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Bornakk:欢迎来到本节问答单元。这次我们的嘉宾是D3游戏设计主管Jay Wilson,欢迎来到我们的节目!
Jay Wilson:谢谢。
Bornakk:今天我们带来了几个玩家们很感兴趣的问题。首先是一个来自美东区会员Daleks的问题:D3中的庇护所世界仍然会有各种各样的神殿么?
Jay Wilson:神殿的确有些让人很喜欢的方面,比如说人见人爱的经验神殿。它们是驱使玩家探索下去的动力之一。怪物神殿有时也很好玩,因为可能不只会从什么地方就冲出来一只你没见过的金怪,有时会很刺激。不过大多数时候,神殿的作用就是在某个毫不相关的地方给你个增益效果,而那并不是我们真的想要的东西。我们尝试着取其精华,并且把这些值得保留的特性融合在任务与事件系统中。当你触发了一个有情节的任务或事件时,你就会得到类似神殿给你的那种奖励,或者其他的任务奖励。所以基本上来说D3中不会再有像D2中那样的神殿,但是我们会把神殿的特性以别的形式保留下来。

点击看大图
暗黑破坏神3中的天赋树,和魔兽世界的很像
Bornakk:所以这种奖励仍然会有随机性和自发性。
Jay Wilson:是的,其实这种奖励真的可以增加一些随机性并提升游戏体验,但是遗憾的是以前的各种神殿真正发挥了这种作用的并不多...
Bornakk:耐力神殿?
Jay Wilson:嗯,耐力神殿可以让你跑上很长一段时间。技能神殿会让你的技能变强一些。我们感觉我们能把这些好的特性融入到事件当中,那样会更有趣更好玩。
Bornakk:啊,那真好。下一个问题来自Fairfield, Connecticut的David Nishball:建筑物都可以进入吗?比如说像D2第2幕中的娅特玛酒吧那样。
Jay Wilson:肯定会有一部分建筑能进入的,我估计这会跟D2中的相对数量差不多。对于大多数的城镇,我们不会开放所有的建筑,因为我们没理由花费大量的时间去做那些没多大意义的美工。很多玩家都是风驰电掣般的扫过一个个城镇,他们也根本不会想着要进去某个建筑看看。不过我们肯定会为了配合游戏剧情和任务开放一些特定的建筑的。

点击看大图
新的符文造型,每个都有不同的颜色图案。
Bornakk:好的。下一个问题来自美西区会员James:对于游戏后期的装备选择,是会有多种的可行出装方案,还是会像WoW那样每个职业只有几种“终极最佳装备”?
Jay Wilson:这个绝对会是多样化,并且是比较全面的多样化。你可以回想一下D2中你可以有多少种不同的角色培养路线,而在D3中,通过加入符文系统,这种多样性得到了进一步扩展。你可以完全自由选择技能组合培养方案,这比目前像WoW之类的绝大多数网游都更加开放,而因此,你的人物需要什么装备也是基于你的技能组合路线的。
对于物品,我们正集中精力尝试做的一件事是使得装备更加具有特性。所以说真的,玩家们完全可以选择他们想要什么样的东西,但也不是说“哦,这是件给野蛮人穿的盔甲”这样的死板属性,或者你拿到了就没什么可以再提高的死板套装。那样不够“暗黑”,不够好玩。我们希望装备组合会比D2更加具有多样性。
Bornakk:没有最好只有更好,对么?
Jay Wilson:是的,总是有更好的搭配方法Bornakk:很好,就要那样。今天我们的最后一个问题来自James Wichtowsky:你们是否已经定下了一套物品等级颜色表?
Jay Wilson:我们其实为了这个已经折腾过几回。我知道WoW的开发团队在制定装备色表的时候曾经提到过借用D2或者其他的网游,不过他们最终选择了一套他们认为比较好认的方案。我们其实考虑过要效仿它(WoW),而且我记得我们之前公布的一些消息,或者是BlizzCon上的展示版本都用了一套与WoW很相似的装备色表,不过我们都不太喜欢它,它感觉不够“暗黑”。所以说那种简单的系统配不上暗黑破坏神。
现在我们已经有套固定完整的色表,它跟D2的色表很相似。我们调整了一些颜色的色度来使其更容易辨认(尤其是对于色盲患者),更完善。我们也改掉了一些,比如说史诗级别从金色改成了紫色(算是对WoW的小小承认),因为金色和黄色通常容易混淆。即使金色的字母比较显眼,其他的方面两者还是不好区分。所以我们采取这种折衷方案:既不会脱离D2太远,又修复了这些很现实的问题。我们发现一旦我们跟D2走得太远,我们就会觉得不对劲。所以现在魔法物品是蓝色,稀有物品是黄色,史诗物品我想是紫色...不太记得清了...可能实际上不是紫色因为貌似我们把紫色用在了一类我们尚未公布的物品上。然后如果我们会有套装的话那肯定会是绿色的,对于套装我们还没定下来。
Bornakk:好了,以上就是今天关于D3的全部问题了,谢谢Jay。
Jay Wilson:很高兴能帮忙。

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鼠标放到物品上就会显示物品属性,还会显示物品图标
《暗黑3》怒气系统详细介绍,怪物的35种死法
Bashiok: Welcome to BlizzCast 8, my name is Bashiok your Diablo III Community Manager. With me today is Julian Love, Lead Technical Artist and Mike Nicholson, our UI guy, he’s a Senior Artist on Diablo III.
Bashiok:欢迎来到BlizzCast第8期,我是D3社区管理Bashiok。今天我请来了我们D3开发团队中的首席美工Julian Love和“界面小子”-资深设计师Mike Nicholson。
Bashiok: Starting with Julian some people may know you from WWI and BlizzCon, you were up on stage giving some presentations, for those who don’t know you personally what do you do on Diablo III?
Bashiok:我们先从Julian开始,关注过WWI和BlizzCon的人可能会知道你,因为你是站在台上为大家做演示的人。但是还有些不知道你的听众,那么你能为他们简要介绍一下你在D3团队中的工作吗?
Julian: Well I do a lot of things, I’ll try to cover them briefly. So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they’re going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting.
Julian:其实我的工作涉及开发的许多方面,那么我就简单概括一下好了。我所管辖是美工部。我们会按游戏的美工需要制作许多专用工具来提高效率,同时我们也会为角色模型制定动作方式,以便动画师们确定它们的动画效果。不过也许大家能看到的我们最直接的工作就是各种特效、破坏效果和光影效果。
Bashiok: Very cool, and Mike Nicholson who is a new face and voice to those following Diablo III, what do you do on the team?
Bashiok:很酷,然后是Mike Nicholson,对于关注暗黑的听众们,他还是个新面孔,那么你在团队中做的又是什么工作呢?
Mike: I'm a Senior Artist and I’m in charge of all the interface. Also known as "The UI Guy".
Mike:我是负责所有界面相关设计的高级设计师,也就是人们所说的“界面小子”。
Bashiok: So Mike, actually I wanted to touch on something you did in the past. I was at your office a few weeks ago and found out you were Lead Designer and Lead Art on a game which was near and dear to me which was called Sanitarium. Without going into it too much, that was a point and click adventure game, so how did you get from that to working here at Blizzard?
Bashiok:所以说,Mike,我对你过去所做过的工作也有些兴趣。几个星期前当我在你办公室里的时候,我发现你是一个叫做《疯人院》的游戏的首席设计师兼首席艺术家。那是我很喜欢的一个冒险解迷游戏。别的不多说,但那是一个2D点击式冒险游戏,因此你是如何从那里来到暴雪(制作3D游戏)的呢?
Mike: Well, I’m glad you liked it, I’m proud of that game. Well the thing was when we did Sanitarium unfortunately even though it was well received, everyone who played it liked it, not that many people played it. Well eventually they did. We kind of got there as the party was going out...
Mike:啊,很高兴你喜欢那个游戏,我为它感到十分自豪。当年我们为《疯人院》花了不少功夫,然而尴尬的是尽管每个玩过的人都喜欢它,但是玩的人却不多。当终于渐渐有更多的人开始玩这游戏的时候,我们的制作团队却要散伙了...
Bashiok: For point and click adventures...
Bashiok:为了(制作)点击式冒险游戏(的团队)...
Mike: So, you know you kind of take a look around and go well I guess I need to get back into art. Came out to California and started doing 3D environments and kind of worked all the way back up to interface, where I’m back to doing 2D art again.
Mike:是的。当时我考虑了一番后,觉得我应该专注与艺术方面的工作。于是我来到加州,开始做3D环境之类的东西,然后渐渐转移到用户界面方面,结果我还是回到2D艺术上来了。
Bashiok: Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we’ve seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?
Bashiok:让我们再回到Julian,D3中的主要特效系统之一是死亡系统,这个系统是控制怪物如何死亡的。这听起来很酷,而我们在WWI和BlizzCon之前就稍微见识过它,因此你可以为大家讲解下这个系统的功能作用吗?
Julian: Yeah, something pretty close to my own heart there, was we really recognized that monsters really live to die in Diablo. You really don’t have a lot of time to express their personality, and you don’t have a lot of time to try to make your experience with monsters meaningful. Most of what you’re doing is killing them. So one of the things I was really interested in doing was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point. But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a firey sword, and then we added the idea of crits and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.
Julian:好的,关于这个我们都很明白的一点就是,暗黑破坏神中的怪物就是为了被杀而存在的。你不可能有什么时间去了解这些怪物的个性,也别指望会有什么机会让你和怪物培养些什么“有意义”的关系。基本上你所做的就是不断的杀它们。所以我热衷于做的一件事就是让怪物有尽量多种不同的死法。那是我们的目标之一,而目前我们已经可以让任何一种怪物有35种不同的死法。不过这套系统的的基本理论还是起源于D2的思想:怪物会对你造成的伤害做出相应的反应。于是我们说:把这想法继续发扬光大吧!如果你用一把附加火焰的剑去攻击怪物,它们就可能被烧死,然后我们又有了让野兽或怪物被打爆或者击飞的想法,以及这之后的种种,总的来说就是那样了。
Bashiok: Very cool. A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with … different damage types?
Bashiok:很酷。你们制作的许多特效都与角色使用的技能有关的,比如说火焰属性啊密法属性啊等等什么的,不过貌似暗黑世界中还有某些非常独特的魔法种类存在...说起来蛮广泛的,但是有没有什么限制...比如说伤害类型,是你们不能做的?
Julian: Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a firey this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.
Julian:有的。实际上我经常会听见有人说“嘿,这家伙用的这是火属性的什么东西吧,我们能不能把那火搞成绿色的呢?”这时候我们作为设计师的有必要站出来说句话:等等,如果我们真把那火弄成了绿色,那么在游戏中就容易产生许多误解,所以在这里是有些不可逾越的界限的。首先,我希望这游戏看起来够华丽,但是我们不能让玩家产生不必要的误会:比如说绿色的火会让大多数人误认为那是毒素属性的。其次,对于我们来说堆特效是很简单的事,我们甚至可以把你的屏幕塞满特效,结果就是你会完全没法看到其他的东西,也没法玩下去了。所以说,以上这两点是我们需要相当注意把握分寸的。
Bashiok: Back to Mike, since people saw the game at BlizzCon – they got to play it at BlizzCon – which was exciting for everybody, the interface and the UI has actually changed pretty dramatically even since then, it’s been an iterative process … since the conception of the game really, but uh so for those that didn’t see it at BlizzCon or even those who did what are the changes that have come about since then?
Bashiok:回到Mike,之前大家在BlizzCon看到和试玩到游戏,大家都很激动。从那之后,用户操作界面系统变了蛮多的,你们一直在来回修改这系统...其实从来就没停止过改动吧,不过,恩,现在游戏界面到底是什么状况呢?能为大家介绍下么?
Mike: Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. That brings up the question of tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which was one of the complaints about the old system is the frustration in trying to fit everything into your pack.
Mike:暗黑破坏神中最核心的要素之一就是物品,这你知道的。我们为此做过一些不同的尝试,而暗黑中最为玩家们喜爱的东西就是各种大件物品。不得不说WoW里那种所有物品统一大小的方式的确更加方便,所以借鉴于此,我们重新审视了以前的物品系统后,决定把D3中的物品分成大件和小件两类。可是这样一来以前那些俄罗斯方块式背包(暗黑2中的模式)带来的问题还是没有解决。众口难调,而最终我们选择了一种比较折衷的方案:加入包裹标签栏。所以现在你的包裹被分成了3栏:大件物品栏、小件物品栏和任务物品栏。这样一来各种物品就可以“和谐共存”,而你也不必在为它们烦心。要知道,在D2中如何排放各种不同大小的物品可真是件相当烦人的事。
Bashiok: And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?
Bashiok:那么背包系统是否也会回归呢?我的意思是,是否可以用额外的行囊来扩展你的包裹容量,或者说每栏的物品容量是固定的?
Mike: Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.
Mike:目前我们的设计是会有行囊。你可以用行囊来扩充包裹容量,就是有点像WoW中那样,不同的是D3的系统不会打开单独的行囊窗口。一开始你的物品栏会有...比如说,有8个格子,恩,之后你得到了一个有10个格子的行囊,那么你的物品栏中就会多出两个格子。不过每类物品栏永远只会有1个,意思是你不可能会有两个或三个“大件物品”栏。
Bashiok: Right, and is that working out pretty well so far? It’s been in testing for a while.
Bashiok:很好,那么这个系统好用吗?我听说它已经被测试了有一段时间了。
Mike: Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.
Mike:好用,大部分的人都很喜欢它。我的意思是目前大多反馈都是说好的,个人来说我也很喜欢这系统,因为它既可以允许大物品图标存在,又省去了频繁整理物品的麻烦。
Bashiok: And you can really see the artwork as it is now with the larger icons...
Bashiok:因此你也能真正看清那些物品的美工制作了...
Mike: Oh yeah, very much so.
Mike:啊,是的,就是那样。
Bashiok: Also, on iterative processes, a lot of BlizzCon saw the skill icons. And there’s been some talk in the community that the skill icons are definitely a departure from what we saw in Diablo II. Which were these gold runes, almost, I guess. So what was the decision there to make a change to the skill icons, and do, y’know colorful skill icons?
Bashiok:同样,从BlizzCon之后一直在变化的还有技能图标。不得不说社区里有不少言论认为现在D3的技能图标跟D2的那些相差太远了。我想他们主要指的是这些金色的符文。所以你们当时是怎么决定要把技能图标改掉,额,改成彩色的?
Mike: I am unabashedly a fan of WoW, I’ll probably catch flak “oh you’re making it look like WoW oh no!” but I love them, I love the WoW icons. And y’know what we’re trying to do is see, ok what works about the WoW icons? They’re illustrative; is there a way to try to maybe bridge the gap. You know what worked about the more symbolic DII icons, and what works with the WoW icons, and trying to find a way to put the two together. And that’s really what I’m trying to do is to try to make them more symbolic, so they’re not necessarily little murals, but they are painterly. So they are colorful because you’re going to have a lot more of them than you would in DII. So you have the hot bar at the bottom, and you want that to look colorful enough that it’s interesting, but not to the point where it’s an eyesore. And quite honestly I’ve made many iterations on the icons, and there’s still many to come. It ends up being a balancing act, you know I test them out what they look like next to each other, and if they’re too colorful – tone it down.
Mike:不怕跟你们说,我其实是个WoW饭,于是有人要喊“啊你要把D3做成像WoW那样,啊不!”,可是我还是很喜欢WoW的那些图标。你知道,我们真正做的实际上是学习借鉴。WoW的图标优点是它们一目了然,而我们也尝试做到这点。我们试图把D2图标的符号性和WoW图标的优点有机结合起来。而我想要使这些技能图标更有代表性,从而使它们不仅仅是单调的图案,而是具有了艺术性。它们被做成彩色的,是因为在D3中你会接触到比D2多得多的技能。而且因为现在屏幕下面有那一排热键栏,这种结合两者优点的图标看起来不会很闷,而同时又不会显得太乱。实话说,我一直都会为同一个技能做很多图标,以后也会这样继续做。这样到最后其实变成了一种比较筛选的工作:我把它们一个接一个的排在一起,比较它们,然后如果有某些太花哨的,就改掉。
Bashiok: One of the things I like about them is, without even looking at your hot bar you can kind of see, oh this one looks blue and cold it’s probably an ice spell of some type. So without even mousing over it to see what it is I can tell it’s at least of a specific magic or damage type or skill use...
Bashiok:对于这种图标,我很喜欢的就是,有时你不用仔细去看就能知道:哦,这个看起来蓝色的冷冷的技能肯定是某种霜冻系的魔法。所以有时你都不用把鼠标移过去看就知道那是什么类型的法术或者技能了...
Mike: You know one of the best experiences I’ve had at Blizzard is the iterative process, which some artists don’t like, but I personally love it. Because it lets me test stuff out. For a while I was trying out, ok let’s do color theory… ok so all the berserker skills will be this tone, and all the battle master will be this tone. And you know on paper it looked good, sounded good, ok it’s a nice theory but what we found is when you put them on the hot bar, if you went down a certain tree now everything’s the same color at the bottom and it’s hard to tell them apart. You know, ok I get a gold star for being clever, but then I lose points because it’s not playable. So you know you go back once again, scrap it, and reevaluate it. But I love that process.
Mike:要知道,在暴雪做事,让我最喜欢的一点就是这种迂回前进的开发过程。有些艺术家不太喜欢,但我非常享受这种过程,因为这让我有机会可以仔细的试验各种可能性。曾有一段时间,我想过要试试色彩理论...好,所有的狂战士技能都用一种色调,然后所有的战斗大师技能都用另一种色调。你知道,它们印在纸上都很好看,听起来也不错,好的这个理论能行,结果我们发现一旦你把这些技能图标放在快捷栏上,然后再仔细看看技能树,就会发现它们的颜色都差不多,根本就难以分辨。这就像是我很聪明,于是得到了一个金星作为奖励,然后因为这主意行不通,又被罚了许多分。所以你得回头废掉它,重新来过。但是我喜欢这个过程。
Bashiok: Back to Julian, the Thousand Pounder...
Bashiok:我们回到Julian,那个千斤重击者...
Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]
Mike:Julian可不是千斤重击者!你怎么这样说...[笑]
Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?
Bashiok:[笑]在WWI上我们见到了千斤重击者和它那犀利的出场:由几个活祭品...我猜你们大概用的是处女...的残骸组合而成。对于那只怪来说这出场还真够意思的,这是怎么想出来的?
Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...
Julian:啊,是的,我知道这个一看就知道是我们用心策划并且制作了很久的。最初我们是想让它撞破墙壁出来,因为可破坏场景是个看点,而破碎效果在游戏里也很震撼。但是我发现当你见到一个这样外形的怪物撞破墙壁的时候,你会很容易联想到酷爱牌饮料的广告...
Mike: Oh yeah!
Mike:真的耶!
Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.
Julian:[笑]这样就真的“有损”千斤重击者的“形象”了。而且这跟后来破城者破墙而出的画面又多少有些重合。我想是后来,在我们离预定完成时间还剩下不到三周的时候,我们有想过让它以类似《星际迷航》中的那种光束传送的方式出场。我们部门就此召开了一次紧急会议,讨论的结果是我们不喜欢那种方式。于是我们就问自己:我们到底希望见到什么样的画面呢?然后最后想出来的最复杂的结果,就是现在大家见到的这个。当时我们很害怕:我们真的能按时做出来吗?接下来的工作真是相当的多,而且我们还不得不向其他的团队求助。我们需要建模方面的帮助,我们需要动画方面的帮助,等等等等,不过令人非常欣慰的是大家都赞同我们的想法,并且愿意帮忙。我们为此埋头苦干了两周,终于做成了。
Bashiok: Very cool, and is that something we’ll see in the final game you think?
Bashiok:很不错,所以你觉得那就是我们最终能在游戏中见到了的么?
Julian: Oh yeah, in fact I think there’s been a lot of off-shoot ideas. Like every other monster in the game, where applicable, we ended building a skeletal structure into him, and even a muscular set and things like that, that you see. And those things are functional, so I wouldn’t be surprised if you see skeletal and muscular thousand pounders running around, maybe half-summoned, and that sort of thing. There’s a lot of leeway with it.
Julian:恩是的。实际上我们还有许多细节上的想法。比如说你在游戏中见到的每个怪物,我们都为其制作了专门的骨骼模型、肌肉模型,还有其他一些类似的东东。那些东西也是完成可用的,所以如果说你在游戏中见到了只有副骨架,或者只带着肌肉的千斤重击者,别惊讶,也许它们只是召唤未完成的产物之类的东西。这里会有很多变数的。
Bashiok: Very cool, and last but not least you’re both working on a system which is the barbarian’s fury system. So, the fury system for those that don’t know, the barbarian uses a sort of reverse mana system. It’s not using mana as it uses abilities, but it builds up as he’s fighting, so it kind of… he gets angry and he’s chopping dudes down and he gets more and more fury to use for his abilities. But that’s actually changed quite a bit, can you guys go over how UI and effects are coming together to create the new fury system?
Bashiok:很好,今天最后想了解一下关于目前你们都在参与制作的一个系统:野蛮人的怒气系统。恩,给还不知道的听众说明下,怒气系统,是野蛮人所特有的一种与通常的魔法系统截然不同的能量系统。野蛮人使用技能的时候不消耗魔法值,而是消耗怒气值,而怒气可以在战斗中积累。所以说,这就像,他可以通过砍人来积累越来越多的怒气,然后他就能用更多的技能。不过好像现在这又有些变化了,你们能说说你们是如何在界面方面和视觉效果方面来合作创造出这个新系统的吗?
Mike: Yeah well it’s always an, again, an iterative process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are the goals we need to accomplish. And then I’ll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups.
Mike:好的。同样的这也是一个迂回的过程。之前我们曾经用过另外一种系统,它基本没什么技术上的问题,可是它的怒气值显示不太明显,你只靠眼角的余光是无法掌握状况的,而我们希望它能有足够清晰明了的显示。一般来说遇到这种情况,就得我出面处理了,我会和同事们一起明确我们要达成的目标。之后我会大概做个样子出来,然后我会把那东西拿去给Julian看,然后希望他会把那些草稿真正弄出个样子来。
Julian: And I think where we’re at right now with it is the recognition that spending your fury is what we really want you to be doing, we want you to see it as a commodity to spend in order to gain access to more power, and that wasn’t really being communicated so clearly with the other one. So we’re trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you’re spending but you don’t necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we’re trying to not put effects in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going on.
Julian:然后现在我们主要考虑的是要让玩家明白,怒气是用来消耗的,我们希望你使用你的怒气值,通过不断消耗与积累获得更强大的力量。而之前的那套系统并不能很好的做到这点。所以现在我们想要把它做成这样的一个系统:你知道什么时候该用技能了,你知道你又用了多少怒气值,但是你并不需要直接去看(怒气槽)就能知道这些。所以在此我们用了一些特效,但是我们并不是为了用特效而用特效,我们只是认为这里用一些特效会更有助于你随时掌握情况。
Mike: Yeah, before one of the problems was you would see the build up more than what you had to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way.
Mike:是的。之前我们遇到的另一个问题是你往往会积累了多余的怒气而没有用掉。就象说你一直在储着怒气,然后听到“咣”一声,满了。可是这些东西都在一个屏幕上,你没必要为了看个怒气值把每个东西都分那么清楚。而且从艺术的角度来说,那虽然也行得通,但是游戏操作方面它的表达还不够。你知道,游戏可玩性永远是第一优先考虑的问题,你得保证游戏的各个方面都不会拖后腿。
Bashiok: Can you describe for those listening what it currently looks like?
Bashiok:你能为我们的听众描述一下现在那系统看起来是什么样子吗?
Mike: Let's see… if I had to use a cruel comment, one that I made myself as I was making it, oh "It's the fury traffic light". Because it's three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that’s the gist of it, because when you're playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you’ll see I've got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.
Mike:让我想想...果然还是要拿出那个称呼,那是我自己在制作它的时候给起的一个不太好听的绰号,叫做“怒气红绿灯”。因为那就是3个垂直排列的球体,当然我们不会把它们弄成3种不同的颜色,那样就真的成红绿灯了。不过它基本上就是那个样子了,因为在游戏过程中,正常来说你的视线应该停留在屏幕中心的位置,然后那个东西(怒气槽)会在屏幕右下的地方。所以这种明亮的闪动的图形,能让你只用扫一眼就能清楚的了解情况:我现在有两格或者三格或者多少怒气可以用了。那就是我们想要的效果。希望Julian和他的同事能继续改进这个系统,那么到时候它就能足够显眼,但是又不会太显眼以至玩家分神。
Bashiok: Right, sounds like a cool system. I’m looking forward to it. For those listening on iTunes or elsewhere be sure to check the BlizzCast website because we will have images and some art assets to check out for this interview. And that about wraps it up, I want to thank Julian and Mike for joining me here today.
Bashiok:不错,听起来真是个不错的系统。我真是迫不及待的想要体验一下了。对于那些使用iTunes或者其他类似设备收听节目的观众,请你们稍候务必浏览一下BlizzCast网站,因为我们将会放上对应的配图和视频。那么到此告一段落,感谢Julian和Mike加入我们今天的节目。
Julian: You’re welcome.
Julian:客气了。
Mike: Thanks for having me.
Mike:谢谢你请我来。
Bashiok: And that about wraps it up for BlizzCast 8, I want to thank you very much for listening. This has been Bashiok, signing off.
Bashiok:以上就是本期BlizzCast的所有内容了,在此感谢你们的收听。我是Bashiok,再见。
[ 本帖最后由 chany 于 2009-4-6 20:50 编辑 ] |
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