骑马与砍杀2:霸主 开发者日志3 – 意料之外的部队

吐槽:咱真不知道这标题翻得对不对,因为觉得不管翻译成惊喜派对或是不被人期待的伙伴什么的都没有意义,望赐教……
话说这期博客感觉是透露的最多的一期了

【翻译】《骑马与砍杀2:霸主》开发博客1 - 毛发美术 by 昆汀
http://bbs.mountblade.com.cn/forum.php?mod=viewthread&tid=474232

【翻译】《骑马与砍杀2:领主》开发者博客2 – 植被上色 by Cain
http://bbs.mountblade.com.cn/for ... 7081&extra=page%3D1

本篇原文
http://www.taleworlds.com/en/Games/Bannerlord/Blog/4

Mount&Blade II: Bannerlord Developer Blog 3 - Unexpected Parties

《骑马与砍杀2:领主》 开发者博客3 – 惊喜派对


Toall interested and uninterested parties, let it be known that we at TaleWorldsare making a new game, by the name of Mount&Blade II: Bannerlord. It is thenext in the Mount&Blade series and a prequel to Mount&Blade Warband.This is the third entry in our Developer Blog, talking about making the game towhoever wants to listen. Thisweek we're talking about the campaign team,developers of the game's single player mechanics and gameplay. The teamformerly known as “Team 3”...
所有感兴趣和不感兴趣的小伙伴们,Taleworlds在制作一款名叫《骑马与砍杀2:领主》的新游戏,这是骑马与砍杀系列的下一作而且是战团的前传(真的假的……)。本篇是我们开发者博客对于所有那些想了解我们开发进程的人的第三篇博文。这周我们会讲讲战役小组,正式名称叫做“第三小组”的那些单机游戏部分开发者们。

Itis tradition in the blog, to discuss the relative location of the teams' roomsin the office. The campaign team is directly opposite the engine team(mentioned in blog 2) and again very central. This is equally as useful as itis for the engine team but not because the campaign team receive a large numberof wanderers, it's because they do the wandering. By focusing directly on thegameplay itself, oftentimes additions or changes are needed from the engineteam, the artists or whoever to make a planned game mechanic work. It doesn'tmatter if it's a tap on the shoulder, a leanfrom the side or an instant message; a campaign team member alwayswants something from you. A variation of a map icon perhaps, or a piece of yoursoul.
基于我们博客的传统,我们先来聊聊小组房间在办公室里的位置。战役小组就在引擎小组(在第二面博文中提到过的)的正对面,而且也在房间的非常中央。这位置给他们提供的便利就如同给引擎小组提供的一样巨大,不过这不是因为有一大群人在他们身边来来往往,而是因为他们自己就是那群来来往往的人。因为他们直接关注游戏本身,经常性地需要来自引擎小组、美工或是任何人的改进以便让游戏更加接近期望中的目标。无论是肩膀上的轻拍,侧面的支持或是即时的信息;战役小组的成员永远需要帮助。也许是一系列地图图标,或许是你们的一点精神上的支持。



Dueto restructuring earlier in the year, team 1 absorbed team 3 (now known as thecampaign team) much like an uncontrollable super fiend in a B-movie, creatingthe largest team in the office. With development handled using a variation ofthe widely utilised SCRUM system, this means that despiteseparate rooms, the team is together every morning for the scrum meeting andevery two to three weeks for the sprint start and end meetings. Theidea behind this was to improve communication between both groups, particularlyin the design meetings, to create a clearer effort towards completing the game.The morning meetings are attended by all members of both teams, as well asadditional members from other teams, to keep everyone informed about theactivities of the whole office.
因为今年早些时候的重组,第一小组就像B级片里失控的超级恶魔一样吸收了第三小组(现在的战役小组),组成了现在办公室里最大的团队。有着被大规模运用的SCRUM系统,在不同的房间工作的开发小组也能在每天早晨聚集在一起开一次SCRUM会议,以及每两到三周的冲刺开始、结束会议(这什么奇怪的名字……)。我们意在增强两个小组之间尤其是设计会议上的交流,来更好地完成我们的游戏。两个小组的成员都会出席晨会,另外还有些从别的小组来的成员,以便让全办公室的人都知道我们的动向。

Thecampaign sub-team focuses on the systems within the sandbox game that takeplace on the world map and in the settlements, as well as theinterface and the campaign AI, with work on the in-game missions (such astournaments, battles, sieges) shared across both teams. Much work has been putinto the behaviour of the campaign AI, meaning that lords make more sensibledecisions with unique influences simulating personal motives and faction obligations.Lords and ladies will sometimes group up into multiple armies, rather thanWarband where it was always a collection of all the lords. Not only is thesystem more realistic but it will create much more variety in the campaigngameplay, fighting in multiple locations on multiple fronts, leading to moreinteresting choices and depth to the player's actions.
战役副组主要负责大地图和场景里沙盒游戏的系统部分,以及界面和战役AI ,还有和战役小组共同负责的战场(例如竞技场、战斗、围城)部分。我们已经在战役AI上下了很大功夫,这意味着现在领主们将会作出更实际的决定,更独特地影响到玩家行动和国家关系。领主和女士们有时将会聚集成大军团一起行动(卧槽……夫人们终于不是花瓶了……虽然她们现在连花瓶都算不上),而不是像战团里只有领主部队们一起行动(我猜这意思是骑砍2里领主部队会合并吧)。这不仅更加真实,而且会大大增加战役的丰富性。在不同地方的前线上战斗,让玩家的行动变得更有选择性和深度。

Developmentof this kind is incremental and behaviours need to be gradually corrected andimproved over time, to include new actions. An example of this is ambushing.The mechanic and gameplay of ambushing itself needs to be developed but for areal implementation into the game, the AI needs to be programmed to make surethat lord and bandit parties also make use of ambushing in realistic ways. Thisadds extra layers to the development of a non-linear game like Mount&Blade,obviously creating complications but a necessary part of creating the gamesthat we want to create and our players enjoy.
这种方面的开发正在推进,而且一些行动在将来会逐渐被纠正、修改和增加。一个例子就是埋伏。埋伏的设计和技术本身还在开发中,不过要真正把它应用到游戏中,我们还需要编辑AI以确保领主和强盗们打埋伏也会用比较真实的方式进行。这给一个像骑马与砍杀这样非线性的游戏增加了额外层面的开发,明显增加了游戏开发的复杂程度。不过这是实现一个我们想要而且玩家们也享受的游戏中非常重要的部分。

Onearea that could be called lacking in previous installments in the series is theinterface. In the new game, most screens have undergone a complete revolutionboth graphically and functionally. The approach is to have graphical interfacesthat are attractive, informative and simple to use with drag and drop being themost natural and intuitive method usable in almost any situation; combinationsof control, shift, left and right clicking will allow acclimatised users tomaximise efficiency and speed. During meetings, we go through and discuss thedetails of all these operations, taking care to make sure that the finalproduct will offer a completely smooth experience.
前作中一个可以被称作缺陷的地方就是用户界面。在新游戏中,大部分界面都接受了图像和功能性的全面改革。我们的目标是做成美观实用,信息量大的图形界面,拖拉拽放将会成为大部分情况下最自然和直观的互动方式,同时也有ctrl、shift、左键和右键使老玩家们能更有效率和速度地使用。在会议中我们讨论了所有这些操作的细节,仔细地确保了我们的最终产品将会有无比平滑的体验。



Whatyou can see in the screenshot is simply a test screen so that we (thedevelopers) can buy any item but the same screen is used for traders andgeneral inventory management. One key piece of streamlining is the ability todirectly equip your companions without having to open the conversation screen,switching between the main player and hero characters with the top centrearrows. Whilst this is a nice time saver, there will still be additionalreasons to engage your companions in conversation and keep you immersed in thegame world.
你在这里看到的截图只是一个测试场景,以便我们(开发者们)可以买到任何物品,但是通常的商人和物品栏也将会使用这个界面。简单化的非常重要的一点就是让你可以在不打开对话框,而是通过屏幕中上方的箭头来切换主角和英雄角色的情况下直接装备你的队友们。同时这也非常好地节省了时间,当然仍然会有别的理由让你和你的同伴们对话,以便使你更好地代入游戏世界。

We'veseen in the comments that there is a large demand for more things to do in thetowns and villages, as well as for them to feel more alive and busy. Hopefullywe'll have more to announce on that subject in the future.
我们看到了很多评论说希望可以在城镇和村子里做更多的事情,同时希望让他们变得更繁忙和有生气。期望我们将来关于那方面会有更多可以宣布吧。

P.S.At the time of posting this, there is around 5 hours left to vote forMount&Blade II: Bannerlord in the IndieDB Upcoming Game of the Year category.Please help us out with your vote!
又及:在发表这个的同时,距离IndieDB年度新游戏的投票开始还有5个小时,请帮我们投上一票吧!(现在已经结束了……)

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