Stellaris開(kāi)發(fā)日志#269 | 9/29 挖掘墳?zāi)梗约般y河事務(wù)

牧游社 牧有漢化翻譯
Stellaris Dev Diary #269 - Digging a Grave, and Galactic Matters
CheerfulGoth, Stellaris Content Designer
Hello there!
大家吼?。?/p>
I'm CheerfulGoth, a content designer on Stellaris, and today I'm excited to share the design process behind the Tiyanki Grave Mound that was added in the Fornax patch!
我是CheerfulGoth,Stellaris的內(nèi)容設(shè)計(jì)師,今天我很高興能為大家分享在“天爐座”版本中新增的緹揚(yáng)奇墓穴背后的開(kāi)發(fā)過(guò)程。
Concept and Planning
概念與計(jì)劃
To allow new content designers to familiarize themselves with all aspects of the game, they are usually assigned some onboarding tasks. The Tiyanki Graveyard was a combination of two such tasks: designing a unique solar system with new ships on patrol, and creating an arc site.
為了使新的內(nèi)容設(shè)計(jì)師們能夠快速熟悉游戲的各個(gè)方面,他們通常會(huì)被安排一些入職任務(wù)。緹揚(yáng)奇墓穴便是這樣兩個(gè)任務(wù)的結(jié)合:設(shè)計(jì)一個(gè)帶有全新艦船逡巡的獨(dú)特星系,并且創(chuàng)造一個(gè)考古遺址。
Stellaris already includes a massive amount of content, and one of the hardest things as a new content designer is to avoid retelling stories. I decided to focus on space critters, because they have relatively few events associated with them, and most of these haven't been touched in years. We already have a system where Tiyanki are born, so why not show where they die?
Stellaris已經(jīng)容納了海量的內(nèi)容,所以對(duì)于新內(nèi)容設(shè)計(jì)師來(lái)說(shuō),最困難的是如何避免重復(fù)敘事。因此我決定重點(diǎn)關(guān)注宇宙生物們,因?yàn)樗鼈冇兄鄬?duì)較少的關(guān)聯(lián)事件,并且其中的大部分事件已經(jīng)有許多年沒(méi)有動(dòng)過(guò)了。我們已經(jīng)有一個(gè)緹揚(yáng)奇誕生之地,那為何不再來(lái)一個(gè)死亡之地呢?
Something that struck me while rereading all our Tiyanki-related content was that killing them allows you to research the Regenerative Hull Tissue, but their superior healing abilities don't have any narrative impact. This gave me the idea of a sort of 'elephant graveyard' full of wriggling corpses that don’t stop growing even if they're dead.
當(dāng)我重讀所有與緹揚(yáng)奇相關(guān)的內(nèi)容時(shí),令我印象深刻的是,殺死他們可以讓玩家研究再生艦體組織。但是它們優(yōu)越的自愈能力并沒(méi)有任何文本介紹。這讓我有了一個(gè)類似“象?!钡狞c(diǎn)子,里面充滿了扭曲的尸骸,即使在它們死后也不會(huì)停止生長(zhǎng)。
After getting the main concept approved, it was time to build the event chain. The onboarding tasks required me to create new ship types, so I decided to make some static Tiyanki gravekeepers protecting the arc site. I knew some players would never hurt a Tiyanki, though, and I wanted to keep the content accessible to different playstyles. A special project was thus added, allowing pacifist players to lure away the gravekeepers without hurting them.
在主概念得到通過(guò)之后,是時(shí)候搭建事件鏈了。入職起步任務(wù)要求我開(kāi)發(fā)新的艦船類型,所以我決定做一些靜態(tài)的緹揚(yáng)奇墓穴守護(hù)者來(lái)保衛(wèi)這座考古遺址。我知道有一些玩家從來(lái)不會(huì)傷害緹揚(yáng)奇,但我還是想讓這個(gè)內(nèi)容能適配不同的玩法。同時(shí)我添加了一個(gè)特殊項(xiàng)目,允許和平主義玩家在不傷害它們的情況下,將這些墓穴守護(hù)者引走。
Prototype
原型
Communication between different departments is crucial when working on a team. I wanted my ball of corpses to look the part, but the art team was busy working on Toxoids — so instead of requesting art assets for a minor onboarding task, I experimented with what was already in the game. After all, we already have a perfectly good Tiyanki Matriarch corpse. Why not scale it down and spawn a couple copies around a planet, wrapping it in tentacles?
在一個(gè)團(tuán)隊(duì)中工作時(shí),不同部門(mén)之間的溝通交流是至關(guān)重要的。我很想讓我的尸體球看起來(lái)像個(gè)樣子,但是美術(shù)團(tuán)隊(duì)當(dāng)時(shí)正在忙著制作毒素族——因此我并沒(méi)有讓美術(shù)團(tuán)隊(duì)來(lái)為我完成這個(gè)小小的入職起步任務(wù),而是選擇嘗試游戲中已有的內(nèi)容。畢竟,我們已經(jīng)有一個(gè)非常完美的緹揚(yáng)奇女族長(zhǎng)殘骸。那么為什么我們不試著將這個(gè)殘骸的尺寸縮小,然后圍繞行星生成一對(duì)殘骸,并將其用觸手包裹起來(lái)呢?
My first attempts, however, produced... Unintended results:
然而,我的初次嘗試,就產(chǎn)生了……意想不到的結(jié)果:

Space in Stellaris is actually flat: all planets and spaceships are bound to an invisible 2D plane. We can offset the coordinate of ambient objects (decorations) to make them appear above or below the plane, but we usually use this kind of trick only for temporary VFX, like when a planet cracker hovers over a planet.
Stellaris里的星系在本質(zhì)上是平的:所有的行星和艦船都被限制在一個(gè)看不見(jiàn)的二維平面上。我們可以通過(guò)移動(dòng)環(huán)境物體(裝飾物)的坐標(biāo),使其看上去處于平面的上方或下方。但我們通常只在臨時(shí)的視覺(jué)特效上使用這種技巧,比如一個(gè)環(huán)繞行星的碎星者。
Figuring out how to wrap a planet in corpses took a bit of experimentation, but eventually we got there!
搞明白如何用尸骸包裹一個(gè)星球需要一些嘗試,但最終我們還是成功了!

Implementation
實(shí)裝
Once implemented in-game, the content gets tested for bugs by QA. While testing, we noticed a curious issue: the graveyard looked fine when you encountered it the first time:
這個(gè)內(nèi)容一旦在游戲中上線,就會(huì)由QA組來(lái)測(cè)試BUG。在測(cè)試過(guò)程中,我們注意到一個(gè)奇怪的問(wèn)題:當(dāng)你第一次遇到這個(gè)墓穴時(shí),它看起來(lái)是很正常的:

But if you closed the system view and opened it again...
但如果你關(guān)閉星系視角然后再次打開(kāi)它時(shí)……

...It ballooned into a fleshy monstrosity whose size rivaled the Sun!
……它會(huì)膨脹成一個(gè)體積超過(guò)太陽(yáng)的肉質(zhì)怪物!
The cause, as fellow Content Designer @Caligula Caesar discovered, turned out to be an obscure bug that resulted in offset decorations being incorrectly sized during initialization.. As mentioned above, we usually use offset for temporary VFX, so this bug has never been noticed since release!
造成這種情況的原因,正如另外一位內(nèi)容設(shè)計(jì)師@Caligula Caesar 發(fā)現(xiàn)的,是一個(gè)不明顯的BUG,導(dǎo)致被偏移的裝飾物在初始化時(shí)變成錯(cuò)誤的大小。正如之前所提到的,我們通常會(huì)在臨時(shí)的視覺(jué)特效上使用這種偏移,所以這個(gè)bug才會(huì)自從游戲發(fā)售以來(lái)一直沒(méi)被發(fā)現(xiàn)!
Final Art
最終藝術(shù)圖
At this point, the art department stared at my work in mild horror and decided it was best to create an unique asset for it. The graveyard looked fine, but smashing ambient objects together is not standard practice and could potentially create performance issues. Nevertheless, the horrible mishmash provided a useful reference for the concept art and the final model:
到了此時(shí),美工部門(mén)用略微恐懼的眼神盯著我的作品,并且決定最好還是為它做一個(gè)專屬的素材。墓穴看起來(lái)非常好,但是將環(huán)境物體雜糅在一起并不是一個(gè)很合適的做法,并且可能引發(fā)運(yùn)行問(wèn)題。然而,這個(gè)恐怖的雜糅物還是給美術(shù)概念以及最終的模型提供了有用的參考價(jià)值。


Notes for modders
為modder準(zhǔn)備的筆記
My graveyard was dismantled, but I hope it will inspire you to create even worse abominations.
我的墓穴還是被廢棄啦,但是我希望這能激發(fā)你們打造更糟糕的東西。
Here's a handy summary on how to offset ambient objects. When spawning an event object, make sure sure to use use_3d_location = yes to be able to adjust its position.
在這里我給大家提供了一些關(guān)于如何偏移環(huán)境物體的簡(jiǎn)單總結(jié)。當(dāng)生成一個(gè)事件物體時(shí),一定一定要確保使用use_3d_location = yes以便能夠調(diào)整物體的位置。





No tiyankis were harmed in the making of this dev diary.
在本次開(kāi)發(fā)日志中,沒(méi)有緹揚(yáng)奇收到傷害。
-------
But that is not all! For I, @Caligula Caesar, have something quite cool to show off, namely some experimentations with galaxy shapes.
不過(guò)這并不是全部,因?yàn)槲?,@Caligula Caesar,有一些酷斃了的東西得給你們看看。這玩意也就是一些關(guān)于星系形狀的實(shí)驗(yàn)。
We haven't made any changes to the available galaxy shapes for… I think since release, unless I am mistaken. Anyway, we wanted to spice things up a bit, and took a look at whether we could persuade our galaxy generator to create new shapes.
除非我記錯(cuò)了,我們大概是從游戲發(fā)售那天起就沒(méi)有做過(guò)任何和星系形狀相關(guān)的調(diào)整??傊?,我們想給事情加點(diǎn)料,看看我們能否說(shuō)服我們的星系發(fā)生器創(chuàng)造出新的形狀。
First we taught it a few new tricks. Now you can define a new galaxy in script and feed parameters into it, and it will be available to select in the galaxy generation screen. This means that when modders inevitably decide we didn't go far enough in this dev diary, they can make their own combinations without replacing existing ones. It now also doesn't determine its behaviour based on what the galaxy shape is called. With this I mean, in the current version the 2-spiral galaxy will always have two spiral arms, and you can merely tweak how thick and twisting these arms are - this is no longer the case. Now you can freely define how many arms you wish to have, and also combine them with a ring if you so please.
首先我們教給它一些新的技巧。現(xiàn)在你可以在腳本中定義一個(gè)新的星系,并向它輸入?yún)?shù)。然后它將可以在星系生成界面中選擇。這意味著當(dāng)模組制作者不可避免地認(rèn)為我們這篇開(kāi)發(fā)日志還是太保守的時(shí)候,他們發(fā)現(xiàn)可以在不替換現(xiàn)有星系的情況下制造自己的組合。現(xiàn)在它也不會(huì)根據(jù)星系形狀的名稱來(lái)決定星系的具體情況。我的意思是,在目前的版本中,2-螺旋星系總是有兩個(gè)螺旋臂,而你只能調(diào)整這些臂的粗細(xì)和扭曲程度——現(xiàn)在已經(jīng)不是這樣了?,F(xiàn)在你可以自由地定義你希望有多少條臂,如果你愿意的話,還可以將它們與一個(gè)環(huán)結(jié)合起來(lái)。
As a result, we could add a few new shapes. For instance, we could add some spiral galaxies with different numbers of arms:
結(jié)果就是,我們可以添加不少新的形狀。例如,我們可以添加不少旋臂數(shù)量不同的螺旋星系:



But there was more we could do. In particular, we wanted to make a few galaxy shapes that would create some unusual galactic terrain, and some potentially interesting asymmetric starts. For instance, we could make a twist on the two-arm spiral galaxy that has very thick, slightly winding arms, resembling a bar galaxy:
不過(guò)我們還能做得更多。具體來(lái)說(shuō),我們想制作一些可以創(chuàng)造一些不尋常的“星系地形”的星系形狀,以及一些潛在的有趣的不對(duì)稱的游戲開(kāi)局。例如,我們可以在雙臂螺旋星系上做一個(gè)轉(zhuǎn)折。它有非常粗的、略微纏繞的臂,類似于一個(gè)棒狀星系。

Credit: NASA and STScI感謝:NASA和STScl

Yes, those two halves are connected by a?single?hyperlane
是的,這兩部分被一條超空間航線所連接
A ring galaxy and a spiral galaxy could be combined to make a "cartwheel" galaxy:
一個(gè)環(huán)形星系和一個(gè)螺旋星系可以組合成一個(gè)“車輪狀”星系:

Credit: NASA, ESA, CSA, STScI and Webb ERO Production Team感謝:NASA,ESA,CSA,STScl和Webb ERO制作組

Alternatively, we could omit an arm of a 4-arm spiral, and create something we dubbed the "hedgehog":
亦或者,我們可以把4-螺旋星系的一條旋臂刪了,并創(chuàng)造我們稱之為"刺猬"的東西。、

Finally, in a bout of silliness, I also added the "starburst", which is a shape that is actually impossible in reality, but might create some interesting gameplay:
最后,在一陣愚蠢的行為中,我還添加了“星爆”,這是一個(gè)在現(xiàn)實(shí)中實(shí)際上不可能的形狀,但可能會(huì)創(chuàng)造一些有趣的游戲體驗(yàn)。

Another thing related to galaxy shapes which we've looked at a bit is static galaxies. This is the system modders use to generate a specific preset galaxy, for instance certain total conversion mods. It turns out that the code for generating a random galaxy (i.e. those we usually generate) and that used for static galaxies differ completely, which specifically became an issue during galaxy generation: the two different versions of the code probably did the same thing once upon a time, but inevitably the code has diverged, so modders reported numerous issues with static galaxies. For instance, it was not possible to use secondary species, and there were a number of small issues with starting setups, such as starbases and sectors not automatically spawning. It also wouldn't call the empire_init on_actions, which would cause further divergence from how things would be if a regular galaxy was generated.
與星系形狀有關(guān)的另一件我們已經(jīng)聊了一點(diǎn)的事是靜態(tài)星系。這是模組制作者用來(lái)生成特定預(yù)設(shè)星系的系統(tǒng),例如某些把整個(gè)星系全改了的模組。事實(shí)證明,生成隨機(jī)星系(即我們通常生成的那些星系)的代碼和用于靜態(tài)星系的代碼完全不同。所以說(shuō),這成為星系生成過(guò)程中的一個(gè)問(wèn)題:兩個(gè)不同版本的代碼可能曾經(jīng)做過(guò)同樣的事情。但不可避免地,代碼已經(jīng)發(fā)生了分歧。所以模組制作者報(bào)告了靜態(tài)星系的許多問(wèn)題。例如,不可使用次級(jí)物種,而且在開(kāi)始設(shè)置時(shí)有許多小問(wèn)題,如行星基地和星區(qū)不能自動(dòng)生成。它也不會(huì)調(diào)用empire_init On_actions,這將導(dǎo)致與普通星系生成時(shí)的情況有進(jìn)一步的差異。
Anyway, I probably shouldn't talk about this, since the code has not yet even been approved, but I tried to combine as much of the random galaxy and static galaxy code as possible, resolving a fair few issues with the latter, and hopefully making it more robust in the future. (Also, on the prompting of a modder, I added the ability to specify "effect = { }" in a particular system's entry in a static galaxy. And you should now be able to create several static galaxy maps rather than being limited to one).
總之,我也許不應(yīng)該談?wù)撨@個(gè),因?yàn)榇a甚至還沒(méi)有被批準(zhǔn)。但我試圖盡可能多地結(jié)合隨機(jī)星系和靜態(tài)星系的代碼,并且解決后者的一些問(wèn)題。希望靜態(tài)星系在將來(lái)使其更加強(qiáng)大。(另外,在一個(gè)模組制作者的提示下,我增加了在一個(gè)靜態(tài)星系中指定一個(gè)特定星系條目的effect= { }的功能。而且你現(xiàn)在應(yīng)該能夠創(chuàng)建幾個(gè)靜態(tài)星系圖,而不是僅限于一個(gè))。
So, basically, for players who enjoy mods that create bespoke galaxies, you will probably be able to get access to much improved versions of these in the near future. (Can't promise it will definitely be in the next patch).
所以大體來(lái)說(shuō),對(duì)于那些喜歡用模組來(lái)定做星系的玩家,你們應(yīng)該會(huì)在不久的將來(lái)就能接觸到改進(jìn)后的系統(tǒng)(我不敢說(shuō)下次補(bǔ)丁就能上線)。
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