- UID
- 1943456
- 主题
- 262
- 阅读权限
- 30
- 帖子
- 654
- 精华
- 0
- 积分
- 361
- 金钱
- 3015
- 荣誉
- 3
- 人气
- 30
- 在线时间
- 1314 小时
- 评议
- 0
- 帖子
- 654
- 精华
- 0
- 积分
- 361
- 金钱
- 3015
- 荣誉
- 3
- 人气
- 30
- 评议
- 0
|
本帖最后由 fanbu 于 2014-6-25 23:39 编辑
【饥荒游戏新闻】暖火边的谈话(来自一名电子游戏设计师)(2014年6月20日)
原文地址
http://forums.kleientertainment.com/topic/37668-fireside-chats-with-a-video-game-designer-june-20-2014/
这篇文章说的是,饥荒游戏klei开发组的一个新人,北美英文klei论坛ID sethR自谈自话的事儿。论及一些饥荒游戏DLC2 DST饥荒游戏一起版的开发事儿。
正文:
Hey everyone! For those of you who don’t know who I am yet, my name is Seth Rosen. I’m a designer who has worked on The Screecher and Reign of Giants while at Klei.大家好!对于那些不认识我(译者注:指sethR)的,我名字是seth rosen。我是一名设计师,在klei公司,之前工作于The Screecher(译者注:饥荒游戏原版的一个官方mod),和Reign of Giants (巨人王朝DLC)
For those who do know me: 对于那些不认识我的:
spoiler展开内容 :(译者注,这个展开内容部分我打不开,有能直接打开北美全部网站的玩家,自己到上头原文地址去看一下吧)
Last week, Joe gave you a progress report on Don’t Starve Together (which was an awesome overview of where we’re at and what we've got left to do!). This week, I wrapped up my work on Reign of Giants and am now transitioning to work on Don’t Starve Together.
上周,joe给我一个“饥荒游戏一起版”的进度报告,(里头有不错的总览,包括我们在哪儿还有我们还有什么要做!)。这周,我把我的基于巨人王朝DLC的工作打包,然后现在过度到“饥荒游戏一起版”的工作。
One of the last things that I did while working on Reign of Giants was to write a novella--okay, maybe just a short story--that relates an abridged history of Don’t Starve and talks about the process of designing Reign of Giants. Because it’s quite long, I’m going to spread it out and post pieces of it over the next couple weeks.
我在巨人王朝DLC做的最后几件事之一就是,写个中篇小说(译者注:他开玩笑)——好吧,也许一个短篇——和饥荒游戏删减版历史有关,并且谈论设计巨人王朝DLC的过程。因为太长,我打算摊开,然后接下来的几周,发成几段。。。(译者注:给社区增加灌水料么?)
After that, whenever I can manage the time, I’m going to continue writing dev logs focusing more directly on our progress with Don’t Starve Together. Now that I’m concentrating on Don’t Starve Together, I’ll be more active on this subforum as well.
之后,无论什么时候我有时间,我打算继续写开发日志,更直接集中与我们的DST“一起版”进度。现在我打算集中于DST一起版,我也会在这个论坛子版块更活跃(指klei的官方论坛饥荒游戏together那个版块)
Don’t Starve Together: Team Composition and What We’re Doing
饥荒游戏一起版DST:团队合作与我们正在干嘛。。。。
Now that I've fully joined the Don’t Starve Together team, what does that change? Not an enormous amount, actually. Sure, there’s one more person banging on a keyboard. 现在我全职加入DST一起版团队,有什么变化?不是很大量的(改变)实际上。当然,那儿多了个人凿键盘。
But even before my arrival, the technical problems that needed solving (i.e. the biggest roadblocks to Don’t Starve Together existing in a truly playable state) were in good hands: we've got three programmers working out the networking and syncing for the game.
但是甚至就在我到之前,就有技术问题要解决(就是说,更大的路障妨碍DST一起版,存在于真实可玩的状态)有靠谱的人在弄:我们有3编程,在为游戏弄网络和同步。
They’re making great progress and we’re hoping to do another group play session in the office soon. Those three programmers were the entire Don’t Starve Together team before I joined them--now we are four.
他们一直进展不错并且我们希望办公室很快有另外一组玩会话进程问题。那仨编程全全是DST一起版团队的,在我加入他们之前就是了——现在我们有4个了(译者注:加上sethR)。
In a few weeks, we’ll be adding an artist to the team to help us make the new screens needed for multiplayer (i.e. server browser, etc) nice and pretty and to add any new animations etc that we’ll need.
几周内,我们会加上美工组帮我们弄新的界面,多人版本需要(就是说服务器浏览器,等等),漂漂亮亮并且增加新动画等,我们需要的。
We don’t know what those animations actually are yet, but the work that I’m doing will determine that in short order. Specifically, I’ll be focusing on resolving the complications in gameplay and mechanics/systems introduced by additional players being in the mix.
我们还不知道那些动画实际怎么样,但是我正做的会马上决定那个。特别是,我集中于解决复杂游戏性还有机制/系统问题,在有额外玩家乱成一团的时候。
Largely this means answering questions like “how does death function?” and “what happens to the game time if you sleep in a tent (or do anything else that skips time) with other players in the game?”
很大程度上,就是说,回答问题诸如“死亡怎么实现?”还有“跟随游戏时间会发生什么,如果您在帐篷睡了(或者做了其他的会跳过时间的事儿),在游戏里还和其他玩家一块儿玩”。
Right now, I’m experimenting with death and revival mechanics. Don’t Starve is a slow enough and long enough game that we don’t anticipate that people will primarily be playing a given character in just one sitting. 现在,我正实验死亡和复活机制。饥荒游戏是一个足够慢而且长的游戏,我们不会过早提出,人们就会主玩一个给定角色,就以一种设置。
Because of that, we’re going to need a way for people to play in persistent worlds. This, in turn, means that death needs to be a slightly softer failure, otherwise your multiplayer game quickly becomes a single player game.
因为,我们需要给人们一种方式去游戏于持续性世界。这个,话说回来,就是死亡得是轻度的更软性的失败,否则您的多人游戏快速变成单机游戏了。
My first test is making it so that when you die, you turn into a ghost. Ghosts can haunt things in the world and those things will have various reactions to being haunted.
我的第一个测试就是弄它,好让你死了,你变成鬼魂。鬼魂能吓唬世界里的东西,还有那些东西会在被吓唬后有各种反应。
Generally, as a ghost, you’re trying to re-establish your connection to the physical plane. Fully establishing that connection will revive you, but staying a ghost for too long will decrease your maximum health, including after revival.
总体来说,作为一个鬼魂,你会一直试图重建和物质位面的联系。完全建立那个联系就会复活你,但是保持鬼魂姿态太久会减少你的最大健康,包括复活后(的状态)。
I haven’t seen this ghost mechanic in action in a “real” situation yet (i.e. not just me testing it with two instances of the game running on my machine) and it may not end up being in the game, much less the default behavior, but I like how it’s shaking out so far.
在一个“真实”的环境下,我还没看到这个鬼魂机制(就是说只有我用在我机器上的2个游戏实例,测试它)并且它不会在游戏内结束,更少的默认行为,但到现在为止我喜欢它晃出来的方式。
A quick aside: I mentioned default behavior there because we’re hoping to allow you to play in a few different ways--persistent and more casual games, competitive and more antagonistic games, and hardcore/”true Don’t Starve” games .
一条简短旁白:我提到默认行为,因为我们希望允许你以不同方式玩——持续并且更休闲的玩,竞争性且更对抗性的玩,还有核心玩家/“真实难度饥荒游戏”玩法。
Anyways, once the ghost stuff is fleshed out a bit more, I’ll try to grab some video to show you folks what this early and experimental stuff looks like.
无论如何,一旦鬼魂东西更充实后,我会试试搞点视频,展示给你们大家早期还有实验性东东看起来神马样。
An Abridged History of Don’t Starve: Focused Development
一个缩水版的饥荒游戏历史:集中于开发
To give you a bit of historical context to the size and makeup of the group making Don’t Starve Together, Reign of Giants was built with a team of two designers, one programmer, two artists and one sound designer. 要给你们一点合大小的历史性背景资料还有补充内容关于DST“一起版”,巨人王朝DLC由2个设计师的团队建起来,一个编程,2个美工,还有一个音效设计(译者注:怪不得问题那么多,进度也马马虎虎。每个大版本新加东西和大型游戏没法比。果然是小地方出来的。)
Don’t Starve’s team started at about six strong during pre-beta, growing in size to approximately twelve at the height of development (i.e. when releasing frequent updates).
饥荒游戏团队启动了大约6个大汉,在预览版beta测试时候,在开发鼎盛时期大小增长到大概12个(就是说,当发布频繁更新补丁时候)
Bear in mind that basically everyone at Klei wears multiple hats: animators make art for the UI, designers write gameplay code, programmers come up with designs, etc etc.
请不要忘了,基本上klei每个人都戴着多个头衔:动画师制作用户界面的艺术图形,设计师写游戏性代码,编程和设计一起来,等等等等(译者注:小团队的苦x人生)
Though I've presented these as different teams, realistically, it’s just been different focuses for Don’t Starve and the group working on it. So what’s the history behind these shifts in focus and team composition?
尽管如此我呈现这些如同不同的团队,非常现实地,饥荒游戏和为它工作的团队有不同侧重。所以这些关键变化背后的历史还有团队协作都是神马样儿呢?
Don’t Starve first became publicly available as a beta version during the Summer of 2012. If you were around then, the game that you played was quite different from what you see today. 饥荒游戏首先,变成公开可用作为一个beta版,是2012年夏天。如果你们那时关注,你们玩的游戏和你们今天看到的很不同。(译者注:早年的饥荒确实东西不多。少到可怜,让人以为是2~3个人的indie game工作室开发的)
Even the version that existed on the day of the game’s official release (April 23, 2013) was pretty different from that initial version (and today’s version, for that matter).
甚至到了游戏官方发布的日子那时的版本(2013年4月23日)是和初始版本很不同(也和今天的版本很不同。)
Despite all the changes, the core aesthetic experience of playing Don’t Starve didn't go through any massive tectonic shifts. Mechanics have come and gone, creatures and seasons have been added, etcetera etcetera.
抛开所有的变化,饥荒游戏核心美学体验没有穿过任何构造性改变。机制来了又走,生物和季节加入,等等等等。
The game has evolved through iterative and incremental development and through community feedback and discussions. Throughout, our efforts were focused on making a single player survival experience in a procedurally generated world full of mysterious creatures and interacting systems.
游戏反复进化,还有增加性的开发,还有透过社区反馈和讨论。一路过来,我们的努力集中于制作一个在逐步生成的世界中,进行单机生存体验,满是神秘生物还有相互影响的系统。
At the end of October 2013, Don’t Starve was “done”. We’d just finished releasing frequent updates for six months following the official release, as promised. 2013年10月末,饥荒游戏“完成”了。我们就结束了6个月的频繁更新发布,如同声明的那样。
Having finished the updates, which kept us quite busy, we had a chance to take a breath and really examine where the game sat.
完成那些更新,让我们很忙碌,我们有个机会喘口气,并且真的检视游戏到什么程度。
We were very happy with the game as it was and proud of what we had made--it felt complete and we were excited to see what the modding community would do with the game as time went on. But just because something is complete doesn’t mean it can’t be more.
我们很高兴游戏如同它应该那样,骄傲于我们做出的东西——它看来完整,并且我们兴奋的见到mod制作社区会随着时间持续为游戏做点东西。但是就因为某些东西弄完了,不意味着它不可以变得更多。
Enter Reign of Giants, but with a worse name at the time--it went through a few iterations, mostly mediocre-at-best puns involving “seasons”. 进入巨人王朝DLC时代,但当时有个更糟的名字——经过了少量反复,大多数质量中等偏下也可以理解为挺好的双关语都和“季节”有关。
The team sat down to talk about the various aspects of Don’t Starve: which aspects we felt worked well (i.e. things to reinforce and recreate) and which could be made deeper and more robust for veteran players.
团队坐下来,谈论饥荒游戏的各个方面:有些方面我们做的好(就是说增强的和娱乐性的内容),还有可以深度挖掘的,还有对于老玩家更有生命力的东西。
With a longer development period than the preceding updates, Reign of Giants provided us a chance to make larger changes. We wanted to continue with the core experience of Don’t Starve and emphasize the highs and minimize the lows, or at least make them less frequent.
比之前各更新,更长的开发周期,巨人王朝提供我们一个机会,弄更大的变化。我们想要继续饥荒游戏的核心体验,还有强调高大上的,并且缩小低端的,或者说至少弄得不那么频繁。
Now it’s June 2014, Reign of Giants is finished and we’re excited about the state of the game. But, as was the case in October, just because something is complete doesn't mean it can’t be more. 现在是2014年6月,巨人王朝DLC完成,并且我们兴奋于游戏的状态。但是,如同10月份的案例那样,就是因为东西弄完了也不代表它没法变更多。(译者注:意思是还可以玩各种新mod?)
We had an opportunity to switch gears a bit and take a serious look at something that, despite being a hot topic, had not yet truly been viable: multiplayer.
我有一个机会切换点装备,然后严肃地看点东西,不管是热门话题,还是没有真正实现的事儿:多人联机玩法。
There are still a lot of questions as to exactly what that means and, together with the community, we’re eager to figure out what that game mode will offer.
还有老多问题,基于问题本身的所意味的事情,伴随着社区,我们期待能最后弄出游戏模式能提供的东西。
For all the questions that multiplayer presents, there are a couple things we know for sure: 1) It’s the end of an era: the end of Don’t Starve as a strictly single player experience (and, thus, development focusing on that aspect of the game)
对于所有多人游戏呈现的问题,有些事儿我们确定:第一,一个时代完结了:饥荒游戏作为一个严格的单机游戏体验完结了。(还有,因此,集中于游戏这些方面的开发(也完结了))
and 2) once again, the team will be focusing on one thing (Don’t Starve Together, in this case) for the immediate future and we don’t know what may come after that.
还有第二,再度声明,团队不会集中于一件事儿(在这个话题上,是说DST一起版)在近期内吧,还有我们不知道之后会发生什么。
That’s it for today. In the future, I’ll talk about the process of building Reign of Giants and, beyond that, write some more current-events posts as we make Don’t Starve Together a reality.
今天就说这么多。未来,我会谈论制作巨人王朝DLC的过程,还有不止那个,写一些更当前的事件帖子,随着我们把DST一起版弄成现实。
As always, keep the thoughts coming! We’ll be watching.
和以往一样,保持想法来(给我们)!我们会看着的。
(译者注:最后这个就是说,饥荒游戏北美英文KLEI论坛,相关DST一起版的那个版块,网址是http://forums.kleientertainment.com/forum/66-dont-starve-together-general-discussion/
如果你英文好,可以去注册帐号,发一些你的游戏想法,创意,意见等等,包括你希望未来多人版饥荒游戏加入什么,都可以提,注意礼貌,交流用英文。)
=-=-全文完=-=-
|
|