骑马与砍杀2:霸主 开发者日志6


Mount&Blade II: Bannerlord Developer Blog 6 - Astounding Squirms


骑马与砍杀II:Bannerlord开发者博客6


Players of Mount&Blade, idle passers and intrigued discoverers, Happy Friday to all.


骑马与砍杀的玩家,游客和粉丝,周五快乐。


This little blog is about our progress making the game Mount&Blade II: Bannerlord.


这个博客是关于 Mount&Blade II: Bannerlord的制作进度。


It doesn't cover everything we do but it tells you a little bit here and there which some may find of interest.


它不包括我们所做的一切,但它会告诉你这里有一些可能让你感兴趣的事。


“Never make a 6th album”, say the cynics. “Stop after the successful 5th!” - hogwash, we'll continue this blog until the sun rises in the west and sets in the east... or maybe just while we're working on Bannerlord.


“博客永远不会更新第六次”,愤世嫉俗者说。“更新到第5次后就停止了!“ - 无稽之谈,我们将继续这个博客,除非太阳从西边升起,在东边落下...也许我们只是刚刚在制作Bannerlord。

We get messages from a lot of players saying they want to see more immersion and believability in the game. One feature we have planned for Bannerlord is facial animations.

我们从很多玩家得到信息说,他们希望在游戏中看到更多的真实感。我们计划在Bannerlord添加一个面部特征动画。

For a very long time, faces in games were pretty much completely motionless. There are various studies about the importance of non-verbal communication (facial expressions, body language etc.) in communication as a whole, including the much debated and often quoted “7%, 38%, 55%” figure for words spoken, tone of voice and physical behaviour respectively. We aren't psychologists though and that isn't a debate we need to enter into. The general consensus is that they are pretty important.

在相当长的时间,脸在游戏中几乎完全不动。现在将非语言沟通(面部表情,肢体语言等)的交流作为一个重要的研究项目,其中广泛讨论“7%,38%,55%,”这些个经常引用的常用语,语音语调和身体的行为。虽然我们不是心理学家,但是我们必须进行辩论,以达成普遍的共识,这是非常重要的。
The results in game are already fairly astounding, bringing characters to life as they squirm and grin accordingly during conversations. They won't just be visible in conversations either; battles, town scenes, feasts, prisons and everywhere will all feature animated faces. The battles are an area of the game where we think the animations are going add a lot of fun and engross the player in the action. Not only hearing but seeing soldiers cry out in fury or pain, as the chaos of the fight ensues, contributes to an altogether more engaging and thrilling experience. This is a serious step forward from previous games in the Mount&Blade series which featured completely expressionless faces. It isn't the end of the world and it may matter to some players more than others but in a game where you have marriage, it's nice to see some emotion on the face of your betrothed, rather than that same dull-eyed look she's been giving you for the last 3 poems you read to her.

效果在游戏中已经是相当惊人的,使人物的生活中,因为他们局促不安,以及与谈话相适应的笑容。他们将不只是有形的谈话,战斗,城镇场面,节日,监狱,无处不在的面部特征动画。战斗只是游戏一个领域,我们认为动画会增添了不少的乐趣,玩家在游戏中不仅能听到,还能看到战士在混战中大声呼喊的愤怒和痛苦,这将更加引人入胜,带来惊险刺激的体验。这相对以前的骑马与砍杀系列游戏中完全没有表情脸的,是非常重要的进步。这不是世界的尽头,在游戏中,你如果结婚,将会看到高兴的表情在你的未婚妻的脸上,而不是同一个呆板的眼神从头到尾,看着你给她读诗。

On the technical side of things, all of the facial animations are made by hand. The face is bound to a skeleton (similar to the one used for the full body, as described in the previous blog) that allows different parts of the face to be stretched and squashed naturally into different forms. For each fixed form of the face we use blendshapes or morph targets to control the movements which are compatible with whatever kind of face you make. When it all comes together and a character has a believable, interesting reaction during a conversation it really creates some special moments that we think players are going to respond positively to and enjoy.

在相关的技术方面,所有的脸部动画都是手工制作。脸部被绑定到一个骨架(类似于用于全身,如在以前的博客中所述),它允许被拉伸和挤压自然成不同脸的不同部分。对于脸部的每一个固定的形式,我们使用blendshapes或变形目标来控制它们,让脸与你作出的任何类型的动作兼容。当这一切都在一起,角色在对话过程中果然产生了一些真实的反应,我们认为玩家们会积极响应和享受。
Although this is something we have been asked about specifically, we know there are a lot of messages asking about gameplay mechanics and combat as well. We will proceed with talking about everything in the game in time and not mentioning them shouldn't be taken to mean that we don't care about them or aren't working on them! In fact quite the opposite. It's because they are receiving so much attention and are liable to change based on design decisions, through testing and iteration, that we are cautious of talking about something that ends up changing by the time our game is available to play.
Hopefully you enjoyed reading another instalment of the blog and finding out a little bit moreabout a little bit of our development on Mount&Blade II: Bannlerlord. Stay tuned for future updates by liking us on Facebook and following us on Twitter!
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