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回复:【翻译】圣歌/Beyond初始的设计概念

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LZ 你这个签名真的很讨厌 你能把签名关了吗 很影响看文字。。


IP属地:四川59楼2019-04-03 16:06
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    哎,可惜了这么好的题材。


    IP属地:北京来自iPhone客户端60楼2019-04-03 16:10
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      2026-01-20 15:48:10
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      看完了。楼主要是太监了我就寄刀片!


      IP属地:广东来自Android客户端61楼2019-04-03 16:44
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        这故事改一改都比现在剧情好


        IP属地:中国香港来自iPhone客户端62楼2019-04-03 17:32
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          他们早期的创意我觉得现在根本就没办法实现,即使实现了会不会很有有趣也是个问题,网游里的随机因素影响过大一直都是个麻烦的问题,众口难调。他们想做个让人印象深刻的游戏,可他们叫怎么能做到都不清楚。在我看来最初的创意未必比现在的好,他们缺乏的是做联机游戏的经验。游戏所有的要素中只有一点他们做到了,这真的是个很cool的游戏,也仅此而已了,其他的东西,包括掰弯社擅长的东西全都不见踪影


          IP属地:湖北来自Android客户端63楼2019-04-03 19:14
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            做单机的大哥第一次来做网游却还想摆架子?生软不死谁死?


            IP属地:福建来自Android客户端64楼2019-04-03 19:30
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              等更 楼主加油


              IP属地:江苏来自Android客户端65楼2019-04-04 00:29
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                然而这游戏目前来看,没有成为游戏界的“鲍勃迪伦”,反而成为了游戏界的“蔡徐坤”


                IP属地:上海来自Android客户端66楼2019-04-04 00:41
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                  2026-01-20 15:42:10
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                  Frostbite’s razor blades were buried deeply inside the Anthem team, and it would prove impossible to stop the bleeding.
                  寒霜引擎的“刀片”一直深深地嵌在圣歌开发团队里并且无法“止血”。


                  68楼2019-04-04 10:53
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                    继续更新拉2333


                    IP属地:广东70楼2019-04-04 11:06
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                      One former BioWare developer said that they and some of their co-workers would bring up these concerns to directors, only to be ignored. “You’d come to management saying, ‘Look, we’re seeing the same problems on Inquisition and Andromeda, where design wasn’t figuring things out. It’s getting really late in the project and the core of the game isn’t defined.’ Basically saying, ‘Hey, the same mistakes are happening again, did you guys see this the last time? Can you stop this?’” said the developer. “They’d be quite dismissive about it.”
                      前生软开发员说他和他的一些同事会向总监反映他们的担忧,但全被他们无视。“你会管理层告诉他们,嘿,同样发生在审判和仙女座的问题又出现了,我们还有很多设计没有完成,项目已经开发很久了但是我们的游戏核心还没敲定,意思就是你们能停止再犯错了吗?”一名开发员说道,“他们总是拒绝讨论这个问题。”


                      71楼2019-04-04 11:07
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                        Because leadership didn’t want to discuss Destiny, that developer added, they found it hard to learn from what Bungie’s loot shooter did well. “We need to be looking at games like Destiny because they’re the market leaders,” the developer said. “They’re the guys who have been doing these things best. We should absolutely be looking at how they’re doing things.” As an example, the developer brought up the unique feel of Destiny’s large variety of guns, something that Anthem seemed to be lacking, in large part because it was being built by a bunch of people who had mostly made RPGs. “We really didn’t have the design skill to be able to do that,” they said. “There just wasn’t the knowledge base to be able to develop that kind of diversity.”
                        很显然领导团队不想讨论命运,这名开发员补充道,他们觉得从棒鸡的刷刷刷游戏里很难学到什么。“因为命运在同类型的游戏里属于领先地位,我们对其进行研究是理所当然的,”这名开发员说道,“棒鸡的开发团队已经在这个类型的游戏里摸爬打滚很久,他们已经进化的相当出色,我们也应该去学习他们是怎么做的。”这名开发员拿命运中种类繁多造型各异的枪械作为例子,因为圣歌的开发团队一直在做RPG所以圣歌跟其比起来非常弱势。“我们真的没有这个设计能力去设计枪械,”他们这么说,“我们没有那些必要的知识去开发命运这样的枪械分化。”


                        73楼2019-04-04 11:22
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                          In the beginning of 2017, a few important things happened. In early March, Mass Effect: Andromeda launched, freeing up the bulk of BioWare’s staff to join Anthem, including most of BioWare’s Austin office. The Montreal office began to quietly wind down and eventually closed, leaving BioWare as two entities rather than three.
                          2017年初,有几样重要的事情发生了。三月初,质量效应仙女座发售,很多生软员工由此加入到圣歌项目组,包括很多来自生软奥斯丁工作室的成员。与此同时,生软蒙特利尔工作室关闭,这意味着生软只有两个开发工作组而不是三个。


                          75楼2019-04-04 11:31
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                            Now it was time for a new build. “What began was six weeks of pretty significant crunch to do a demo specifically for Patrick Söderlund,” said one member of the team. They overhauled the art, knowing that the best way to impress Söderlund would be to make a demo that looked as pretty as possible. And, after some heated arguments, the Anthem team decided to put flying back in.
                            是时候做一个新的版本了,“于是六周的疯狂赶工做出了一个专门为Patrick Söderlund制作的demo,”一名开发组成员说道。他们重做了游戏艺术设计,因为他们知道想取悦Patrick Söderlund的话必须把画面做的尽可能漂亮。经过一些争论后,圣歌开发组觉得将飞行放回游戏里。


                            77楼2019-04-04 11:42
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                              2026-01-20 15:36:10
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                              For years, the Anthem team had gone back and forth about the flying mechanic. It had been cut and re-added several times in different forms. Some iterations were more of a glide, and for a while, the idea was that only one exosuit class would be able to fly. On one hand, the mechanic was undeniably cool—what better way to feel like Iron Man than to zip around the world in a giant robot suit? On the other hand, it kept breaking everything. Few open-world games allowed for that kind of vertical freedom, for good reason; if you could fly everywhere, then the entire world needed to accommodate that. The artists wouldn’t be able to throw up mountains or walls to prevent players from jumping off the boundaries of the planet. Plus, the Anthem team worried that if you could fly, you’d blaze past the game’s environments rather than stopping to explore and check out the scenery.
                              几年来,圣歌开发团队一直反复加入和移除飞行机制,飞行机制也有好多种形式。有些版本是滑翔式飞行,又有一段时间飞行是一个机甲独有的。一方面来说,飞行确实是个很酷的设计,还有哪种更好的方式能让玩家想钢铁侠一样穿着机甲在游戏世界里飞来飞去。但另一方面来说,飞行总是在使别的东西行不通。很少有开放世界游戏允许玩家拥有垂直自由,因为如果你能到处飞的话,游戏世界必须适应这样的机制。游戏画师就得不得不加入山峰和墙来防止玩家跳出地图,再者,圣歌的开发团队担心玩家会因为能飞行所以忽视游戏的可探索性和游戏环境。


                              78楼2019-04-04 11:49
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