骑马与砍杀2:霸主 开发日志 ——战役地图(1)

翻译:Hegen@骑马与砍杀中文站



Greetings warriors of Calradia! 

卡拉迪亚的战士,你好!


In Mount & Blade II: Bannerlord, whether you are trading goods or taking part in a military campaign, a large portion of your time will be spent traversing the campaign map. The campaign map acts as your portal to virtually every other aspect of the game: the diverse array of settlements, the huge and epic sieges, battles, trade, diplomacy, etc. In this week’s blog, we would like to show you some of the work we have been doing to improve this core feature of the game. 

在《骑马与砍杀2:霸主》中,无论是贸易往来还是参加战役,大部分时间你都将花在穿越战役地图上,战役地图是通往游戏几乎各个方面的门户:风貌各异的定居点、规模浩大的史诗级围城、战役、商贸、外交等等。在本周的更新日志中,我们将向你展示我们致力于提高游戏核心特征的工作进展。


For Bannerlord, we are using a fantastic scene editor that our engine team created for our artists. We were, however, using a different method for the campaign map that was a relic of Warband’s system. This was practical in some aspects and had its advantages, but as time went on we realised that the limitations were too many and we decided to redo the campaign map system built on the new scene editor. 

我们使用由引擎团队为美工师打造的场景编辑器来制作《霸主》。我们曾经使用《战团》系统遗留下来的方式制作战役地图,那确实在某些方面存有优势,但随着时间推移我们意识到之前的方式限制太大,因此我们决定在全新场景编辑器基础上重做战役地图。


There are a lot of advantages to the new design. Apart from being able to create a map that is of a much higher quality, it is actually a huge change that opens up a ton of possibilities. By creating the map directly in our editor we are able to quickly and efficiently edit the map, with one of the key benefits being that we can now place settlements directly in the editor (rather than with coordinates in a text file!). 

新的设计优势很大,除了能够创建高质量地图外,实质上是一个提供了巨大可能性的改变。通过在编辑器中直接建立地图,我们能够快速高效的进行编辑,一个关键的优势是我们现在可以在编辑器中直接建立定居点(不用在文本文档中建立坐标了)。


This leads us on to possibly the coolest change we have made with the campaign map: the city icons on the world map now visually represent the actual city scenes. This means that, given some time, seasoned players will be able to recognise a city just from its map icon alone. Likewise, players will be able to see what kind of resources a village produces and the level of a castle’s walls visually represented on the campaign map. 

这或许是我们为战役地图做出的最酷的改变:世界地图上的城市图标现在可视化呈现了城市现实景象。这意味着,一段时间的适应后,熟练的玩家可以直接从城市图标中辨认出城市。同样,玩家可以从战役地图的可视化呈现上直接看出城镇生产资源与城墙等级。


The new system requires a bit more work in certain areas. Making city icons that match the scenes is an additional task, and we also need a separate navigation mesh so that path-finding is fast and efficient for the many parties roaming the map. However, we think that the benefits justify the extra effort.

新制作系统在某些领域需要更多的努力。制作与场景相配的图标是项额外任务,我们同时还需要一个独立的导航网格以便部队环游地图时高效地寻路。无论如何,我们认为这些优势证明我们还需要更多的努力。


Finally, we would like to expand a little on what Gökçen told us in last week’s blog regarding terrain types. Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed). We think that modders will find these terrain types to be quite useful as they can be used in a number of inventive ways. 

最后我想拓展一下Gökçen在上周更新日志中与我们分享的关于地形种类的内容。战役地图指定区域的不同地形不仅仅能使我们将战役场景与地图区域匹配,同时能让我们控制AI行为(举例来说。限制特定强盗团的巡游区域),并影响部队某些方面(比如行进速度)。我们认为MOD制作者将会发现地形种类相当有用,因为它能创造性地用于各个方面。


In next week’s blog, we will be talking to 3D artist, Ömer Zeren. If you have any questions you would like to ask him, please leave a reply in the comment section and we will pick one out for him to answer.

在下周的更新日志中,我们将与3D美工师Ömer Zeren对话,如果你有什么问题,请在评论中回复,我们将从中择一让他作答。

 

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