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【光遇設計稿】深入研究光遇世界的歷史和發(fā)展

2020-09-14 21:17 作者:菜感人  | 我要投稿


----神一樣的翻譯與解讀---

深入研究光遇世界的歷史和發(fā)展

Tune in for 7 Days of Sky concept art, as we delve into the history and development of #thatskygame's world. Today we explore Vault of Knowledge, Sky's final normal realm. Join the fun today by sharing your favorite screenshots and memories with the hashtag #ThatSkyAnniversary.

  • 7 Days of Sky: Elders--光遇先祖?zhèn)?/strong>

最開始,迷宮中有一只猴子在守護著寶藏。 還有一頭公牛他會擋住了你前行路,后來變成了一頭熟睡的獅子。 這些動物是被詛咒的主角,他們會是每一個關卡的boss

In the beginning, there was a monkey protecting a treasure in a maze. There was also a bull blocking your way, which then turned into a sleeping lion in a castle. These animal-themed, cursed characters became like bosses for each level


以動物為主題的boss們逐漸變得人性化。 在一次一次的進化中,他們每個生物都丟失了身體的一部分(手臂,心臟,頭部等)。 他們慢慢地變成了光遇里的先祖

The animal-themed bosses gradually became more humanoid. In one iteration they were each missing parts of their bodies (arm, heart, head, etc). They slowly turned into what we know today as the Elders.


光遇談對希望在光遇也有一些可以在天空中生存的動物,那些動物去探索天空的秘密,所以就設計了,這一個生物。可以說這是目前游戲里的那條魚的設計稿了

We’ve always wanted creatures in the world of Sky. It has been really fun exploring and imagining creatures above clouds.


最終在不斷的優(yōu)化中,調整中。就出現(xiàn)目前我們在游戲里看見的那條魚的模型,以及遙鯤,水母,蝴蝶,螃蟹等等的模型

Eventually we decided on aquatic theme, as we liked the graceful motions of creatures in the water.


8.7 Days of Sky: Characters--光之子角色

光遇團隊對于光之子的角色選擇,也是做了非常多的選擇。但是即使模型這么多,可是還是沒能找到心中光之子的模樣。(PS:其實菜感人角色有幾個還是非常好看的啊,很有非酋的感覺)

We explored so many options of characters! So many that we can’t even fit all the ideas on this image…

光之子最后的模型還是決定了下來。是一個帶著面具披著斗篷的人物 (PS:所以對比上方的圖片感覺如今的光之子模樣還是不錯的)

"In the end, the character became a child with a mask and cape. There are a lot of reasons why the Sky children look the way they do today. Look forward to our future events for more insights behind the design of every element in the world of Sky!"

  • 7 Days of Sky: Isle of Dawn--晨島

迭代版本最多的其中的之一就有晨島,從游戲開始到結束。那么也以晨島作為了游戲的開始。

Isle of Dawn has been one of the most iterated levels. How should you start the game has been discussed and updated until the very last moment of the development.

晨島最早概念之一!晨島的長者是居住在一座破廟中的禿鷹。

哈哈哈!我們那么喜歡的長老竟然是一只禿鷹進化而來的。想想哈哈哈!也難怪這一期國際服的圣島季之后的季節(jié)在晨島了。那先祖面根遠古的撐到先祖面具一毛一樣

One of the earliest concepts of Isle of Dawn! The Dawn Elder was a vulture lived in a ruined temple.

設計晨島的時候,希望晨島的概念能夠使玩家有一種從真實世界過度到天空世界的感覺。

At one point we imagined Isle of Dawn to be the transition from the real world into the world of Sky.

晨島的長者也稱為守門人,ta在這里等待著光之子的到來,并且指引光之子前往天空王國的道路

Here is the Isle of Dawn Elder as a gate keeper, who informs you about the history and sends you off into the kingdom.

晨島到云野的過度是一個非常重要的階段,如上圖所示,嘗試了非常多的方式進行過度。最終的結果便是游戲里的那個樣子,在一大片云里遨游。

We knew that the transition from Dawn into Prairie is an important threshold, and tried many different ways to show a world beyond clouds.

縮小配色方案和區(qū)域的總體布局。 這些是最新版本之前的迭代!

Narrowing down the color scheme and the general layout of the level. These were the iterations just before the latest!

  • 7 Days of Sky: Daylight Prairie--云野

光遇的設計靈感淶源于藍藍天空以及白白的云。(其實可能還是與老陳以前自己做的哪一款飛行在天空重的小男孩有關系)。最開始是想的將小島直接設為開始,但是最終這個想法被設置到了晨島里去了

Soaring through a blue sky & puffy clouds has always been the inspiration for this game. In the beginning we imagined that the Sky would begin on an island, to take off into the clouds. The idea of an island got carried into the Isle of Dawn.

當然還是延續(xù)了想天空之國以一系列島嶼為主題,再到一個充滿機械的島嶼。看上圖我們可以看到非常多關于云野的設計(上圖的第一個小圖怕是現(xiàn)在的圣島的原型吧!太像了)

最終在一次一次的迭代中云野制作了一塊巨大的石頭,放入了蝴蝶平原(PS:話說以前的圖非常好看哎)

We experimented a lot on the look, feel, & story ?— from an all-cloud world, to a chain of islands, to an island full of mechanical gimmicks. In one iteration we made a boulder, which found its way into the current Prairie Butterfly Fields

在設計云野的階段,研究了非常多的高海拔地區(qū)環(huán)境的元素。這為云野的草叢,懸崖等等奠基了參考基礎

In this phase, we studied the biome and types of grass and rocks that exist in high altitudes, which pretty much set the basis on our grass and cliff material colors.

云野的建筑物,是探索了許多的建筑,結合那些建筑作出了非常多的創(chuàng)意測試?。所以這些建筑都是有這自己的文明意識的。當光之子去探索的時候 會發(fā)現(xiàn)很多有意思的地方

We explored architectures and tested many ideas to find a good sense of civilization that could be fun to discover and explore

如圖所示,這些都是云野的所有大概形態(tài)里面 包含了想象中的小廣場,以及蝴蝶平原的蝴蝶飼養(yǎng)員的原始洞穴。云中仙鄉(xiāng),幽光山洞,云頂浮石。

Here's us imagining what kind of town could have existed in the world of Sky. The basic layout you see in Prairie Village was formed during this phase of development. You can also see the original cave of the butterfly keeper here!

為了使光之子能夠在光遇里有更多的玩法,所以將云野劃分了很多區(qū)域,玩家可以前往探尋,去發(fā)現(xiàn)那些小空間的小秘密

To make Sky more open and to allow for more gameplay even after completing the game, we made the levels into multiple sub-levels and explored small pockets of interesting spaces that could be fun for players to discover spirits.

蝴蝶平原里的很多山丘之下有很多隱藏洞穴。這些元素為蝴蝶平原的整體奠定了基礎

(注意上圖右邊的圖,這圖是在安卓還未上線前的云野版本。在前往云頂浮石的時候需要飛很高,才能到達入口)

One of the pockets for the sub-level ended up making a base for the current Butterfly Fields. We wanted to make sure that you can see the connecting levels; Prairie Cave, Prairie Village, and Prairie Nest.

  • 7 Days of Sky: Hidden Forest--雨林

在雨林的開發(fā)初期,一直想設計一個下雨的地方,但是在最開始,還不知道如何去確定哪一個部分下雨

Earlier in Hidden Forest's development we knew we wanted a level about rain, but we weren't quite sure where in the flow this belonged initially

雨林的入口是由一大片云樹之間,并且雨林的樹由云組成的云樹

(話說以前的這種入口 還真的是 很好看)

A concept of a forest made of clouds. There was a giant gate beneath the 'Day' level to enter this area.

上圖將雨林圖分成了非常多的小片,可以非常明細的分辨出目前光遇里的各個場景

從進入雨林以后,會開始感受到雨水的細細存在,慢慢的到大雨,接著迎接暖陽

Slowly establishing the flow within the rain level. Transitions from soft rain to heavier rain, and then to warm sun

雨林的長者曾經的原型有點嚇人,那時的森林更像是迷宮一樣。長老召喚著你來到他的身邊

(雨林媽媽曾經的模樣很有外星人的感覺,但是可以很明確的看到,先祖手里設定的雨傘以及燈籠似乎對與追光季畢業(yè)物品以及目前國際服的燈籠,早早就有預告)

The Elder in this level used to be a little scary. Forest was more of a foggy maze then, and this elder was seducing and trapping you

最終,對于畫質的精細,這對于技術來說是一個非常大的考驗。這關乎著玩家的體驗

Eventually, the level became more about the development of technology and a consequence

與云野一樣,雨林也被分了多個區(qū)域。 每個區(qū)域都有不同情況

Same as Daylight Prairie, Hidden Forest was also made into multiple sub-levels. Each level had a different taste of rainy mood.


  • 7 Days of Sky: Valley of Triumph---霞谷

從游戲的整體設計,決定將霞谷設定為整個游戲劇情的高潮。這里會出現(xiàn)落日的各種場景會出現(xiàn)的色調

From the beginning, we knew that 'Sunset' (Valley of Triumph) would be a climax of the game. We tried to capture the magic sunset hour with rich colors from the earliest phases of this project

設定霞谷的時候,希望可以快速的飛行,所以以高海拔的曲線作為參考。最終讓光之子在體驗的時候達到豐富的視覺效果

We wanted this level to have the fastest flight, with the most exciting and richest visuals. Because we wanted the altitude to follow our emotional curve, we made the decision to make this area take place on a high mountains.


對于霞谷,還有更多非常有趣的想法,但是在游戲里還未實現(xiàn)

Because we wanted only the most exciting things to happen in this level, we still have many cool ideas that we still haven’t managed to realize in the game. Look forward to our future updates!

霞谷就像天空王國的市中心。 人們在這座山頂上建造了一座巨大的城市,使用船只在各個地方之間移動。

Golden Valley is like a downtown of the Sky kingdom. People built a huge city on top of this mountain, using boats to move between places.

這是目前霞谷設計圖不同地方的設計

Many different ideas for the types of architectures you see in this area

霞谷由富人和窮人組成,以落日競技場為中心。 他們都喜歡整個城市的比賽。

Golden Valley consisted of both rich and poor communities, centered around the theater. They all enjoyed the race that went through the entire city.


  • 7 Days of Sky: Golden Wasteland--墓土

暮土最早期的原型,是一個擁有“現(xiàn)代化工廠”的地方,所以啊暮土的那些污水橫流,很有可能就是因為這些工廠流出來的

"Earlier in the prototype, Golden Wasteland was called 'Dusk,' and it was going to be a place with modern factories.

但是后來隨著加入了先祖故事情節(jié)后,決定改變以下設計。故事是先祖?zhèn)兘ㄔ煲凰掖_著船來到了暮土

For a while Dusk was not touched, but then we revisited the level after coming up with the ancestor stories ??— ?this was going to be a place where Sky's ancestors built a giant ark to survive the apocalypse

暮土環(huán)境的確定是因為以先祖的文明崩潰與黑暗生物進行抗爭后而確定的。所以最終以昏暗的色調為主題。

This was the time when we thought that the fall of civilization was related to the war they had against creatures. The current tone of Dusk was established around this time of development

這便是暮土整體的一個設計情況了??梢宰屑毧磮D片,不難看出整體的一個故事情節(jié),以及皮皮蝦最初鼠頭鼠尾的模樣。光之子們小心翼翼的前行著,而皮皮蝦在遠方看著光之子的一舉一動。窺探著光

Basic flow of the level was pretty much set at this point. A big down moment after the glorious 'Sunset' (Valley of Triumph)

在建立了暮土的關卡以后,決定還原Wasteland 游戲中的故事,故事的情節(jié)是,講述了一個士兵為了保護家園,與皮皮蝦大戰(zhàn)最后失去了一切,但是最終因為到來的光之子而重新獲得了希望

After the structure of the level was established, we iterated on the story of Wasteland's Elder. Originally, it was a story about a soldier who lost everything, regaining hope after encountering Sky children.

在暮土,長老由于長期被黑暗所包圍,長老已經被黑暗吞噬了一半的身心??墒请S著光之子的到來。光之子們用光喚醒了被困在黑暗中的長老??墒菫榱藢⒑⒆觽兯偷桨踩牡胤?。長老犧牲了自己來打開了阻擋光之子前進的大門。這些細節(jié)呢都可以送圖片上看到哦

At one point the Elder was half corrupted by the darkness. The light of Sky children awakens them, and then they sacrifice themself to the Dark Creatures to save you and let you move on

這是冥龍的早期概念圖,又稱“皮皮蝦”。?光遇一直想在游戲中添加令人恐懼的東西。

看圖可以看出,皮皮蝦是真的好惡心??!而且皮皮蝦不僅是飛在天上,而且還可以像液體一樣盤在地上。啊 要是這個是皮皮蝦該多好呀。得惡心到多少人。

Here's an earlier concept of the Dark Dragon, AKA the 'krill.' We knew we wanted something scary in the game very early.


看圖片可以非常清楚的看到是暮土秘密圖的黑水港灣以及遠古戰(zhàn)場,邊陲荒漠。巨獸荒原的的設計圖。暮土的黑水也是從管道中排出來的污水。

We have many, many more ideas and inspirations for this level that we still haven’t been able to realize yet in Sky. Stay tuned for more Wasteland updates!


  • 7 Days of Sky: Vault of Knowledge--禁閣

對于禁閣以夜晚為主題,光遇團隊也是費了不少小心思的。因為他們深刻的意識到晚上是圍繞感情故事曲線的特殊階段。所以最終決定以夜晚為禁閣的主題

From the moment we decided to use time of day as a theme, we knew night time would be a special level to wrap up the emotional story curve.


在最早期的開發(fā)階段,光遇本來是準備將“禁閣”創(chuàng)建成一座現(xiàn)代化城市,玩家進入“禁閣”的時候是從云層飛入這個城市

In the earlier phase of development, we made a modern city for the 'Night' level (Vault of Knowledge). Soaring over clouds and diving?into a glowing city was very magical

但是隨著先祖的故事發(fā)展,感覺禁閣對光遇見整體的歷史來說意義非常重大。

隨著故事的一次迭代后。先祖?zhèn)兘ㄔ煲凰掖x開暮土來到禁閣。先祖?zhèn)兓没蔀榱思坠俏模@些甲骨文會指引光之子前往暴風眼的路

所以這也可以解釋為什么禁閣會有 初始層(晨島)-》底層(云野)-》第二層(雨林)-》第三層(霞谷)-》第四層(暮土)-》頂層(六圖聚集)這就是先祖?zhèn)円粚右粚拥膶⒐庵铀屯╋L眼的路

As the ancestors’ story developed, Vault became significant to Sky’s history. One iteration, its Elder architected a boat to try to survive an apocalypse. Their role shifted to oracle who explains your destiny and shows a way to the storm.

禁閣夜晚的設計想法之一,是因為認為這個地方是一個很神圣的地方,先祖?zhèn)冊谶@里儲存了寶貴的光源。所以這個想法最終決定了禁閣以夜晚為主題,當然還受到了圖書館和天文館的啟發(fā)。

這是不是也解釋了為什么禁閣會有那么多會發(fā)光的生物了“遙鯤”,發(fā)亮的燈?

One of the ideas for Hidden Forest was that it was a sacred place where they stored precious sources of light. This idea eventually influenced the design of 'Night' (Vault of Knowledge), which was inspired by libraries and planetariums

光遇團隊在禁閣設計了非常多的小心思的小東西,希望光之子們能去發(fā)現(xiàn)這些小心思。

There are many interesting props we designed for the area. Lots of valuable information was stored with the hope that it would be used by the future generations.

開發(fā)團隊希望禁閣的每一層,都能給光之子不同的感官,所以隨著光之子從初始層到達頂層會發(fā)現(xiàn)每一層越來越魔幻。

Not only was this area filled with manmade structures, we also wanted to transition the level into a more magical, dreamier space. So we made it transform into a more organically magical space as you progressively move highe

最后光之子來到禁閣的頂部,頂部動畫的長老,會聚集其他圖的長老在一起。告訴光之子準備好迎接暴風眼

Finally, at the top of this tower you encounter the Elder. When we first developed the ancestor story, we knew all Elders would gather here and show you one last piece of info to prepare you for the ultimate mission to fulfill in the storm.


總結

從官方放出來的稿件來看,光遇的設計稿真的好好看,并且設計稿上有很多在游戲里目前并未開放出來,還有很多想法也還未實現(xiàn)。

超級希望光遇越來越好,這樣就會呈現(xiàn)給大家更多驚喜。也希望以后的畫面,也會更加精細,不過挑戰(zhàn)非常非常的大。

加油

這些光遇稿子呢都是在光遇官方推特上收集的

每一張圖片下方的英文都是官方對于設計稿的解釋,而中文呢是菜感人的神翻譯

結合英文以及圖片加上光遇目前的一個情況給的個人觀點

記得鼓勵點個贊哦,收集數(shù)據(jù)不容易啊

圖片來源國際官方?如有侵權請聯(lián)系刪除

所有資料來自

國際服推特?

Sky: Children of the Light? ??

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【光遇設計稿】深入研究光遇世界的歷史和發(fā)展的評論 (共 條)

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