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【戰(zhàn)意】大世界最新研發(fā)內(nèi)容揭秘!NPC行為豐富、智能化!可探索內(nèi)容增加!沉浸式可交

2022-04-22 16:19 作者:Mirandus_  | 我要投稿

【吃瓜爆料】大世界最新研發(fā)內(nèi)容揭秘!NPC行為豐富、智能化!可探索內(nèi)容增加!沉浸式可交互劇情體驗!會呼吸的世界!

作者簡介

作者稱謂

Miranda(米蘭達(dá))

正文

????征服者之刃的開放世界充滿了冒險的機會、鼓舞人心的風(fēng)景和等待發(fā)現(xiàn)的驚喜。從在領(lǐng)土戰(zhàn)爭中爭奪封地和要塞的統(tǒng)治權(quán),到挑戰(zhàn)游蕩的土匪進(jìn)行戰(zhàn)斗,以及在廢棄的地點尋找寶藏,開放世界可以滿足每個人的需求。????我們與 Booming Tech 的虛擬世界創(chuàng)意設(shè)計師李逸飛討論了開放世界背后的愿景、平衡世界的挑戰(zhàn)以及對未來的希望。

????談到征服者之刃的開放世界(以及其中發(fā)生的冒險和戰(zhàn)斗)——從發(fā)布到現(xiàn)在,這些年來您的愿景有何變化?????開放世界的想法源于靈感和直覺。當(dāng)我們完成個人游戲(戰(zhàn)場和攻城戰(zhàn))時,我們想,“為什么不把它豐富成一個世界呢?”所以對我們來說,一個開放世界的出現(xiàn)似乎很自然,但這種世界展示的內(nèi)容和活動的形式確實是我們從開發(fā)之初就一直在探索的。????我們開始的是在一個虛構(gòu)的小土地上爭奪領(lǐng)土;到上線的時候,霸者之刃世界已經(jīng)豐富了五個區(qū)域,領(lǐng)土之爭就留給了玩家組建自己的氏族進(jìn)行戰(zhàn)斗。????隨著季節(jié)的推移,我們也完成了阿納多樓和龍亭的土地,每個土地都有自己獨特的風(fēng)格。我們的愿景從“我們需要一個開放世界”轉(zhuǎn)變?yōu)椤拔覀兿胪ㄟ^一個開放世界展示征服者之刃是什么”,然后“我們想用征服者之刃的開放世界來傳達(dá)我們對文明和古代戰(zhàn)爭的想法” .當(dāng)然,我們離最后一步還很遠(yuǎn),目前的開放世界并沒有達(dá)到我們的預(yù)期。

????您希望看到開放世界的進(jìn)步或未來的變化?????讓我們從現(xiàn)有的 NPC 行為開始。我們希望完成一輪深入的改進(jìn),無論是在 NPC 組裝行為的豐富性、智力和強度方面。豐富這個世界,引入更多活動,讓玩家有更多的戰(zhàn)斗內(nèi)容去探索和體驗,是我們對開放世界的期望。????此外,我們希望這個世界成為 Conqueror's Blade 文化的載體,并成為玩家體驗的重要組成部分。我們正在努力通過更具互動性的內(nèi)容來增強開放世界的每個領(lǐng)域,這些內(nèi)容講述了這個世界上發(fā)生的事情并將其變?yōu)楝F(xiàn)實。我們感謝所有在這個世界上經(jīng)歷和生活過的玩家,我們希望它成為我們玩家的共同創(chuàng)造。????在平衡開放世界 PVP 的單位和武器類別時遇到了哪些挑戰(zhàn)?????這是非常具有挑戰(zhàn)性的,因為在 PVP 匹配中,我們希望玩家有一種展示個性和廣泛選擇的體驗。因此,在我們的匹配平衡中,我們重點關(guān)注改進(jìn)弱隊和削弱沒有意義的機制。而在開放世界PVP中,我們更關(guān)注的是奉獻(xiàn)精神和英雄主義的矛盾和相容精神,因此這與PVP的匹配平衡有很大的不同。我們將努力平衡這兩個方向,在保持PVP匹配合理的同時,為領(lǐng)土戰(zhàn)帶來更豐富的戰(zhàn)術(shù)和玩法。

????設(shè)計開放世界一定很艱巨,但很快樂;隨著時間的推移,團(tuán)隊從哪些現(xiàn)實生活中獲得了靈感?????我們在第 VIII 季:王朝期間進(jìn)行的一項重要更新是創(chuàng)建了一個全新的城市 - 皓景。我們借鑒了各個成員在制作過程中的生活經(jīng)歷和他們在中國唐代古都西安、襄陽唐城影視基地等地旅行時記錄的照片。這些成為了重要的照片參考,以及我們在尋找豪晶的設(shè)計時留下的自己的印象。????同時,歐洲設(shè)計師的經(jīng)驗和知識在我們制作第七季:諸神黃昏之狼時也起到了很大的幫助,整個賽季的氛圍相比前幾季有了很大的提升。????您是否考慮根據(jù)激發(fā)季節(jié)的地區(qū)為開放世界場景添加任何現(xiàn)實生活中的地標(biāo)?????是的,我們熱衷于讓玩家體驗游戲中不同的文明,這是核心體驗的一部分。我們在前幾季已經(jīng)對此進(jìn)行了實驗:例如,在第七季:諸神黃昏的狼群中,我們將黑龍峽灣(一個受斯堪的納維亞風(fēng)景啟發(fā)的區(qū)域)放置在征服者之刃故事中的瓦伊克湖岸邊。在第八季:王朝中,我們將臨武要塞放置在茂陽,龍亭地區(qū)的景觀類似于中國洛陽的龍門石窟。這些都是非常季節(jié)性和特定地區(qū)的文化符號,我們希望所有玩家都能感受到這一點。????在未來的賽季中,我們希望為玩家?guī)砀嗑哂胁煌拿魈厣拇笫澜缇坝^。

原文

The Open-World of Conqueror’s Blade is full of opportunities for adventure, inspirational scenery, and surprises waiting to be discovered. From battling for dominion over fiefs and fortresses in Territory Wars, to challenging loitering Bandits to combat, and scouring abandoned sites for treasure, the Open-World has something for everyone.

We talked to Yifei Li, the Virtual World Creative designer at Booming Tech about the vision behind the Open-World, the challenges of balancing the world, and the hopes for the future.

WHEN IT COMES TO THE OPEN-WORLD OF CONQUEROR’S BLADE (AND THE ADVENTURES AND BATTLES THAT TAKE PLACE WITHIN IT) - HOW HAS YOUR VISION CHANGED OVER THE YEARS, FROM LAUNCH TO NOW?

The idea for the Open-World was born out of inspiration and intuition. When we finished the individual gameplay (Field and Siege battles), we thought, "why don't we enrich this into a world?" So it seemed natural to us that an Open-World would emerge, but the content of such a world presentation and the form of the campaign is really what we have been exploring since the beginning of development.?

What we started with was a battle for territory in a small fictional land; by the time it went live, the Conqueror’s Blade world had been enriched into five regions, and the battle for territory was left to the players to form their own clans to fight.?

As the seasons progressed, we also completed the Anadolou and Longting lands, each with its own distinctive style. Our vision changed from "we need an Open-World" to "we want to show what Conqueror’s Blade is through an Open-World", then "we want to use Conqueror’s Blade's Open-World to communicate our thoughts about civilisation and ancient warfare". Of course, we are still far from the last step, and the current Open-World does not meet our expectations at the moment.

HOW WOULD YOU LIKE TO SEE THE OPEN-WORLD PROGRESS OR CHANGE GOING FORWARD?

Let's start with the eXisting NPC behaviours. We hope to complete a round of in-depth improvements, both in terms of the richness of NPC assembly behaviour, their intelligence, and strength. Enriching this world and introducing more events to give players more combat content to explore and experience is what we expect from our Open-World.

In addition, we want the world to be a vehicle for Conqueror’s Blade’s culture and an important part of the player's experience. We are working on enhancing each area of Open-World with more interactive content that tells the story of what has happened in this world and brings it to life. We are grateful to all the players who have experienced and lived in this world, and we hope that it will become a shared creation with our players.

WHAT WERE THE CHALLENGES WHEN IT CAME TO BALANCING UNITS AND WEAPON CLASSES FOR OPEN-WORLD PVP?

This is very challenging because, in PVP matchmaking, we want players to have an experience that shows individuality and a wide range of options. So in our matchmaking balancing, we focused heavily on improving weak corps and nerfing mechanics that didn't make sense. In Open-World PVP, however, we have focused more on the contradictory and compatible spirit of dedication and heroism, so there is a significant difference between this and the PVP matchmaking balance. We will try to balance these two directions and also bring a wider variety of tactics and gameplay to the territorial battles while keeping the PVP matches reasonable.

DESIGNING THE OPEN-WORLD MUST HAVE BEEN DEMANDING BUT A JOY; WHAT REAL-LIFE LANDSCAPES DID THE TEAM TAKE INSPIRATION FROM OVER TIME?

One of the key updates we made during Season VIII: Dynasty was the creation of a brand new city - Hao Jing. We drew on the life experiences of various members in the production process and the photos they recorded from their travels to places such as Xi'an, the ancient capital of China's Tang Dynasty, and the Tangcheng film and television base in Xiangyang. These became important photo references, along with their own impressions left in their minds when we went looking for the design of Hao Jing.

At the same time, the experience and knowledge of the designers from Europe became a great help when we were making Season VII: Wolves of Ragnarok and the whole atmosphere of the season was greatly enhanced compared to previous seasons.

DO YOU CONSIDER ADDING ANY REAL-LIFE LANDMARKS TO THE OPEN-WORLD SCENERY BASED ON THE REGION THAT INSPIRES A SEASON?

Yes, we are keen to give players a taste of the different civilisations featured in the game, which is part of the core experience. We have already experimented with this in previous seasons: in Season VII: Wolves of Ragnarok, for example, we placed Heilung Fjord (an area inspired by Scandinavian landscapes) on the shores of Vajk's Lake where it eXists in the Conqueror’s Blade story. In Season VIII: Dynasty, we placed Linwu Fortress in the Maoyang, and the Longting region in a landscape similar to the Longmen Grottoes in Luoyang, China. These are all very seasonal and regionally-specific cultural symbols, and we want all players to feel this.

In future seasons, we would like to bring more large world landscapes with the characteristics of different civilisations to the players.


【戰(zhàn)意】大世界最新研發(fā)內(nèi)容揭秘!NPC行為豐富、智能化!可探索內(nèi)容增加!沉浸式可交的評論 (共 條)

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