaults: Stores finished weapons and cash reserves. This is the primary target for raiders. • The Security Hub: Contains CCTV monitors and guard barracks. Extends the defensive pathing range of your staff. The Defensive Gauntlet (Tower Defense Mechanics) When regional HEAT triggers an assault (Rival syndicates, FBI Raids, or Corporate Saboteurs), the game enters Defense Mode. [Spawn Point: Loading Dock] ──► [Reinforced Blast Door] ──► [The Sinuous Corridor] ──► [The Vault] │ │ ▼ ▼ [Strobe/Gas Traps] [Voxel Weapon Turrets] • Fixed Pathing Rules: Raiders enter through logical breach points (Garage doors, ventilation grates, sewers) and travel toward your vaults or machinery. They will follow the path of least resistance but will use breaching charges to blow through walls if completely boxed in. • Voxel Weapon Turrets: Players construct stationary turret mounts along walls and ceilings. You can slot any custom gun you have engineered directly into these turrets. A turret loaded with your custom-designed high-caliber voxel minigun will fire with the exact stats, fire rate, and jamming risks calculated during its manufacturing phase. • Staff Command: Hired guards act as mobile towers. You paint defensive sectors on the floor layout. Guards will hold their ground, fallback to secondary chokepoints, or escort non-combatant gunsmiths to secure panic rooms based on your global security directives.”
게임을 탭해 앱에서 플레이한 다음 위로 스와이프하면 다음 게임으로 넘어가요.
무기 설계자: 자주 묻는 질문
무기 설계자은(는) 어떤 게임인가요?
무기 설계자은(는) Spacey의 무료 3D 브라우저 게임이에요.
무기 설계자은(는) 어떻게 플레이하나요?
마우스와 키보드로 플레이합니다. 회사를 세우고, 부지의 잡동사니를 치운 다음(J), 아래쪽 선반에서 골라 집 짓듯 건설하세요: 바닥(1, 2), 벽(3), 문과 창문(4), 기계(6), 가구(7), 터렛(8), 함정(9), 경비 구역(0). R 또는 휠로 배치할 물건을 돌리고, Q와 E로 시점을 돌리며, X는 환불, Ctrl+Z는 실행 취소입니다. U는 물품 주문, B 총기 제작소, P 생산, M 시장, N 거래, H 직원, T 기술, Esc 메뉴.
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