天邈汉化组翻译【中级】 游侠足球经理工作组【制作】
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【FMYX】【FM2010 Blog】【六】对带头大哥Paul Collyer的采访
【FMYX】编辑/翻译:[url=]MythCreator[/url]@游侠
【FMYX】欢迎转载,但请注明出处!
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在昨天的Blog中,我介绍了玩家将在FM2010中所看到的比赛界面。
今天,我将把注意力集中在隐藏在图像以下的有关比赛如何进行的底层内容。
多年以来,这部分的设计由SI建立者之一,Paul Collyer控制。
首先,介绍一点游戏引擎的背景知识。
在17年前我们刚刚开始制作足球经理类游戏的时候,你能看到的比赛引擎的全部内容就是文字解说。
2003年,我们首次引入2D比赛画面。5年之后(即2008年底发售的FM2009),我们又加入了3D的比赛画面。
制作这样的比赛引擎,Paul需要观看海量的足球比赛。可怜的家伙!
当然他不仅仅只是在现场或者电视上观看足球比赛,我们还拥有真正的足球经理们使用的比赛分析软件,来使我们的工作更精确。
Ray Houghton,前爱尔兰国家队主力球员-现在作为SI的顾问-主要的工作是告诉Paul在游戏的比赛过程中球员做了哪些他们在现实中不可能做的事。
游戏引擎的设计工作永远不可能“完成”。它始终在进步。游戏引擎的每个变化不仅仅只有我们的内部人员在测试,我们的测试“梦之队”:在Football Manager Live(一个线上的可以支持大量玩家拥有自己的俱乐部并进行管理的游戏版本)上进行游戏的数以千计的玩家也在帮助我们进行测试。
于是伴随着游戏每周的更新,大量的玩家可以反馈给我们改进建议以及明显的程序错误和问题。
Miles Jacobsen(以下简称MJ):那么,我的第一个问题是“在FM2009之后,游戏引擎有了哪些变化?”
Paul Collyer(以下简称PC):这一年我们尽可能的分析了引擎的很多不尽人意的地方并尝试改进它们。两个很好的例子就是传球以及对控球队员的盯防。我们充分的使用了内部测试人员和外部测试队伍。
MJ:你提到过“球员习惯动作”中将会有新的东西,什么是球员习惯动作,还有新增的是什么?
PC:一个球员的习惯动作将使这名球员在比赛中更多的做出某种行为。譬如说“经常尝试远射”或者“经常盘带”。某种程度上我们把这些习惯和他们的战术指令相关联,于是如果你有一名球员有“经常尝试远射”的习惯,那么在球员的个人战术指令中,你也应该让他这么做。当然,如果你不想让他经常打飞机,你就要在个人战术指令里把他的尝试远射项调低。习惯的另一种表现形式是,比如“极少带球突破”,并不是所有的球员习惯动作都有对应的指令。当然,也有“尝试远距离直接任意球”这样不影响球队整体战术的习惯。最后要说的是,今年新增加的比赛习惯包括以下两种:“超远距离界外球”以及“寻找传球机会而不是射门”(应该不止)
MJ:有没有什么你可以透露的FM2010的比赛引擎的新东西?
PC:非常多。其中一个你或许会很喜欢的是,如果一个球员已经打入两球并且球队获得一次点球机会,有很大可能性会由他来主罚以完成帽子戏法。而且我们还改善了球员在各种球场条件上的表现,比如停球能力差的球员在湿滑场地上会很难控制住球。
MJ:还有什么你要说的么?
PC:有的,我希望玩家们能从我们的每一次新版发行中感觉到我们模拟真实的进步:球员的表现逼真的就像在真实的球场中看到的那样!
谢谢Paul。你们都看到了。今年的比赛引擎将带来大量改进。
明天,我将带来新的战术设计模块的上半部分。再见!
英文原文:
Yesterday in the blogs, I dealt with changes to the match view, which is what you see on the screen during matches in Football Manager 2010.
Today, I'm looking at what goes on "under the hood" to decide the action that you see on the screen.
For many years this area of the game has been controlled by Paul Collyer, co-founder of Sports Interactive with his brother, Oliver.
But first a bit of background behind the match engine itself.
When we first started making football management games 17 years ago, all you could see of the match engine was text based commentary.
In 2003 we released a game with a 2D top down representation of the match engine. Five years later, with last year's Football Manager 2009, we had a 3D display for the first time.
To make the match engine, Paul has to watch a LOT of football. Poor guy, huh?
But he doesn't just watch football live, or on the telly, we also have the same tools that real life managers use for analysing football matches, to help ensure that it's as accurate as possible.
On top of that Ray Houghton, the ex-Republic of Ireland international, is a consultant at SI, with his main role being to watch the match display and tell Paul where the players are doing things that they wouldn't in real life.
The match engine will never be "finished". It constantly evolves. The changes that are made in the match engine are tested not just internally, but also externally with our test "Dream Team", and it also gets put into the beta versions of Football Manager Live (the massively multiplayer version of the game where you own your own club, as well as manage it) for a couple of thousand more people to test.
So lots of people look at versions of the match as it updates each week, and give feedback on the realism aspect and point out any bugs and issues that might be apparent.
Miles Jacobsen: So, my first question to Paul was "what's changed since FM2009 in the match engine?
Paul Collyer: Well, it's been a steady year of analysing as many areas of weakness as possible and trying to improve them. Two good examples are passing and the marking of the player with the ball. We have used both our in-house testers and our external team of beta testers to the full. I think the general AI is better, albeit never 'finished' in my eyes.
MJ: You mention that there are new "player preferred moves" in the match engine now - what are player preferred moves, and what new ones are in the game?
PC: A player preferred move is an action that the player tends towards in the match. That could be 'likes to try long shots', or 'likes to run with the ball'. Where possible we have linked these to their tactical instruction counterparts, so if you have a player who 'likes to try long shots' then you need to set his 'try long shots' instruction with reference to that. In other words, to make him try them less make sure you set them to the lowest setting possible. It works the other way for negative PPMs like 'runs with the ball rarely'. Not all of the PPM's have instructions that match, of course, there are stuff like 'tries long range freekicks' which simply shape the kind of player you have regardless of tactics . Anyway, new ones added for this year include 'has flat hard throw' (Rory Delap ) and 'looks for pass not shot'.
MJ: Are there any nice little touches you can talk about that are new to the match engine for FM2010?
PC: There are lots. I know one of your favourites is that if a player has scored twice in a match and his team get a penalty, there's a good likelihood that he'll be given the ball to take the penalty so he can get a hat-trick, and we have also better modelled the effects on players of stuff like pitch condition, as in a player with weaker first touch may find it harder to control a ball on a wet pitch
MJ: Is there anything else you'd like to say?
PC: Yes, I hope people see that with each release we try to get a bit closer to the holy grail of football management games: a lifelike and believable match simulation that allows the user and his players to express themselves as accurately as if he was watching it from the dugout!
Thanks Paul. So there you have it. Lots of improvements and changes for this years match engine.
There are no new videos today (sorry!), but for those who have missed the previous videos or previous blogs, you can see a complete list of all the blogs here - Days 4 and 5 are the ones with match engine videos in.
Tomorrow, I'm going to reveal the new tactics creator with the first in a two part look at it. See you then!
Cheers
Miles
[ 本帖最后由 涅磐重生 于 2009-9-10 21:32 编辑 ] |
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