最美情侣中文字幕电影,在线麻豆精品传媒,在线网站高清黄,久久黄色视频

歡迎光臨散文網(wǎng) 會(huì)員登陸 & 注冊(cè)

家園3目前開(kāi)發(fā)進(jìn)度的總結(jié)之一(帶翻譯)

2021-02-19 08:51 作者:Khar-Adun  | 我要投稿

這是我前段時(shí)間在貼吧發(fā)的文章,現(xiàn)在發(fā)到B站來(lái)。

前言:備受期待的家園3自項(xiàng)目公布以來(lái)已經(jīng)過(guò)去了一年多,其制作組BBI也時(shí)不時(shí)的在眾籌網(wǎng)站FIG上發(fā)布他們的開(kāi)發(fā)日志,自本文發(fā)布以來(lái)已有16篇之多。
不過(guò)國(guó)內(nèi)還有相當(dāng)多的玩家不了解家園3的開(kāi)發(fā)進(jìn)度,甚至還有人不知道家園3項(xiàng)目的存在。
本文的目的即是給這些玩家一些能夠快速了解到家園3目前狀況的渠道。
前排感謝孤狼和群友們給予的翻譯協(xié)助。

第一部分:前期準(zhǔn)備 2019.9.11-2019.9.28
2019年的8月31日,gearbox以及合作方BBI工作室在PAX west展會(huì)上正式公布了家園3項(xiàng)目的啟動(dòng)以及家園手游的一個(gè)預(yù)告片。(手游目前來(lái)看質(zhì)量很好,不必?fù)?dān)心)
同時(shí)他們還決定將會(huì)在FIG網(wǎng)站上開(kāi)啟一個(gè)為期一個(gè)月的家園眾籌項(xiàng)目,這里就不過(guò)多贅述。
9月11日,第一個(gè)日志發(fā)出,主要內(nèi)容關(guān)于眾籌進(jìn)度與放出一些概念圖。

僅僅一個(gè)星期后的9月18日,第二篇日志放出,這篇日志的內(nèi)容相比上一篇來(lái)說(shuō)就有了不少的干貨。

(彈道系統(tǒng))
眾所周知有相當(dāng)多的老玩家對(duì)家園2拋棄一代與外傳災(zāi)難中所使用的“真實(shí)彈道”系統(tǒng)而轉(zhuǎn)變?yōu)椤案怕蕮糁小边@個(gè)問(wèn)題十分的不滿,這里先不評(píng)價(jià)兩種系統(tǒng)的利弊,不過(guò)這確實(shí)引發(fā)了玩家間不少的爭(zhēng)論。

很顯然,BBI注意到了這點(diǎn)的存在,并把這個(gè)問(wèn)題的優(yōu)先級(jí)提的相當(dāng)高。(畢竟是游戲底層機(jī)制之一)
很快在官方dc頻道以及各大社區(qū)玩家強(qiáng)大的輿論攻勢(shì)下這篇更新日志表示他們將在三代中重新使用老家園的真實(shí)彈道系統(tǒng)。9月19日,第三篇日志發(fā)出,本篇跟第一篇一樣是關(guān)于眾籌進(jìn)度的。(賊貴的設(shè)定集)


9月24日,第四篇日志,這篇日志跟第二篇一樣是關(guān)于實(shí)際游戲中的內(nèi)容,不過(guò)在我看來(lái)并沒(méi)有什么有效信息。


本次內(nèi)容是關(guān)于船體破壞以及殘骸,BBI表示他們將會(huì)為戰(zhàn)艦制作內(nèi)部結(jié)構(gòu)和被不同武器所擊中帶來(lái)的損傷效果,像是小口徑火炮、防空炮之類的輕武器或是離子炮和導(dǎo)彈之類重武器他們都會(huì)為其制作不同的損傷效果。(還有精細(xì)的內(nèi)構(gòu))

我想那兩張動(dòng)圖和內(nèi)構(gòu)細(xì)節(jié)圖大家都看過(guò)了,這里就不發(fā)上來(lái)了。感興趣的可以自行去家園3FIG界面查看。
自28日到10月11日的這幾篇的內(nèi)容就合起來(lái)講吧,也是關(guān)于眾籌,沒(méi)什么好說(shuō)的。(很榮幸成為8414位支持者中的一位)


直到這里,項(xiàng)目的前期準(zhǔn)備工作已經(jīng)完成,接下來(lái)則是游戲正式開(kāi)發(fā)的部分了。

第二部分:正式開(kāi)發(fā)報(bào)告2019.12.10——2020.12.19(截止最后一篇)
下一次的更新則是在兩個(gè)月后的12月10日了,這篇的內(nèi)容是關(guān)于玩家意見(jiàn)的總結(jié)以及未來(lái)劇情的一些走向,哦對(duì)了,他們還在這里提出了一個(gè)他們魂?duì)繅?mèng)繞的概念:巨構(gòu)(后面一大堆更新日志都是圍繞著這玩意寫(xiě)的)。

第一部分是關(guān)于玩家意見(jiàn),接下來(lái)我們就挑一些重要的內(nèi)容來(lái)詳細(xì)解讀吧。
游戲特性(Characters)
對(duì)我們來(lái)說(shuō)找出游戲中角色、派系、船只對(duì)粉絲來(lái)說(shuō)哪個(gè)更加的重要是一件相當(dāng)重要的事情,我們收到了相當(dāng)多的反饋,一些東西在我們的意料之中,還有一些完全出乎我們的意料!
It was important to us to find out howimportant characters, factions, and ships truly are to the fans of Homeworld,and we received a ton of awesome feedback - some of it expected, and somepleasantly surprising!(原文)
我們都知道,卡倫·斯葉特是家園中不可缺少的元素所以,(除開(kāi)人物之外),我們更想看看哪個(gè)勢(shì)力對(duì)玩家們的意義更加重大。正派贏得了勝利,調(diào)查中喜歡西瓜、本圖希和先祖的人完全占據(jù)了上風(fēng),遠(yuǎn)遠(yuǎn)領(lǐng)先了海盜、泰坦人那樣的反派。
我們相信這份報(bào)告向我們展示了玩家間的情感聯(lián)系(與各種族間)的重要性,這是我們想要進(jìn)一步關(guān)注的,希望我們能夠重建玩家與游戲中種族例如西瓜與本圖希人那樣獨(dú)特的聯(lián)系。
· We all know Karan S'jet is an integralpart of the Homeworld flavor, so instead we wanted to look at what factionidentity means to you. The good guys won out, with the Hiigarans,Bentusi, and Progenitors coming out on top - farahead of the pirates, and even the Taiidan. We believe this shows us just howimportant the role of emotional connection is, and it's something we want tofocus on further with the hope that we can re-create that same uniqueconnection you have built with the Bentusi and Hiigarans alike.(原文)
更令人驚訝的是,對(duì)于各位玩家來(lái)說(shuō),各類船只的重要程度不亞于每一位角色,在最重要的敘事元素投票中母艦緊隨卡倫其后。
· More surprisingly, it appears that ships are just as importantto you as characters, with the Mothership coming a closesecond to Karan for most important narrative elements.(原文)
家園的視覺(jué)沉浸感對(duì)每一位玩家來(lái)說(shuō)都非常的nice,以及你們對(duì)戰(zhàn)艦的熱愛(ài),我們一直在努力的設(shè)計(jì)令人驚嘆的各類新式戰(zhàn)艦,這些設(shè)計(jì)將給玩家建立強(qiáng)烈的性格和認(rèn)同感(不知道怎么翻這一句)。
· What with the visual immersion of Homeworld being soexciting for you, as well as your love for the ships, we've been busy creatingamazing new ship designs that will build a strong sense of character andidentity.(原文)
這段簡(jiǎn)單的概括一下大概就是:我們正在給你們整好活,大的要來(lái)了。
接下來(lái)我們要進(jìn)入本篇中最重要的部分,關(guān)于劇情戰(zhàn)役方面。

Story(故事劇情)

家園的故事劇情始終就像面包與黃油一樣,但我們想知道這些故事對(duì)你來(lái)說(shuō)意味著什么。

調(diào)查問(wèn)卷的數(shù)據(jù)給予了我們很大的幫助——不僅為我們闡明了未來(lái)的方向而且啟發(fā)了我們對(duì)家園系列對(duì)你們所有人的思考。

Homeworld's story has always been its bread and butter, but we wanted to get a better idea of what this means to you. The survey responses were a great help - not only to clarify our direction, but to inspire us the way Homeworld has inspired all of you.(原文)

我們認(rèn)為故事情節(jié)是家園系列不可缺少的一部分-我想你們也百分百同意。單人模式的游戲體驗(yàn)是我們計(jì)劃里重中之重的開(kāi)發(fā)內(nèi)容,這也讓我們對(duì)玩家想要的內(nèi)容產(chǎn)生巨大信心。令人欣慰的是單人模式的優(yōu)先級(jí)一直是家園3開(kāi)發(fā)項(xiàng)目里最高的。

·???????? We believed that the narrative was absolutely integral to the franchise - and you overwhelmingly agreed. The?single-player experience?is something we always planned to focus heavily on, and it gives us huge confidence to hear and read this is what you want too. What makes this comforting from a production perspective is that prioritizing single-player has?always?been the case for Homeworld development.(原文)

我們一直都在研究家園系列的前作,以便真正的了解是什么樣的核心元素讓家園系列顯得如此的獨(dú)特。我們也問(wèn)過(guò)你們游戲中最重要的主題是什么,而最重要的答案則是:探索、救贖、和出埃及記(種群的遷徙)。我們同意,所以我們正在努力制作一個(gè)這樣的故事,所以我們正努力制作這樣一個(gè)原汁原味家園體驗(yàn)、能吸引你們所有人的故事。

·???????? We have been looking closely at previous Homeworld games to really get an idea of the core elements that make it so unique. We also asked you what the most important themes were in the franchise, and the top answers were:?exploration, redemption, and exodus.?We agree, and we are working hard to craft a narrative that really speaks to the true Homeworld experience - and to all of you.(原文)

作為調(diào)查的一部分,我們調(diào)查了你們哪些敘述元素最能打動(dòng)你們,其中最突出的則是:巨構(gòu)(monoliths),這些報(bào)告告訴我們玩家不僅發(fā)現(xiàn)了環(huán)境故事敘述的樂(lè)趣,而且也是家園體驗(yàn)的基本組成部分。我們的目標(biāo)是把這個(gè)系列比以往任何時(shí)候都要深入,我們很高興能與你們分享,我們一直在使用巨構(gòu)構(gòu)建巨大的可交互環(huán)境,這些巨構(gòu)將讓玩家們真正地沉浸于游戲世界和故事之中。

·???????? As part of the survey, we asked you what narrative elements spoke to you the most. Among the top were?monoliths, which told us that you found environmental storytelling to be not only exciting, but a fundamental part of the Homeworld experience. We aim to take this franchise further than ever before, and we're excited to share that we've been busy building massive interactable environments using monoliths that will truly immerse you in the universe and the story.(原文)

總結(jié):上面這些文章可以說(shuō)是開(kāi)發(fā)日志里第一個(gè)能給我們帶給有效信息的內(nèi)容。

從這里面我們可以看出BBI確實(shí)在對(duì)玩家社區(qū)方面的意見(jiàn)十分重視,而且也確實(shí)很懂玩家想要什么(沒(méi)有人比他們更懂家園)。

這些內(nèi)容所透露出來(lái)的信息來(lái)看劇情是他們項(xiàng)目里的重中之重,其次則是那所謂的巨構(gòu),而且從之后的開(kāi)發(fā)日志中可以看出對(duì)所謂巨構(gòu)的利用將會(huì)是家園3的核心玩法。

一些老玩家可能知道,在2001年的E3展上那震驚所有人的家園2宣傳CG,視頻里宏偉的巨型太空建筑和在其中戰(zhàn)斗廝殺的畫(huà)面我想會(huì)讓所有看過(guò)的人印象深刻。

可惜的是由于技術(shù)原因當(dāng)時(shí)的制作組不得不將當(dāng)時(shí)的“dust war”版本的家園2全盤(pán)推翻重做,在縮減了無(wú)數(shù)內(nèi)容后成為了今天的家園2。

巨構(gòu)的概念也許就是從那個(gè)時(shí)候深深的植入了這些家園人的心中,他們說(shuō)不定每天晚上做夢(mèng)都想把他們心中最完美的家園2呈現(xiàn)給大家。

現(xiàn)在,他們的機(jī)會(huì)來(lái)了。從這點(diǎn)來(lái)看家園3甚至可以說(shuō)是真·家園2(家園2完全體)。

接下來(lái)我將會(huì)帶來(lái)該篇報(bào)告中關(guān)于游戲玩法的部分,這里面也有一些有趣的東西。

接下來(lái)的部分則是該篇報(bào)告中關(guān)于游戲玩法的部分,這里面也有一些有趣的東西。
Gameplay(游戲玩法)
我們想知道家園系列的游戲玩法是如何吸引到玩家的。作為一款世界上絕無(wú)僅有的全3D即時(shí)戰(zhàn)略游戲,家園并沒(méi)有模仿其他許多的游戲——我們覺(jué)得了解是什么樣的東西驅(qū)使你們一直在玩家園是很重要的。
We wanted to get an idea of how the gameplay in Homeworldspoke to you. As a non-traditional, 3D RTS, the game doesn't mirror many others- and we feel it's important to know what drives your wish to keep playing.)(原文)
我們發(fā)現(xiàn)玩家更喜愛(ài)包含了策略性和思考性的玩法元素,例如抓船和隱身。我們很高興聽(tīng)到這個(gè)消息,因?yàn)槲覀冋谧鲆恍┏?jí)令人興奮的功能,很抱歉雖然現(xiàn)在還不能詳細(xì)討論,但我們認(rèn)為你們會(huì)非常喜歡這些新活。
· We were curious to see how important certain gameplayfeatures were to your experiences - and what we found was a love of strategicand thoughtful playstyles, such as salvaging and cloaking.We’re thrilled to hear that, because we’re working on several super excitingfeatures that are too early to discuss in detail today, but we know you’regoing to love!(原文)
當(dāng)我們進(jìn)一步推進(jìn)玩家與環(huán)境的互動(dòng)時(shí),我們逐漸意識(shí)到這對(duì)游戲玩法意義重大。結(jié)合我們正在開(kāi)發(fā)的彈道學(xué)系統(tǒng),它將在游戲中為玩家提供更多的戰(zhàn)略選擇,因?yàn)樗麄兛梢岳铆h(huán)境本身來(lái)隱蔽和隱藏或獲得對(duì)敵人有利的位置。我們也在探索使用“物體相對(duì)運(yùn)動(dòng)”在3D環(huán)境中導(dǎo)航的新方法。例如:點(diǎn)擊小行星的下方,你的飛船就會(huì)在它下面。點(diǎn)擊頂部,他們就會(huì)躲在那里。它應(yīng)該可以解鎖新的戰(zhàn)術(shù),這將在保持鼠標(biāo)操作的直觀性的同時(shí)帶來(lái)更多的戰(zhàn)術(shù)選擇。
· As we push interaction with the environment further, weare realising the amazing gameplay implications this has. Combined withthe ballistics system we are building, it will offer theplayer even more strategic options in gameplay, as they use the environmentitself to take cover and hide or gain an advantageous position over theirenemy. We are also exploring new ways to navigate through the 3D environmentusing object-relative movement. For example: Click theunderside of an asteroid and your ships will position beneath it. Click on thetop-side and that’s where they’ll take cover. It should unlock new tacticswhile still feeling intuitive on the mouse.(原文)
就像之前提到的,你們對(duì)單人游戲體驗(yàn)和故事重要性的反饋的重要性非常明確。我們也想明確一點(diǎn):我們的首要任務(wù)是創(chuàng)造一個(gè)令人驚嘆的《家園》單人游戲體驗(yàn)。在我們專注于核心戰(zhàn)役的同時(shí),我們也在研究這對(duì)于多人游戲的意義。我們相信,我們相信,通過(guò)創(chuàng)造一個(gè)【新】的游戲模式,我們可以將游戲帶到一個(gè)新的水平。因此,我們一直在探索如何最好地將這種體驗(yàn)帶給你們。我們有一些令人興奮的想法在工作中,我們將在稍后的開(kāi)發(fā)中討論!
· As mentioned earlier, your feedback on the importance ofsingle-player experience and story is loud and clear. We want to be cleartoo: Our first priority is making an amazing Homeworld single-playerexperience. While we are focused on the core campaign, we arealso looking at what that means for multiplayer. We believethat by crafting an alternate game mode we can bring the game to new levels. Assuch, we have been exploring how best to bring this experience to you. We havesome exciting ideas in the works that we’ll talk about later in development!(原文)

這些內(nèi)容就是12月10日開(kāi)發(fā)日志的全部了,還有一些結(jié)尾的廢話就不浪費(fèi)時(shí)間了,先來(lái)把游戲玩法這一部分的內(nèi)容總結(jié)一下。

第一段話里我們可以看出填寫(xiě)調(diào)查問(wèn)卷的人里有相當(dāng)多人喜歡一些游戲里放一些獨(dú)特機(jī)制,比如抓船隱形開(kāi)護(hù)盾之類的(我也是其中之一),BBI對(duì)此顯然也是比較重視的,從這些信息來(lái)看他們會(huì)在3代里加入相當(dāng)多這種獨(dú)特機(jī)制。

第二段話中跟我上面說(shuō)的一樣,他們正在大力開(kāi)發(fā)玩家與游戲環(huán)境中的互動(dòng),也就是為巨構(gòu)機(jī)制打下基礎(chǔ)。

第三段話里又一次的表示他們會(huì)對(duì)把工作重心放在單人戰(zhàn)役上,同時(shí)他們也會(huì)研究一下多人游戲,還有新的游戲模式,合作戰(zhàn)役可能性微存?

從這些東西里面我們很容易得知,BBI想要?jiǎng)?chuàng)造一個(gè)新穎的游戲機(jī)制:巨構(gòu),就像他們?cè)诶霞覉@里做的一樣。

在這次更新后的不久,可能由于新冠疫情爆發(fā)的原因家園3的開(kāi)發(fā)多多少少受到了影響,下一次的更新則在2020年的4月。


本次更新只是個(gè)關(guān)于巨構(gòu)的廢話,以及讓支持者們知道他們已經(jīng)轉(zhuǎn)入家中辦公的狀態(tài)。接下來(lái)的更新我會(huì)去掉一個(gè)關(guān)于眾籌和手游的報(bào)告,來(lái)把重心放在那兩篇藝術(shù)總監(jiān)問(wèn)答上。(注:?jiǎn)柎鹂偣?篇,但是其中一篇是關(guān)于眾籌獲得設(shè)定集的,故跳過(guò))

在那三篇藝術(shù)訪談間還插了一篇廢話和一篇關(guān)于手游測(cè)試的更新,我們直接跳過(guò)進(jìn)入正題。
藝術(shù)總監(jiān)Karl Gryc詢問(wèn)您的問(wèn)題之一
各位FIG支持者們大家好,跟進(jìn)我們的上一次更新,我們將給大家?guī)?lái)更多來(lái)自家園3藝術(shù)總監(jiān)卡爾·格利茨更多的問(wèn)答與他出色的作品。Hello Fig backers! Following up on our last update, we’re back with more answers and awesome artwork from Homeworld 3Art Director Karl Gryc.(原文)


問(wèn)題1:在家園3中,您和您的小組是如何設(shè)計(jì)飛船的?是基于家園2?還是在為家園3帶來(lái)更加擁有自身獨(dú)特風(fēng)格的設(shè)計(jì)?——Seongkyun K。
答:要描述艦隊(duì)的設(shè)計(jì),最好的方式是進(jìn)化而不是革命。這個(gè)話題我已經(jīng)和aron跟rob進(jìn)行了廣泛的討論。家園3中的艦隊(duì)設(shè)計(jì)將會(huì)擁有自己的風(fēng)格,但仍然具有前作的強(qiáng)大基因。如果我用噴氣式戰(zhàn)斗機(jī)來(lái)總結(jié)視覺(jué)設(shè)計(jì),家園1就像A10疣豬,家園2則是F15,而到了家園3則是F35猛禽。我確實(shí)覺(jué)得家園1與2之間巨大的風(fēng)格變化是合理的,一個(gè)文明在下一次事件前如何達(dá)到新的技術(shù)高峰?!獙?duì)于家園3來(lái)說(shuō)就是打開(kāi)超空間門(mén)(艾朗之眼)。所以我們需要一個(gè)更加成熟與強(qiáng)大的艦隊(duì)來(lái)面對(duì)未知的威脅。——卡爾


“Evolution not revolution is the best way todescribe the fleet designs. This is a topic I’ve discussed extensively withboth Aaron and Rob. The fleet design in Homeworld 3 will have its own voice butstill have strong DNA from the previous games. If I were to sum up the visualdesigns using Jet fighters - Homeworld 1 is an A-10 Warthog, Homeworld 2 is anF-15, and Homeworld 3 will be an F-35 Raptor. I do feel the drastic changebetween Homeworld 1 and 2 are justified narratively, just how a civilizationcan hit a technological plateau before the next event brings in new wonders -for homeworld 3 it is the opening of hyperspace gates. So we will need a newmore mature fleet to brave the unknown” – Karl(原文)
問(wèn)題2:我們能看到任何以前的設(shè)計(jì),如家園災(zāi)難的設(shè)計(jì),重新在家園3里出現(xiàn)嗎?——Shadowgaz
答:也許會(huì)是一個(gè)隱藏在地圖上的小彩蛋,或者會(huì)在海軍基地看到退役的他們:)——卡爾

問(wèn)題3:你們使用了什么方法來(lái)讓這些戰(zhàn)艦在遠(yuǎn)距離(拉遠(yuǎn)視角)上也可以清晰可辨?以前的家園游戲會(huì)像玩家展示戰(zhàn)術(shù)圖標(biāo),不過(guò)想要看清他們也必須將視角放到非常大的位置才可以看清他們。-N
答:這個(gè)問(wèn)題問(wèn)的很好!我們希望通過(guò)引入信息的智能合并(introducing smart amalgamation of information)(允許我們將元素分組在一起)來(lái)提高單位的可辨認(rèn)性。至于特定單位的可辨認(rèn)性,這是一個(gè)很好的segway進(jìn)入單位設(shè)計(jì)過(guò)程。(這段有點(diǎn)抽象)
“That’s a great question! We’re hoping toimprove on the class icon readability by introducing smart amalgamation ofinformation (Allowing us to group elements together). As for unit specificreadability, this is a nice segway into the unit design process:(原文)

問(wèn)題4:在游戲的一切早期艦船概念設(shè)計(jì)中,我們發(fā)現(xiàn)了一些看起來(lái)可以對(duì)其進(jìn)行升級(jí)的飛船(也許指自定義?這個(gè)升級(jí)的意思有點(diǎn)廣泛)比如《魔法門(mén)英雄無(wú)敵》中的可升級(jí)單位。這個(gè)能力最終會(huì)在20年后出現(xiàn)嗎?更現(xiàn)代化的艦船造型會(huì)看起來(lái)更有威脅性和美感嗎?——p2ambassador
In early concept designs ofships from the first game we can see upgradeable ships – like upgradeable unitsin Heroes of Might and Magic and so on. Will this ability finally appear 20years later, and will the modernized ship silhouettes look even more menacingand aesthetically pleasing? - p2ambassador(原文)
答:當(dāng)然,家園系列一直都是關(guān)于一場(chǎng)史詩(shī)般的公路旅行(road?trip)。完全正確的傷害效果!(Completely spot onwith the damage effects)
很抱歉我真的不能與你們透露有關(guān)飛船升級(jí)的任何消息,不過(guò)我們的游戲總監(jiān)Lance Mueller已經(jīng)注意到了這一點(diǎn)。不過(guò)我還是保留了希格拉人審美開(kāi)放的特點(diǎn),以使讓其成為可能。——卡爾


“Absolutely, Homeworld series has always beenabout an epic?road?trip. Completely spot on with the damage effects! I can’treally speak to the upgradeable ships, but this has been on the radar of ourgame director Lance Mueller. Though I’m keeping the hiigaran aesthetic openended with hardpoints to allow the possibility.” – Karl(原文)


問(wèn)題5:我曾經(jīng)了解過(guò),家園1和2的視覺(jué)設(shè)計(jì)收到了《沙丘》、《太空堡壘卡拉狄加》和Chris Foss作品,甚至是熱帶魚(yú)的深厚影響。
家園3設(shè)計(jì)的靈感來(lái)源與前作相比發(fā)生了怎樣的變化?你從什么最不同尋常的東西上獲得過(guò)靈感來(lái)源?
I remember?reading?that the visual identity of Homeworld 1 & 2 were strongly influenced by Dune, Battlestar Galactica, the works of Chris Foss, and even?tropical fish. How have these and other cultural touchpoints/references changed for Homeworld 3 and what is the most unusual or obscure source you’ve taken inspiration from?(原文)
答:這也是個(gè)很好的問(wèn)題!在家園3中前作的基因仍舊十分強(qiáng)大,看著這款游戲走向新的領(lǐng)域卻依然保持著前作IP的熟悉感是我們從項(xiàng)目開(kāi)始就所面臨著的挑戰(zhàn)。設(shè)計(jì)靈感方面的話,我之前已經(jīng)提到過(guò)這一點(diǎn),但更多不同尋常靈感來(lái)源可能是來(lái)自于動(dòng)物。是的,即使是一艘平板船也可以有侵略性或被動(dòng)的姿態(tài):P——卡爾
“Great question! The DNA of Homeworld 1 & 2 is still very strong, the challenge from the start has always been forward facing and seeing the franchise blaze into new territory but still preserve familiarity of a beloved IP. I’ve touched on this earlier, but more obscure sources would be animal stances for ship designs... yes even a slab ship can have an aggressive or passive stance :P” - Karl(原文)
問(wèn)題6:我想問(wèn)一下前作會(huì)對(duì)家園3產(chǎn)生多大的影響,如果你想同時(shí)從家園1和2兩款游戲中獲得影響,你能不能深入了解一下你將如何使這些元素與任何新元素他們之間是怎么來(lái)進(jìn)行融合?以及你是否希望家園3在風(fēng)格上更接近其中一款而不是另一款。- Kyle R

May I ask how much influence will there be from each of the previous games, and if you're looking to take influence from both HW1 and HW2, can you give any insight into how you will be going about blending these elements with any new ones as well as each other and if you're looking for it to be closer in style to one of them over another? - Kyle R(原文)
答:好問(wèn)題,讓我們把這個(gè)問(wèn)題分成幾部分。綜上所述,這兩款前作對(duì)3代都多少帶有一定的影響。但風(fēng)格會(huì)更接近卡拉克沙漠,讓我來(lái)詳細(xì)解釋一下——會(huì)有更大的規(guī)模感和細(xì)節(jié)感,就像沙漠那樣,有更多的背景視覺(jué)設(shè)計(jì),單位的行為比起前作更加的強(qiáng)烈,以及更加強(qiáng)調(diào)環(huán)境敘事方面。如果我們討論的是艦船設(shè)計(jì)的話,我認(rèn)為這兩款游戲的美學(xué)看作是一種敘事決定,而不是一種風(fēng)格選擇?!?/p>

“Great questions, let me break this intoparts. There is influence from both games, as mentioned above. The style wouldbe closer to Deserts of Kharak, but let me unpack that a bit - there will bemore of a sense of scale and detail like DoK, with more contextual visualeffects, stronger behavior in units, and strong emphasis on environmentalstorytelling. If we’re talking about ship design, I look at the aesthetics ofeither game as a narrative decision and not a stylistic choice.” – Karl(原文)

問(wèn)題7:家園系列,尤其是一代,它給人一種無(wú)與倫比的規(guī)模感,這是其他市面上任何太空游戲所無(wú)法比擬的,并真正顯示出你在宏大的事物中是多么渺小。你將如何在游戲中展示這一規(guī)模的浩瀚星系?- Kyle R
Homeworld, particularly the first game, has also given an excellent sense of scale that few other space games have achieved and really showed how small you are in the grand scheme of things. How will you be looking to show this scale and the vastness of the galaxy in the game? - Kyle R(原文)

答:在家園3中地圖的尺度將會(huì)更加龐大,不過(guò)艦船間的大小將會(huì)與之前的游戲一致,但游戲中的旅程更加的廣闊。我們將在各個(gè)任務(wù)的過(guò)場(chǎng)間用星圖來(lái)表示三個(gè)重要信息:你去過(guò)哪里,你現(xiàn)在在哪里,你要去哪里?!?br>“The yardstick of measure is even larger in Homeworld 3. The size between ships will remain consistent with previous games but the journey is more vast. We do this with a galactic me****p in between missions that answers three important questions (Where have you been, Where are you now, and where are you going)” - Karl

到此為止,支持者們。將來(lái)我們會(huì)提供更多的問(wèn)答與概念畫(huà)——卡爾跟家園3團(tuán)隊(duì)

上面這些就是第一篇藝術(shù)問(wèn)答的所有內(nèi)容,讓我們開(kāi)始第二篇。


你好,fig支持者,自從上次更新之后,你一定有很多問(wèn)題想問(wèn)家園3藝術(shù)總監(jiān)吧,所以我們回到幕后工作中,來(lái)談?wù)動(dòng)耙曁諔?zhàn)斗和艦隊(duì)設(shè)計(jì)_那些你可以期待未來(lái)家園三展現(xiàn)的東西?。?br>在過(guò)去,你提到你對(duì)家園系列有關(guān)3D圖形的雄心壯志是遙不可及的,你自己也是如此認(rèn)為,但現(xiàn)在,隨著許多新興的,令人振奮的圖形科技出現(xiàn)(Vulkan,光線追蹤,高動(dòng)態(tài)范圍,立體聲場(chǎng),8核心CPU等等)BBI工作室在做什么來(lái)重新定義家園3的可能?drew D
In the past, you had mentioned that your ambitions for the 3D nature of Homeworld far exceeded what many thought was possible, yourselves included. With today's landscape offering new and exciting technologies (Vulkan, Ray-Tracing, HDR, Spatial Audio, 8+ core CPUs, etc, etc) what is BBI doing to once again redefine what is possible with the production of Homeworld 3? - Drew D.(原文)


“很有含金量的問(wèn)題,我將盡我最大的努力回答這些問(wèn)題。家園系列不僅僅是一個(gè)展示Rob和Aeron創(chuàng)造的令人震驚的藝術(shù)的畫(huà)廊,它也展現(xiàn)了游戲是如何帶領(lǐng)玩家一步步進(jìn)入他們腦海中想象的圖像體驗(yàn)。這些我們從來(lái)沒(méi)有完全展現(xiàn)過(guò)的“體驗(yàn)”,從開(kāi)發(fā)空間到近距離依靠地形的狗斗的過(guò)度,我們正在提供工具與技術(shù)來(lái)讓團(tuán)隊(duì)使這種體驗(yàn)成為“可獲得的”,這就是我們所努力實(shí)現(xiàn)的。在此,我提名安德魯李奇,我們的技術(shù)總監(jiān),來(lái)做下一個(gè)話題???br>“Very tech heavy question, I’ll answer to the best of my abilities. Homeworld has always been more than just a gallery to show off the awesome?art?that Rob, and Aaron have created; it's about letting players step into the experience that their imagery promises. The experience that we never fully managed to capture from those pieces is the transition from open space to upclose terrain?dog?fighting. This Is what we are striving to deliver using the tools, technology and experience available to us and our team. I nominate Andrew Ritchie, our tech director, to do an update in the future. ;) ” - Karl(原文)


關(guān)于地形戰(zhàn)斗的早期概念思考——Karl Gryc

以前家園在利用現(xiàn)有技術(shù)創(chuàng)造一個(gè)盡量宏大的宇宙方面做的很好,但肯定做出了一定的犧牲與取舍,但二十年后,我很好奇,您有什么新的想法(除了巨構(gòu))是對(duì)家園3來(lái)說(shuō)合理可行的?sir guelph
Previous Homeworld titles did a great job leveraging the technology available to create a gorgeous universe, but there must have been sacrifices made. Two decades later, I'm curious what grand ideas (apart from monoliths) you may have had, that are finally plausible for Homeworld 3? - SirGuelph(原文)


“很多!有時(shí)候我們的胃口甚至能夠超過(guò)我們的肚子,而家園3簡(jiǎn)直就像一頭饑渴難耐的野獸,函待哺乳,雖然現(xiàn)在談?wù)撨@些還有些早,但是一些東西是總所周知的,我們一直希望將每場(chǎng)遭遇戰(zhàn)都制造出電影般的感覺(jué),戰(zhàn)艦和戰(zhàn)斗機(jī)在大塊的殘骸或者障礙物中機(jī)動(dòng),擊落敵人,結(jié)果讓其失控的旋轉(zhuǎn)在太空中,這種感覺(jué)就像在厚厚的星云中利用傳感器來(lái)導(dǎo)航一樣,環(huán)境危害都會(huì)改變你的戰(zhàn)斗進(jìn)程。抱歉我說(shuō)的有些含糊其辭?!?br>“Lots! Sometimes our appetite is bigger than our bellies and Homeworld 3 is a hungry beast :) Still very early but a few things that are known - We want the space battles to feel cinematic - ships maneuvering around obstacles and shooting down enemies only to have them spin out of control into the environment, sense of thick Volumetric Nebulas that would require you to leverage sensors to navigate, and environmental hazards that can change the course of your battles. Sorry if this is vague, but we’re still deep in exploring what is possible.” - Karl

現(xiàn)實(shí)世界中的(戰(zhàn)艦)對(duì)游戲中的戰(zhàn)艦設(shè)計(jì)有什么啟發(fā)嗎?- Hellstar
What are your inspirations in real world for the new ships of the game? - Hellstar
有強(qiáng)烈的現(xiàn)代海軍艦艇的元素直接從水中浮現(xiàn)。一塊干凈的板子確實(shí)有點(diǎn)哈人(???)。
“There are strong elements of modern navy ships lifted right out of the?water. There is something really menacing about a clean slab.” - Karl(原文)

這段原文有點(diǎn)抽象,所以我引用一下貼吧網(wǎng)友“此lz非此lz的合理猜測(cè):這里應(yīng)該是卡爾承認(rèn)了戰(zhàn)艦設(shè)計(jì)會(huì)有很強(qiáng)的飛離水面進(jìn)太空的海軍戰(zhàn)艦的即視感,(我猜比較傳統(tǒng)的有較大上層建筑的船是肯定有的)畢竟一塊塊大平板在太空里飛看起來(lái)很不舒服。

我最近最喜歡的設(shè)計(jì)風(fēng)格來(lái)自《地平線:零之曙光》,更確切地說(shuō)是“白色”野生動(dòng)物。你是否受到這些設(shè)計(jì)的影響,這些設(shè)計(jì)在細(xì)節(jié)上類似于高科技部件,如金屬板和電線,而在遠(yuǎn)處觀察它們則會(huì)類似動(dòng)物?或者設(shè)計(jì)將更類似于傳統(tǒng)的機(jī)械工業(yè)風(fēng)格,就像家園2和卡拉克沙漠中的那樣? - Henrique S
The design styles I enjoyed most recently comes from Horizon Zero Dawn, more specifically the "white" wild animals . Are you being influenced by these designs that in detail resemble hi-tech parts like plates and wires, while at a distance they become animal drones? Or the designs will be more traditional/mechanical like HW2 and DoK? - Henrique S(原文)
“我還沒(méi)玩過(guò)地平線呢,但很想有一天當(dāng)我不忙的時(shí)候回家能夠好好的品鑒一番?!盌oK的核心價(jià)值之一是將藝術(shù)和技術(shù)根植于合理性;即使以今天的標(biāo)準(zhǔn),建造一艘2公里長(zhǎng)的母艦的可能性是不可能實(shí)現(xiàn)的,我總是關(guān)注“家園”的技術(shù)極限是什么,以及宇宙規(guī)則的實(shí)際限制是什么?!薄?。

“Have not played Horizon Zero Dawn, but very much want to one day when I’m not busy with Homeworld. One thing that has been a core value since DoK is grounding the?art?and technologies in plausibility; even though the possibility of building a 2km mothership is not attainable by today's standards, I always look at what would a technological plateau be in Homeworld and what would be the practical limit of the rules governed in the universe.” - Karl(原文)

自從《家園2》以來(lái),人們的期望和技術(shù)水平都發(fā)生了巨大的變化——與前作相比,在藝術(shù)方向上有什么主要的變化嗎?主要的區(qū)別是什么?——theZJ
A lot has changed in terms of expectations and tech since Homeworld 2 - are there major changes in?art?direction compared to the predecessor? What is going to be a major difference? - theZJ
“除非算上新的船舶設(shè)計(jì),否則藝術(shù)方向不應(yīng)該有任何重大變化。環(huán)境本身將不再是一個(gè)平面紋理,而是更多的物理和豐富的細(xì)節(jié)。值得注意的不同之處在于我們所經(jīng)歷的旅程和地點(diǎn),以及穿越銀河的探索氛圍?!?br>“There should not be any major changes in?art?direction unless you count new ship designs. The environment itself will no longer be a flat texture but more physical and rich with detail. The noticeable difference will be the narrative journey and locations we visit along with the feeling of moving through celestial atmospherics.” - Karl(原文)

我很喜歡每個(gè)種族所獨(dú)有的設(shè)計(jì)風(fēng)格,每一艘船雖然他們都個(gè)性鮮明但是我們都可以看出他們與所屬艦隊(duì)的關(guān)系。我覺(jué)得前作在這方面的處理上十分出色,特別是家園1。在設(shè)計(jì)艦船時(shí),你會(huì)遇到什么樣的挑戰(zhàn),既要讓它們看起來(lái)與眾不同,又要讓它們真正地感覺(jué)自己是所屬艦隊(duì)中的一部分?——Kyle R
I also really like it when races have their own distinctive design but still look like they're all part of the same setting, something that previous games have done a good job with and I feel Homeworld 1 nailed in particular. What kind of challenges do you have when trying to design ships so that they look distinctive, but also so that they feel truly like part of the same fleet? - Kyle R(原文)
我在之前的艦船設(shè)計(jì)方面談過(guò)這個(gè)問(wèn)題,但現(xiàn)在讓我具體的談一談艦隊(duì)的整體視覺(jué)設(shè)計(jì)效果。對(duì)于卡拉克沙漠中我們就確定了我們對(duì)于兩個(gè)派別的視覺(jué)識(shí)別將是二元的(好vs壞)。對(duì)于北方聯(lián)盟的設(shè)計(jì)我們使用angular?CAT?machinery(帶硬朗直角的黃色巨大挖掘機(jī)風(fēng)格)而加奧森我們使用了更多的rounded MA.K.(圓潤(rùn)的設(shè)計(jì))作為靈感。在家園3中,我們將遇到不同的敵人,因?yàn)槲覀兠半U(xiǎn)進(jìn)入新的空間領(lǐng)域,這帶來(lái)了與先前一致的挑戰(zhàn)。
游戲設(shè)計(jì)和敘述在整個(gè)開(kāi)發(fā)過(guò)程中不斷發(fā)展,作為美工,我們?cè)噲D追趕和適應(yīng)——但一旦故事更加穩(wěn)固,我們就把敘述作為艦隊(duì)的關(guān)鍵標(biāo)志。讓我們以“掠襲者”為例。
這些人生活在我們已知星系的邊緣,也許他們?cè)?jīng)是我們社會(huì)的一部分,但是,他們對(duì)現(xiàn)狀感到不滿他們組成了團(tuán)伙并開(kāi)始沿著星門(mén)網(wǎng)絡(luò)開(kāi)始襲擊船隊(duì)。
所以在同樣的思考過(guò)程中,他們是一個(gè)摩托幫,穿著他們自己的顏色和風(fēng)格。他們的艦隊(duì)將由他們所執(zhí)行的突襲行動(dòng)來(lái)決定其使用什么樣的裝備,
雖然風(fēng)格相差巨大,但因?yàn)樗麄兪且粋€(gè)組織所有他們還是有相當(dāng)?shù)哪哿Α?br>下面的例子顯示了我們的首席概念藝術(shù)家Dave Cheong(也是HW 1/2的原始藝術(shù)家之一)的思考過(guò)程
“Touched on this earlier with the ship design process, but let's talk specifically about the visual design for fleets as a whole. For DoK we knew early on that our visual identity for both factions was going to be binary (good vs bad); for the coalition we used angular?CAT?machinery and the Gaalsien we had more rounded MA.K. as inspiration. With HW3 we’re going to encounter different foes as we venture into new areas of space and that poses challenges to remain consistent. The game design and narrative are constantly evolving throughout the development and as artists we try to catch up and adapt - but once story is more solidified we use narrative as the key identifier for a fleet. Let’s use Raiders as an example; These are people that live on the fringes of our known galaxy, maybe they once used to be part of our society, but, upset with the system they formed gangs and started to pick off transport ships along the gate network. So in that same thought process, they’re a biker gang that wears their own colours and styling. Their fleet would be made of repurposed parts from raids, but because they are an organization they would still be cohesive. Example below shows the thought process from our lead concept artist Dave Cheong (also one of the original artists on HW 1/2) ” - Karl(原文)


掠奪者戰(zhàn)機(jī)


最后一篇藝術(shù)訪談更新完畢后,日志直到現(xiàn)在還分別在11月14日再次更新了一個(gè)關(guān)于手游測(cè)試的報(bào)告,最后一個(gè)則是在圣誕節(jié)發(fā)布的標(biāo)題為:?jiǎn)蝹€(gè)切片如何創(chuàng)造出完整的游戲 的一個(gè)偏向雜談的日志,不過(guò)這篇雜談里有了一些相當(dāng)有趣可以推敲的發(fā)言,接下來(lái)讓我們進(jìn)入這最后的更新。


家園3目前開(kāi)發(fā)進(jìn)度的總結(jié)之一(帶翻譯)的評(píng)論 (共 條)

分享到微博請(qǐng)遵守國(guó)家法律
延川县| 溧阳市| 靖边县| 广州市| 保康县| 扶绥县| 大英县| 湖南省| 清流县| 金湖县| 克山县| 河津市| 阳春市| 汉川市| 莱芜市| 望江县| 呼玛县| 英超| 玛纳斯县| 平定县| 岳普湖县| 长丰县| 灵石县| 新和县| 加查县| 紫金县| 灵台县| 娄底市| 双辽市| 玛曲县| 新密市| 平谷区| 稻城县| 襄汾县| 永福县| 普陀区| 蒙山县| 清苑县| 台南县| 修水县| 罗甸县|