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发表于 2009-2-24 15:08:13 |只看该作者 |倒序浏览
Growing Pains Brad Wardell
Executive Producer of Demigod
CEO and President
Stardock


Back in 2003, we developed the PC strategy game Galactic Civilizations. It was published by Strategy First and was a great success – for Strategy First. Unfortunately, Strategy First filed bankruptcy while owing us over a million dollars. We made virtually nothing from the game. I sometimes wonder how different things would have gone had Stardock had an extra million dollars to invest in its digital distribution efforts (which led to Stardock Central in 2003 and later Impulse in 2008). But oh well.

After the debacle of Galactic Civilizations I, we decided we would start publishing our own games. We had a lot of ideas on how we thought game publishing should be done and worked them out during the release of Galactic Civilizations II in 2006. We also decided that we would start publishing third-party games so that other game developers wouldn’t have to go through what we had gone through.

In 2008, we released Sins of a Solar Empire. The partnership between publisher Stardock and developer Ironclad was unlike anything that I’ve seen before in our industry. The teams were integrated together such that Ironclad did many tasks that are usually the exclusive purview of the publisher and Stardock got heavily involved in the design of the game. The results speak for themselves.

This April, we will publish the second game developed externally – Demigod. With Demigod, we have taken the integration of the two teams to a whole new level. Having literally spent weeks at Gas Powered Games working closely with lead designer Mike Marr on the game’s design and coordinating actual development efforts by the Stardock development team and the GPG development team, I think we’ve really put something special together.

I write this while on board a plane coming back from the latest 5 day stay in Seattle working with the GPG team to get beta 3 out the door. It has been an absolute blast. There are people at GPG whose talent are just insane and whose contributions don’t get the attention they deserve.

As the confidence that Demigod was going to be a great game increased, so too has the initiative of the team members.

Let’s face it, back in September, we weren’t sure how Demigod would turn out. It was something quite different. Some would compare it to DotA but it has really taken its own path. But as Beta 3 has come together and we’ve all seen it come together we feel pretty confident that we have a pretty big hit on our hands – if we can get the word out anyway.


It’s been fun watching the team’s enthusiasm grow each time I visit. The morale gets stronger and the confidence greater.

Getting a firm hand on things
Back in September, Mike Marr (lead designer) and I had this engine and we had a budget to work with. Our friend John Comes had left to take up an opportunity at a brand-new studio and the game was really his baby. So Mike and I adopted this baby and over the last several month made the game our own.

We made a number of decisions early on that are only starting to bear fruit in Beta 3. First, we decided that we wanted to make a game that was very straight forward to play. A game that people could sit down and play and finish in a half hour or less.

Mike Marr had been the designer on SupCom: Forged Alliance and combined with my experience from Sins, we knew that as cool as those games were, if you want a game with a really vibrant on-line experience we’d need to modify the design so that games were shorter so that people’s “investment” in a given battle was more reasonable.


The other, riskier, decision was that we would need to create a bullet proof multiplayer system for the PC. While hard core gamers understand port forwarding on their router and such, the average user did not. That meant we would have to develop something relatively new – an external server that does nothing but handle all that kind of thing for the player.

With beta 3, we have started seeing the light at the end of the tunnel. Connectivity is still buggy but the architecture is still there, now it’s just a matter of fixing bugs rather than building the features.

The amazing team at Gas Powered Games and Stardock in action
Probably the coolest thing is just watching these amazing people working together.

For instance, as Gas Powered Games I’m in regular contact with Bartosz Kijanka who was heavily involved in Total Annihilatoin. He’s the Executive Producer of Demigod at Gas Powered Games. We’ve had a blast working together on this project.


Then there’s poor Shana Markham. I say poor because when I’m visiting, I violate every project management protocol by trying to bypass people to get my suggestions in. She’s the one who implements a lot of the balance changes. She’s also, easily, the best Demigod player I’ve encountered so far.

In the last couple months I’ve spent a lot of time working with Patrick Meade who is the Lead Engineer on Demigod. All “real” coding goes through him and we have a good time talking about different ways to architect the multiplayer features, thread safety, etc.
There’s also Caryn Law, better known as “Hell Chick” who is heavily involved in all things UI. Demigod does almost everything internally in LUA or as I like to call it, that evil evil scripting language. One of the reasons I think Demigod will be so successful is because it has people like Caryn who come up with cool looking stuff and takes a lot of personal pride in the quality of her work.

Another outstanding GPG contributor I worked with on this trip was Steve Thompson. He’s one of those people who can take a concept and make it incredible and (to use the cliche) thinks outside of the box. The Demigod box was the project he was finishing up while I was visiting. It would have been already done except I meddled in the box design up to the 11th hour.

Another person at GPG I really have enjoyed working with is Howard Mostrom. There’s no equivalent of him at Stardock. He walks around with a sound capturing device to add new and cool sounds to the game.

Speaking of sounds, John Lowrie who did voices for Total Annihilation came back to do some awesome voice over work for Demigod which shows up in Beta 3.


Now, I’m just touching the tip of the iceberg here. I could mention Bert Bingham for all the amazing things he does but, he killed my Demigod one too many times.

I’m working on the user manual now and like I said, I’m barely scratching the surface of all the cool people at GPG.

And I haven’t even mentioned Chris Taylor who has more vision in his pinky finger than I do in my entire body. Me, I’m just a gamer. I’ll rip off ideas from other games without an ounce of guilt. I’m a total hack. Chris Taylor, by cont流氓软件王t, is the real deal. He actually comes up with new ideas – that subsequently guys like me rip off and put into our games. Similarly, the GPG team benefits from guys like Jake McMahon, their President who has been with Chris since the Total Annihilation days at Cavedog.


…Meanwhile, at Stardock, we’ve got people like Cari Begle who is Patrick Meade’s counterpart in implementing code. I am pretty sure that Demigod is the first time Gas Powered Games has had the “publisher” checking out source code to work on in tangent. It’s worked out extremely well so far.

I also get to work with Pat Ford who I’ve been friends with since before I was old enough to drive a car. He’s the man behind Impulse Reactor’s database goodiness.

Heck, with Demigod, people from all over Stardock have gotten involved. Even the WindowBlinds team is contributing. For instance, Demigod is scheduled to include Impulse overlay technology (similar to what Games for Windows Live and Steam provide) where users can chat and pull up stats by hitting a hot key in game.

And so we see the light at the end of the tunnel…
With Beta 3 the game starts to come together. Like all Stardock published games, I suspect Demigod will be another “Where the hell did this awesome game come from?” like Sins of a Solar Empire and GalCiv II.



The collective game design and development experience between the two teams is awesome. Now we just have to finish the game and get it out there!

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沙发
发表于 2009-2-24 15:09:28 |只看该作者
无责任 Google  机器翻译

布拉德Wardell
监制神
总裁兼首席执行官
Stardock

早在2003年,我们开发的PC战略游戏银河文明。这是出版的战略首先是一个伟大的成功-战略第一。不幸的是,首次申请破产保护策略的同时,由于我们有100多万美元。我们几乎没有任何的比赛。有时候我想知道不同的事情,我们不会去了Stardock有一个额外的100万美元投资在其数字发行的努力(这导致Stardock中央在2003年和2008年以后脉冲) 。但是,噢良好。

惨败后的银河文明一,我们决定,我们将开始发布自己的游戏。我们有很多的想法,我们认为游戏出版工作应与他们工作期间释放银河文明二世在2006年。我们还决定,我们将开始出版第三方游戏,从而使其他游戏开发商也不会去通过我们已经历了。

在2008年,我们公布的原罪太阳帝国。之间的伙伴关系出版商和开发商铁Stardock是完全不同于我以前看过在我们的行业。这些小组等综合在一起的铁没有许多任务通常的专属权限的出版商和Stardock了大量参与设计的游戏。结果不言自明。

今年4月,我们将公布的第二场比赛发达国家外部-神。与神,我们采取了一体化的两个小组,以一个全新的水平。在字面上花周Gas Powered Games公司密切合作,首席设计师迈克儿对游戏的设计和协调的实际发展所作出的努力Stardock开发团队和开发团队的公益,我想我们真的把一些特别的合作。

我写此文时乘坐飞机回来的最新五天留在西雅图与公益团队得到的Beta 3出了门。这是一个绝对的爆炸。有些人在公益的人才只是疯狂和他们的贡献没有得到应有的重视。

作为神的信心,将是一场伟大的比赛增加了,所以也有主动的团队成员。

让我们面对现实,早在9月,我们无法确定如何将变成神。这是完全不同。有些人会比较它DotA但真正采取自己的道路。但是,随着Beta 3版本已经走到一起,我们都看到了一起,我们感到非常自信,我们有一个相当大的打击对我们的手-如果我们能够得到什么,这个词。

  
总是很有趣看到球队的积极性增长,每次我访问。强大的士气和信心更大。

获得公司一方面的事情
早在9月,迈克儿(首席设计师)和我有这个引擎,我们有一个预算工作。我们的朋友离开了约翰来采取了一个机会,在一个全新的录音室和游戏真是他的孩子。因此,迈克和我通过了这个婴儿,并在过去数月作出了我们自己的比赛。

我们提出了一些早期就这一决定刚开始结出果实的Beta 3版本。首先,我们决定,我们想的游戏,是非常直截了当地发挥。的游戏,人们可以坐下来和比赛中发挥一个半小时或更少。

迈克儿一直是设计师的SupCom :铸造联盟,结合我的经验,从罪恶,我们知道,凉爽的那些游戏,如果你想游戏的真正充满活力的在线体验,我们需要修改设计这样短的游戏,使人们的“投资”在一个特定的战斗是比较合理的。

  
另一方面,高风险,决定,我们将需要建立一个防弹多人系统的PC 。虽然核心玩家理解端口转发和对他们的路由器等,普通用户没有。这意味着我们将不得不发展一些相对较新的-外部服务器,它只不过是处理所有这种事情的球员。

与测试3 ,我们已经开始看到了尽头的光明的隧道。连接仍然是漏洞百出,但结构依然存在,现在只是一个时间的问题改正bug ,而不是建设的特点。

令人惊奇的团队Gas Powered Games公司和Stardock在行动
可能是最酷的事情就是看着这些令人惊讶的人一起工作。

例如, Gas Powered Games公司我经常与Bartosz Kijanka谁大量参与了共计Annihilatoin 。他是执行制片人的神的Gas Powered Games公司。我们已经经历了爆炸一道在这个项目上。

  
还有穷人沙娜马卡姆。我说的穷人,因为当我访问,我违反了每一个项目管理协议试图绕过人让我的建议英寸她是一个谁实施了大量的平衡变化。她也很容易,最好的神的球员我迄今为止所遇到。

在过去几个月里,我已经花了很多时间与帕特里克米德谁是首席工程师的神。所有的“真实”的编码经过他和我们有很好的时间谈论不同的方式来构建多的特点,线程安全等
还有Caryn法,更好地称为“地狱鸡”谁是大量参与了所有东西的用户界面。神不几乎所有国内的卢阿或我要呼吁,这邪恶的邪恶的脚本语言。其中一个原因,我认为神会如此成功是因为它像Caryn谁拿出冷静寻找的东西,并考虑了很多个人感到自豪的是她的工作质量。

另一个悬而未决的全球公益的贡献与我此行是史蒂夫汤普森。他是这些人谁可以采取的一个概念,使其难以置信和(使用陈词滥调)认为以外的方块。中的神,他是该项目是完成了,而我访问。这本来是已经这样做,除非我插手的方块设计到11个小时。

另一人公益我真的享有同是霍华德Mostrom 。没有相当于他Stardock 。他走在一个健全的捕捉设备添加新的和冷静的声音的游戏。

谈到声音,谁也约翰Lowrie声音为横扫千军回来做一些可怕的旁白工作神这表明,在Beta版3 。

  
现在,我刚才谈到的只是冰山一角这里。我可以提郝福宾汉姆所有令人惊叹的事情,但他不,他杀死我的神一太多次。

我工作的用户手册现在像我说,我几乎没有皮毛的所有超酷人公益。

和我还没有提到谁的Chris Taylor有更多的远见,他的小手指指纹比我在我的整个身体。我,我只是一个游戏。我会撕裂了想法从其他游戏,一盎司的内疚。我总攻击。的Chris Taylor ,相比之下,是真正的交易。他实际上是提出新的想法-即后来像我瑞普起飞和投入我们的游戏。同样,全球公益团队利益像杰克麦克马洪,他们的总统谁一直以来与克里斯横扫千军天Cavedog 。

  
...与此同时, Stardock ,我们有这样的人谁是搜索Begle帕特里克米德的国家在执行的代码。我非常相信,神是第一次Gas Powered Games公司已在“出版商”查看源代码的工作在切线。它制定了非常好的迄今。

我还要去工作,帕特福特谁我一直在朋友面前,因为我是老得足以驱动一辆汽车。他后面的男子脉冲反应堆数据库goodiness 。

章节,与神,来自全国各地Stardock已经介入。即使是WindowBlinds团队的贡献。例如,神定于包括脉冲叠加技术(类似的游戏的Windows Live和蒸汽提供) ,用户可以聊天和拉动统计触及热点的关键比赛。

所以我们看到光明在隧道的尽头...
随着Beta 3的比赛开始走到一起。像所有的Stardock出版游戏,我怀疑神将成为另一个“如果没有这个可怕的地狱游戏是从哪里来的? ”类似的原罪太阳帝国和GalCiv二。



集体游戏设计和开发经验的两支球队之间是可怕的。现在我们必须完成比赛,并获得了有!

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板凳
发表于 2009-2-24 15:10:16 |只看该作者
放眼望去 都一样
东南西北 同方向
如果再见,只剩怀念

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地板
发表于 2009-2-24 15:15:30 |只看该作者
什么时候发售呢?

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5#
发表于 2009-2-24 15:37:46 |只看该作者
不是说2月吗?都月底了怎么还不发售?

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6#
发表于 2009-2-24 15:49:23 |只看该作者
清香白莲素还真.

光来到世上为使信仰它的人不住在黑暗里。目的不是要审判世人而是要拯救世人。信者不会被审判,不信者已受审判。光临于世,世人宁爱黑暗不爱光明即已是审判。

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7#
发表于 2009-2-24 19:25:56 |只看该作者
某网站说是4月27日发售,上周才刚B3测试,这个月是不可能发售的

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8#
发表于 2009-2-24 19:48:23 |只看该作者
不会是全亮的游戏吧,全亮就不能GANK了,乐趣就少了很多

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射声校尉
查斯特斯级魔使

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9#
发表于 2009-2-24 19:59:55 |只看该作者

鸟文不明白...




.

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10#
发表于 2009-2-24 20:09:15 |只看该作者
原帖由 LJ32 于 2009-2-24 19:48 发表
不会是全亮的游戏吧,全亮就不能GANK了,乐趣就少了很多

不是全亮,有战争迷雾,不过估计也有可以调节全亮的选项

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2009.3最佳问答
◆◆◆◆◆◆◆◆

荣誉勋章大头像勋章youki贡献勋章SIMS梦工厂季度勋章

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11#
发表于 2009-2-24 20:11:27 |只看该作者
看起来不错

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12#
发表于 2009-2-24 20:15:07 |只看该作者
有跳就好了                      像信長一樣人人都可以買跳                      -
[b][color=green]夜晚总是短暂的 明日又将喧闹起来 QQ超级超级群 47700820  [/color][/b]

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13#
发表于 2009-2-24 23:32:54 |只看该作者
原帖由 030122 于 2009-2-24 19:25 发表
某网站说是4月27日发售,上周才刚B3测试,这个月是不可能发售的


不是说三月么,原来是4月?>_<
TA:spring2010年指定专用AI
S级AI
Supreme AI
Sexy AI
Sadism AI

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