骑马与砍杀2:霸主 开发者日志4 - 灵活的入口



http://www.taleworlds.com/en/Games/Bannerlord/Blog/5

1月11日的开发博客

Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

Happy New Year to those operating on the Gregorian Calender and a round, warm hello to all. “Blog!”, they cried and it was written. 2013 has been a year of growth for us at TaleWorlds and with each passing month, work intensifies on Bannerlord. The new year has already started with the achievement of 100,000 likes on our official Facebook page. It feels like a great milestone and we'd like to thank everyone for all the support. Now let us tell you a little bit more about making Bannerlord.
For this week, focus will be drawn on the other half of “Team 1” (see Blog 3 for an explanation), developers of the combat and physics aspects of the engine, as well as web development. The room is calm and quiet, closest to the main door of all the development teams. Mount&Blade is arguably most well known for the originality of its combat system, so in developing the next full installment in the series, it is naturally an area which receives a lot of attention during design discussions and testing. A constant work of refinement. Visits to and from the engine team are a norm and work is done closely with the animators, whose role in the combat system is a vital one.
给每个过公历新年的朋友拜年了,挨个向你们诚挚地问声好。“博客!”,千呼万唤始出来。2013年是在TaleWorlds月复一月辛勤制作《霸主》的我们的成长的一年。新年伴随着我们脸书公共主页上突破的十万个赞,揭开了新的一页。这算是一个伟大的里程碑,我们要感谢所有支持我们的人。现在让我们再告诉你们一小点关于制作《霸主》的那些事。
这一周,让我们把注意力转移到“第一小组”(详见博客3)的另一半,引擎的战斗与物理方面的开发者,以及网络开发。房间里寂静无声,紧挨着所有开发小组的大门。骑砍最广为人知的应该是它的最基本的战斗系统,所以在开发骑砍系列的下一部完整的作品时,它自然是一个在设计讨论和测试中备受瞩目地带。不断精益求精。引擎小组被来回围观是常有的事,工作也是紧接着动画师完成,动画师在战斗系统中也是一个至关重要的角色。



The team's efforts have shifted lately to improving the playability of the game, edging towards a point where testing can be done in a more constructive manner, with targets of “mini-releases” at the end of two week sprint work periods.
Right now the team is working on one of the most requested improvements for the new game: an expansion of the siege battles. “Request” covers everything from detailed 3 page detailed design documents, to messages saying “makE BetTer SIEges!1”, to people simply angrily complaining about the state of sieges in the previous games. Rest assured, in whichever form you express it, we hear it and it is something we're spending a lot of time on right now.
团队在后期逐渐致力于提高游戏的可玩性,不断向一个可以让测试以更有建设性的方式完成的点逼近,以在工作的最后两周冲刺期发布“迷你发行版”为目标。
现在团队正在致力于新游戏中最被要求的一项改进:扩大攻城战的规模。“要求”涵盖了满满3页的详细设计文档的全部,献给“把攻城做得更好些!”,和那些仅仅生气地抱怨前作的攻城形式的人们。放心吧,任何你所表达的、我所听到的,就是我们正在花大量的时间努力去做的。


The goal is to add complexity to the relatively basic system in Warband. At the same time, it is important to avoid breaking something that already works. The benefits of the Warband sieges are that the attackers is pretty much always at a disadvantage, varying from castle to castle, but can overcome it with a superior force. By adding flexibility to the attackers with multiple points of entry, there will be potential for the player to use more tactics and not just brute force, for a more successful engagement.
Level design is key to the gameplay of sieges in Mount&Blade and with the artists doing the bulk of the scening work, communication between those making the scenes and those programming the mechanics is fundamentally important. As a company which has seen expansion, extra meetings and an active effort from those working on the game can sometimes be required to keep everybody up to speed. Ultimately, sieges should be something challenging but rewarding, dramatic. A part of the game where players have some unforgettable moments that separate good games from great ones.
目标就是给战团相关的基本系统增加复杂性。同时,这对于避免破坏一些已经做过的工作也很重要。战团攻城的好处在于攻城方总是处于十分不利的境地,城堡与城堡之间千差万别,但能用压倒性的兵力克服。通过增加多入口点的方式增加攻城方的灵活性,玩家在更多成功的交战中将可能使用更多的策略而不是蛮力。
关卡设计是战团攻城玩法的关键,随着艺术家做大块的场景工作,那些制作场景的人员和编写工具的人员之间的交流是重要的基石。作为一个见识过扩大规模的公司,制作游戏的过程中有时应需要更多的会议和努力以让每个人进入状态。从根本上说,攻城战应该是富有挑战的,但也是值得的、激动人心的。这部分会让玩家收获一些难忘的瞬间,使游戏从众多优秀作品中脱颖而出,成为神作。


In the screenshots, you get a little taste of how sieges might feel and while a screenshot will never truly do justice to the chaos and terror of a Warband siege (let alone one in Bannerlord), you'll have to wait a little longer for a video to come out.Needless to say everything seen in the shots is a work in progress but there are a few bits and nibs to be sucked from them, hidden away like nectar in an orchid. Even bees don't eat for free.
The story ends here for now. Given the nature of Team 1's work, they will likely be the centre of some attention for many of the future blog topics. Hopefully it has been interesting to learn a little bit about what's going on.
在截图中,你尝到了一点攻城的感觉,仅凭一张截图不可能真正断定战团攻城的混乱和惨烈(先别管霸主是怎样的),你必须再等一会儿,等到视频出来再说。对着一个完成中的截图说事没什么意义,但还是能管中窥豹可见一斑的,像花中的花蜜一样深深隐藏。甚至蜜蜂都不会白吃。
故事到此结束。考虑到第一小组的工作,他们将会是未来的许多博客的主题关注的焦点。充满希望地,知道一点动态还是很有趣的。

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