- 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 2014-6-16 11:49 编辑
[新闻]饥荒游戏DLC2DST一起版,进度报告
这个是北美klei官方论坛2014年6月13日的新闻,没事给各位翻译一下。
Don't Starve Together Progress Report
饥荒游戏DLC2一起版,(开发)进度报告
译者注:众所周知,饥荒游戏DLC1是巨人王朝,DLC将增加众盼已久的网络版游戏功能,可以至少4人一起组队探险这个沙盒生存游戏。dlc2的英文标题叫don't starve together,简称DST,所谓一起版,免费发行,但是发售后,原版游戏+DLC1,会涨价,(好像是售价增加5刀。)
原帖在:
http://forums.kleientertainment.com/topic/37450-dont-starve-together-progress-report/
以下正文:
Hey Guys,大家好,
I know many of you have been anxiously waiting for more information about Don't Starve Together; so while I still can't provide much in the way of specific details on the game just yet, I can provide you guys some information that I think will answer some questions as well as giving you some more interesting things to discuss.
我知道你们很多已经是等急了,想要知道关于“饥荒游戏一起版”的更多信息;所以当前我还是不能在特定具体细节的方面给出游戏的很多(内容),我能给你们的一些讯息是,我觉得能回答些问题的(东西),也能给你们一些更多能讨论的有趣事儿。
First of all, the response to Don't Starve Together has been amazing. For the most part we saw an outstanding amount of support and excitement for DST. Not everybody was super excited of course, and we are sorry for that, but hopefully everybody can understand that we just want to put together something that people will enjoy; unfortunately that's not always going to be what everybody wants but we will certainly try to keep in mind these concerns and they do help to influence and affect how we approach things.
首先,对于《饥荒游戏一起版》的回应是很惊人的。(译者注:客套话~)我们看见了老多就是,超多的支持还有(玩家)兴奋于“一起版DST”。不是每个人都超级兴奋,当然的拉,而且我们对此感到抱歉,但是希望每个人能理解,就是说,我们就想把人们喜欢的东西弄一块儿;不幸的是,事情不总会是每个人想要的那样,但是我们肯定会一直记着这些关注,还有它们帮助各方面影响我们办成各种事。
While we can’t answer much right now, even just discussing your thoughts on how certain aspects of gameplay might work is very useful in letting us know your expectations and helps provide us a picture of what it is you guys would like to see.
当前这会儿,我们不能回答太多,甚至就讨论你们的想法,论及特定方面的游戏性会如何运作,也是很有用处的,会让我们知道你们期待,还有帮助提供我们一个你们各位想要看到的愿景。(译者注:说的好文邹邹的啊~)
Let me quickly run down where we are at. This is all going to be pretty loose in regards to info, and all of it is subject to change at any time, but for the most part, this should give you guys a good understanding of what is going on.
让我快速地开始进入到我们的所在把。这都会是挺松散的论及(游戏的)情报,而且所有都是倾向于任何时候都(可能)会有变动的,但是大多数情况下,这会给你们大家一个对于“要发生的事情”算个好的理解。
Where we were, and where we are now.
我们过去到哪儿,还有我们现在到哪儿了。
When we first made the announcement we had a proof of concept, and that's pretty much it.
我们开始做声明的时候,我们有个概念的证明,而且是更那么回事儿的。
A few people here at the office jumped into a game together and and poked around in a very simple version of Don't Starve.
这儿在办公室的少数人急于一起(玩)游戏,并且用一个很简单的饥荒游戏版本到处闲逛。
Most things weren't hooked up and only the most very basic functionality of the game existed.
大多数事情没被实装,并且只是最最,很基础的游戏存在的功能。
However, there was enough to see that multiplayer Don't Starve had a lot of potential and proved to be something we wanted to explore.
尽管如此,有足够的(东西)能看到,就是说,多人游戏版饥荒游戏有好多潜在特性,并且被证实是个我们想要探索的货色。
Since then we have been working on actually making things... work.
从那时起我们一直致力于真的弄些东西。。。正常运作起来。
As we have mentioned before, pretty much every single part of Don't Starve needs to be changed in one way or the other to support multiplayer gameplay.
因为我们曾之前提过,每个单独的饥荒游戏的部分很需要以一种方式改变,或者说,另外一种方式来支持多人游戏性。
Simply put, every little piece of the game has to be made to so that game client works with it in a different way than than it would with single player.
简单来说,游戏的每个小地方,都必须弄成那样好让游戏客户端它正常运作,以一种不同的方式,而不是它以单机游戏模式会做的那样。(译者注:我觉得klei这帮人太逗了,难道你们第一次开发mmog么?)
When one player picks up some berries, everybody else playing needs to be updated with this information as well.
当一个玩家捡起一些浆果的时候,其他每个玩的人也都需要更新这个信息。(译者注:感觉klei是不是觉得以klei这么点人的小团队,开发一个mmog很困难啊。要不让大陆送你们点mmo游戏开发编程工程师?你们klei帮忙搞定移民的问题?笑~)
I don't know all the details there because that's for the programming wizards, but suffice it to say that it's a ton of work.
我不知道那里所有的细节,因为那是给编程大神们的,不过绝对够说,那是成吨的工作量。
And it's coming along really well. They ran their first successful test across the internet (not just through the local network) last night, and things seem to be looking even better than they had hoped.
并且,要取得很好的进展。他们跑了他们的第一次成功测试,靠互联网络(不是只通过本地网)昨天夜里的事,并且事情看来是比他们预想的甚至更好。
So this means the actual engine behind the game communication across the internet is moving along quite well, but it still has a little while to go.
所以,这就是说,游戏后台跨互联网通信的引擎实际是正往前跑的挺好,但是它还是有一段要走。
Next week, we are going to be cracking into the actual gameplay and beginning to address how the game would actually work as a multiplayer experience.
下周,我们计划细致到实际的游戏性内容,并且开始分配游戏实际会如何工作于多人游戏体验。
While we have plenty of ideas, like anything with Don’t Starve, it’s all really going to come down to how it plays.
同时,我们有老多点子,诸如饥荒游戏的任何事儿,真的都是要专注于它怎么玩。
What we have to do.
我们必须做的事情。
Let me take a little step off to the side here for a minute and explain what it is that we have to do.
让我往旁边走两步,然后解释下我们得做的事是怎么回事。
Essentially, we have a few parts to this project that I am guessing many of you would be interested in understanding a bit better.
关键的,我们有挺少的关于这个项目的部分(讯息),而且是我猜你们大多数人会感兴趣来做更好点的理解。
First, we have the engine.
首先,我们有引擎。
This is the core of the game; all the systems and everything that makes the game possible to be played across a network.
这是游戏的核心;所有的系统还有每样让游戏通过网络玩起来可行的东西。
All the stuff I was talking about above, this is what we have been focused on since the announcement.
我一直上头谈的所有的东西,从那个声明开始,这是我们一直关注的。(译者注:这对于游戏产品很正常啊,开发一个引擎,他到底想说什么?)
We need this to be done before we can really see how the game functions as a multiplayer experience.
我们需要完成这个,之后我们真的能看到游戏如何运作多人游戏的体验。
Then we have the gameplay itself. How do tents work?
然后,我们有游戏性本身。帐篷们如何运作?
What happens when a player dies? How would sanity work? Moggles? All the stuff you guys really want to know.
当一个玩家死亡时候会发生什么?精神值会如何工作?鼹鼠护目镜呢?所有的东西你们各位都很想要知道。
This is the stuff that is really going to need to be investigated, tested and addressed to work in multiplayer, but still remain a distinctively "Don't Starve" experience.
这是个事儿,真的需要调查,测试,还有分配到多人游戏方式来运作,但是仍旧保有一个特别的“饥荒游戏”体验。
I will go into more detail about where we are going here later.
之后我会触及更多细节,关于我们现在要到哪儿。
Then we have operations. One of the biggest challenges we face with Don't Starve is how it will function operationally.
然后我们有实际操作。对于饥荒游戏,我们得面对的最大的挑战之一是,它如何实际运作的起来。
How can we make sure people have positive experiences with other players? How will players find each other? How many people should play together? Can we keep the game "safe" for younger players?
我们怎么能确定人们和其他玩家一起,有正面的游戏体验?玩家如何会互相找到?多少人该一起玩?我们能保持游戏对于年轻些的玩家们“安全”么?
We don't have answers to these questions; we have some ideas, but we aren't quite ready to look into answering these questions yet.
我们对于这些问题没有答案;我们有些点子,但是我们还不是很准备就绪的样子,以找到这些问题的答案。
What we know.
我们所知道的。
So, now that we got that out of the way, here is what we know.
所以,现在我们没什么(觉得)碍事的,给你们我们知道的。
Again, much of this is pretty light on the detail, but this is really to give you more of a sense of how we are approaching answering all the same questions that you have.
再说,这里很多都是对于细节挺轻量的,但是这真的是给你们更多概念,就是你们有的所有相同的问题,我们如何获得解答。(译者注:北美饥荒论坛上,关于DST的讨论还是挺多的,所以他客套2句。)
We know you guys have a lot of ideas and opinions on what you would like to see in Don't Starve Together.
我们知道你们各位有很多主意还有意见,对于《饥荒游戏一起版》中你们想要看到的(东西)。
Thanks for all the awesome feedback and suggestions, they really have gone a long way to let us know your concerns and it really gives us some great things to think about as we move toward giving you guys something to check out for yourselves.
谢谢你们所有的了不起的反馈还有建议,(译者注:这个说的是北美饥荒游戏论坛),它们真的坚持了好久,让我们明白你们的关注,还有它真的给我们一些很棒的事来思考,同时我们前进,提供你们大家一些东西来给你们看看。
We know you guys need choices. This means that many things in Don't Starve Together will be optional.
我们了解你们各位需要选择。这就是说,《饥荒游戏一起版》很多东西会是可选择性的。
We will provide you many choices for how DST will be played. This means, similar to the world generation options in single player Don't Starve, DST will include several toggles and options for you to choose how your game will be played.
我们会提供你们很多选择,对于“饥荒DST”怎么个玩法。这就是说,相似于单机模式的饥荒游戏世界生成选项,一起版DST会包括一些开关,还有选项给你们来选,游戏会怎么玩。
Persistence/Session, PvP/Co-op/, World Size, possible alternate game modes and Chat will all be optional in your game.
一直玩/就玩一会儿,pvp/合作/,世界尺寸,可能的其他游戏模式,还有聊天系统都会在你的游戏里可选。
How you'll play.
你会怎么玩。
So how will your games be played? Well we aren't all the way there yet, but we are working toward a few things here. This is pretty straightforward stuff.
那么你们的游戏是怎么玩的?好吧,我们还没直接到了那儿,但是我们正努力向前,这弄点东西了。这是挺直接前进的东西。
First, dedicated servers. We will provide a standalone server that will allow you to set up your own dedicated servers on whatever host you want whether it be from home or from a 3rd party host.
首先,专有服务器。我们会提供一个独立版的服务器,那允许你们设置你们自有的专有服务器,在任何你们想要的主机上,无论它是从家里,还是从一个第三方的主机上。(译者注:就像L4D2的steam group server服务器?玩家可以自行架设?甚至可以有服务器mod?呵呵,期待后续klei怎么说。)
In addition, you will also be able to play local games that you will not need to run a dedicated server to play. So, all you couples and families can not starve together
而且,你们也会能玩本地版游戏,你们不会需要跑一个专有服务器来玩。所以,你们所有成对儿的(译者注:指恋人),还有家人们不会一起饿死。(译者注:原作者故意说个笑话。)
Next, we have matchmaking.
然后,我们有匹配机制。
This one is pretty simple. There are not many questions here. You will be able to choose to play with friends or strangers.
这个是挺简单的。这块没有太多问题。你们会能够选择和朋友或者陌生人一块玩。
There will be a server list in the game that you can jump into public games at any time. This is of course optional for the server operator to appear on this list.
会有一个游戏内服务器列表,你们能从公开服务器众中,随时跳转。这是当然的了,可选性的,用于服务器操作员决定是不是出现在这张表单上。
Servers may also show up on this list but require a password. How this all appears is still TBD, but we want it to be as easy as possible for you to find a game at any time. However, what is most important is that this remains as much a positive experience as possible.
服务器众也可以在这个表单上显示,但是要求一个密码。这儿个都是怎么体现的,仍旧是有待后续决定,但是我们想要它是最容易最好,让你们随时能找到一个游戏来开玩。尽管这样,最重要的是,这要尽可能保持一个正面的游戏体验。(译者注:那看你们klei的网游开发经验了,玩家网络那可是千差万别。。。丢包,延迟,秒断,间歇性断流,各种ooxx。)
We definitely intend to do everything we can to avoid chaos here.
我们确定想要尽我们一切努力来回避这里的混乱问题。
There will likely be a sort of reputation system that will all people to choose "official community" servers and "off the grid" servers. That means, if you want to play with others in completely off the rails experiences, go for it. But, for everybody else, they should know what to expect.
可能会有某种声望系统,那会让所有人选“官方社区”服务器,还有“脱离网络”服务器。就是说,如果你们想要和其他人一起玩,上了完全出轨没样的服务器体验游戏,那就去吧。但是,对于其他人,它们该知道想要什么。(译者注:就是说,要引入一种服务器评级系统,太烂的服务器,玩家可以给差评?呵呵,这倒是挺有意思的。不过community server一般不会太多吧,除非你是像minecraft那样神作级别,如果还没大到规模,就一捆差评。。。恐怕也不好,社区服,毕竟好多社区服还是要靠玩家捐钱的。。。致于国内,国内我都懒得评价了。)
Now that we have covered the operation and functional end of things, how about gameplay?
现在我们已提及完实际操作还有能运作的东西,游戏性怎么样了?
Items need to be balanced, mechanics need to be addressed and potentially even new interesting features and mechanics will be introduced. But we don't have a heck of a lot of information here yet.
道具需要再平衡设定,机制需要再分配,还有潜在的,甚至新的有趣的特性集,还有机制会引入。但我们真还没有很多信息再这块。(译者注:就算有,他也不能说啊。从这话里来看,这刚早期开发中,远没到说出来的时候。)
We do know that much of this might come down to optional choices. For example, permadeath; one of the hotter topics.
我们确实了解很多,对于可能会进到可选项的(东西)。例如,永远死亡(译者注:实际就是类似暗黑破坏神2,那种硬核玩家模式,死了一次就删号,你得从新练,我呵呵了,个人感觉这个feature加入与否,随便。);最热门的话题之一。
It's pretty safe to say that this will be a choice for the server operator here. How exactly it works is still unknown, but we do feel that in order to have the best experience for everybody, we need to provide this as an optional aspect of Don't Starve Together.
现在是可以很安全的说,这里为服务器操作员们提供一种选择。具体怎么它运作还是未知,但是我们确实感到,为了给每个人有最好的体验,我们需要提供这个作为《饥荒游戏一起版》的可选内容。
More about gameplay
更多关于游戏性
To reiterate, we have a lot to do here and we are aware that we don’t know exactly what we are up against. However, once we get into the thick of it, we are going to be checking in with you guys pretty often to let you know where we are at and what kinds of things you have to look forward too.
重申一个事,在这我们有很多要做,而且我们知道我们不能具体了解我们会遇到的什么(不好的事儿)。尽管如此,一旦我们到了最紧张的阶段(译者注:指beta公开测试吧),我们会一直和你们各位很频繁地一起检视,让你们知道我们到哪儿了,还有你们需要期待的各种事儿。
Mod support
mod支持问题
Mods will be supported. How exactly they will be worked out is still being worked on, for all the reasons stated above. But it should be noted that we consider it a high priority item and our aim is to make mods as easy as possible to access and use in multiplayer.
mod们是会被支持的。具体它们怎么弄,还是要继续开工弄,具体原因如上所说拉。但是应该注意一下的是,我们考虑到它是个高优先级的事儿,而且我们的目标是制作mod,尽可能容易,然后就接入能用到多人游戏模式。
TL;DR is that we are about half-way to really having something ready for people to play.
对于嫌太长懒得看的人:
就是说,我们大概弄一半了,真的备了点干货给人们要玩了。
Please keep up all the great suggestions and feedback!
请保持(提供)各种好的建议和反馈!
=--=-=-=-=-=-=-==-==-=-=-=-==-==-=-=-=
最后这个,主要就是,之前klei曾经提过就是说,它们在游戏开发过程中,如果你有好的开发建议,你可以反馈给klei。
比如你希望游戏加入什么玩法, 我记得玩家社区,游戏论坛,以前有人意yin,YY,说这个游戏如果加入什么什么玩法就好了~
有这么一种期待,如果你会英文,现在机会来了!
你可以去北美饥荒游戏klei论坛注册一个号,告诉它们你觉得饥荒游戏DLC2 don't starve together 加入这么一种xxxxxxx的玩法是好的。
当然klei可能不会真的采纳你的意见,但是它们可能会考虑你的创意,以一种特别的方式加入游戏机制。
所以,重在参与吧。
北美klei饥荒游戏,don't starve together,饥荒游戏一起版,专有论坛板块,交流请注意礼貌,使用英文书写:
网址在:
http://forums.kleientertainment.com/forum/66-dont-starve-together-general-discussion/
=-=-=-=-=-=-==-=-=-
|
|