[21-11-25]2021冬季开发日志

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https://hytale.com/news/2021/11/winter-2021-development-update
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WINTER 2021 DEVELOPMENT UPDATE
Posted by Hytale Team November 25th 2021

2021冬季开发日志
Hytale团队,发布于2021年25日

Hi everyone! Last weekend, we made an appearance on Riot's Undercity Nights livestream to tell the story of Hytale's development. If you missed it, you can watch the whole segment on Riot's YouTube channel!

各位好!上周周末,我们在拳头的“幽暗城之夜”直播中进行了一次公开发表,向大家讲述了Hytale 开发的一些故事。如果你还没有观看的话,你可以在拳头游戏的官方Youtube频道中观看直播切片。(译注:视频见下。)



We knew that this presentation was going to reach players that might not have heard of us, so we made an effort to tell our story from the beginning and reintroduce the various elements of Hytale with this new audience in mind. However, we also wanted to acknowledge our existing community and provide a glimpse at some of the progress we've been making over the last year. Today, we're going to dig a little bit deeper into some of these new developments.

我们知道这次的直播露脸,意向在于向那些未曾听说我们的玩家们介绍我们的故事,所以我们尽力从头去讲述了我们的经历,同时为了让新听众能大致地了解游戏,也重新介绍了Hytale里的一些不同的元素。但是,我们同样也想答谢我们现有的社区玩家们,因此我们也在直播中穿插了一些我们近一年来所作出的一些新内容与新进展。今天,我们就来更加深入地介绍一下这些新开发的内容吧。



As we explained in our previous development update, we’ve spent a lot of time over the last year conducting a deep investigation into all of the things we need to do in order to ensure that Hytale lives up to expectations. This investigation extends from the technology underpinning the game to the design and structure of Hytale itself.

正如我们在上次的开发日志所言,在过去的一年内,我们花费了大把的时间,对所有我们需要做的事情,进行了一次深入的调查,以确保Hytale能够符合我们的预期。这次的调查范围是从游戏的技术支撑,到Hytale自身的设计与结构的。

Many of these efforts are ongoing, particularly on the technical side. It's vitally important to us that Hytale supports a large, interconnected community for many years to come. That means making sure that we're ready for the challenges that come with growth, including eventually releasing the game on multiple platforms.

我们正努力地在这些方面的工作上下功夫,尤其在技术层面上。Hytale能在接下来的几年内支撑一个庞大的、互联的社区,这对我们而言十分重要。而这就意味着我们需要确保准备好迎接不断发展的挑战,也包括游戏最终发布在不同平台的挑战。


浏览附件5827e9ff29da8dad463abe52ca12ec03_desert_flyby_november_2021.mp4














Over the last few months we've seen some speculation that planning for multiplatform means dialling back on the scope of the PC version or on our commitment to creators. This is not the case. We strongly believe that every part of our community benefits when barriers to play are removed. We can't promise that every future version of Hytale will have exactly the same set of features, but we intend to get as close as we possibly can without compromising on the scope or functionality of the PC version. This is how we give Hytale the best chance at becoming a healthy, creative and inclusive space for everybody who wants to participate in it.

在最近的几个月间,我们看到了一些玩家的推测,说我们计划游戏多平台就意味着会阉割PC端游戏的的品质;或者不孚众望,让各位创作者失望。但实际情况并非如此。我们坚信,当所有游戏的体验阻碍消失时,我们所有的社区玩家们都会从中受益。我们不能保证所有未来版本的Hytale会有完全相同的特性,但是我们还是尽力不在机能上进行限制,或者阉割PC端的功能。为了能让所有想要参与进游戏的玩家,能够体验到健康发展、创造性、与包容性的空间,这就是我们正致力于让Hytale所能够成为如此的最好机会。

While this important technical work is ongoing, we've continued to test new and revamped features. As a result, many of the new features we revealed this weekend are prototypes, and we expect them to continue to evolve as development continues. Let’s get into the details!

在技术开发工作如火如荼地进行时,我们也在继续测试崭新的、亟待修改的特性。因此,我们上周周末所展示出的新特性都是一些原型机制,我们还是期望这些特性能够继续打磨。好了让我们来看看细节吧!


TEASING TRAVERSAL
跑酷时刻




We really thought we were being subtle with this one! At the end of the video, as our Avatar crew races across desert hot springs, one character leaps and grabs a ledge before hauling herself up.

说真的,我们认为这个特性是挺微妙的。在视频的最后,一群玩家在沙漠中进行跑酷,有一个玩家跳了起来,抓住了石块的边缘,然后爬上去了。

This is an example of mantling, which is one of several new movement techniques we've been prototyping. At the moment, mantling allows characters to climb up a wall that would otherwise be too high to jump over, as well as making leaping across gaps slightly more forgiving. From a standing start, a player can currently jump and grab a ledge that is four blocks high.

这是跑酷的一个例子,也是我们正在设计的几种新开发的玩家行动方式之一。在这时,跑酷的行为可以让玩家爬上一个障碍,而平时这种障碍是无法跳过去的,也可以让越过沟壑这种行为更具有容错性。从平地开始,现在一个玩家可以起跳并抓住一个4方块高的边缘。



The team is also testing a step-up animation for one-block-high inclines, which allows characters to walk or run up shallow slopes without having to hop. We've found that these changes make movement across the landscape much smoother and more fun, whether you're slowly exploring or racing against your friends.

这支跑酷小队同样也测试了一个针对1方块高度的攀登动画,这可以让玩家直接走上或者跑上一个方块上,而不必非得跳起来才能上去。我们发现这些改动可以让玩家在环境中移动得更加平滑和有趣,无论你是慢慢地游山玩水或是和你的朋友们进行赛跑。

Speaking of races: we've conducted many internal parkour trials since implementing these new features, and these have generated a ton of demand for the ability to butt-slide under low obstacles by sprinting into a crouch. So you heard it here first: we're working on butt-sliding too.

对于跑酷而言,自从设计好了这些新特性以来,我们就已经在内部进行了很多次跑酷测试,,由此也诞生了很多其他需求,比如在穿越较低障碍的时候需要从冲刺变成蹲伏状态。所以你就先在这里了解一下,我们现在也在时限这项功能。


NEW LANDS
新的地貌

As we’ve said, the new video features a mix of prototype work alongside older and more familiar designs. This is also true for worldgen: the rocky landscape above is an example of a new take on Orbis’ greenest and most temperate region. It’s not the only example of new worldgen on display!

就像我们所说的那样,新视频所展示的内容混合了当前的原型设计工作,以及一些比较古早的更加让大家熟悉的设计。对于世界生成来说亦是如此:上图所展示的石头山就是新的地貌,伫立于Orbis里最茂盛的、最温暖的地区。而这并不是世界生成所展示出唯一的示例。

We're not quite ready to go into detail just yet, but we want to take this opportunity to let you know that we've been prototyping some fairly dramatic changes to how Orbis is structured and the way the world is generated. The fundamental themes, cultures and concepts that were previously represented by the various zones remain, but we’re re-evaluating the way they relate to one another as part of the overall flow of the player’s experience.

我们目前还不打算,也没准备好向大家披露更多的细节,但是我们向借这个机会让大家知道,我们正在设计的一些原型,十分深刻地改变了Orbis的结构,以及其生成的方式。以前的中心主题、文化与设定还依然存在;作为玩家体验的一部分,它们与其他部分的相关性是否存在断层,我们目前正在重新评估。



We're aware that the Hytale community likes to document and map out the world of Orbis based on the details we've shared over the years, so consider this a heads up that the changes we’re working on will shake up some of those assumptions–in a good way!

我们也当然知道,Hytale社区喜欢基于我们这几年展示的世界细节,来记录与构建整个Orbis世界。考虑到这些,我们目前正在进行的工作将会对这些设定进行一定的重构——当然是向越来越好的方向中去!


DAGGERS AND DASHES
匕首与冲刺

We've been doing a lot of work on Hytale's combat system, and we're far from done–but it was great to see such a positive reaction to the PVP clip that we featured in the video. We've been doing lots of playtesting of these new combat features through duels and other forms of PVP, and this clip reflects many of the discoveries we've made through that process: the fun of chaining special moves, the importance of fast footwork and careful positioning, the dramatic reversals of fortune that come when somebody steps a little too close to a dangerous ledge.

我们已经在Hytale的战斗系统方面做了很多的工作,同时我们里完成还有很长的一段距离——但是看到大家对我们视频中展示的PVP片段拥有如此积极的反应,这确实挺不错。通过决斗与其他类型的PVP,我们已经对新的战斗机制进行了很多此游戏测试,同时这个片段也反映了很多我们所发现的一些进展:进行连招动作时的趣味性;走位的重要性;当有些人离悬崖靠的有点近时,命运的天平会倾斜到另外一侧。

In particular, we wanted to show off some of the work we've been doing on fast combat playstyles. Back in the summer, we went deep on swords and maces as a way of illustrating the way different weapons change the way your Avatar fights. In this clip, we show how light weapons like daggers enable a quick and evasive playstyle that uses supreme mobility to steadily chip away at a foe. Let's take a closer look!

值得一提的是,我们想要去展示一些工作,展示我们在快节奏战斗游戏风格的工作。在今年夏天的时候,我们深入第介绍了剑与钉头锤的战斗方式,以此来展示不同武器会影响玩家的战斗方式。在这个片段中,我们展示了轻武器,比如匕首,可以进行一个快速与敏捷的游戏风格,旨在运用最高的机动性来逐步地瓦解敌人。让我们来更近地观察一下!

浏览附件new_look_at_pvp.mp4
















You can see how the dagger-wielding player relies on quick dashes rather than blocks to evade damage, and how their leaping special attack allows them to close with their opponent for a quick hit before backing off. Dealing damage allows them to charge up the dagger’s signature attack–a rapid flurry of blows–before they get hit by the mace's overhead slam and recover with an aerial dash. However, this aggression leaves them vulnerable to some follow-up footwork from the mace player, opening them up to get unceremoniously hilt-bashed into the fire pit.

你可以看到一个匕首玩家是如何依仗于快速的冲刺,而非格挡来避免伤害,同时可以看到他们是如何挑起来进行特殊攻击,来让他们快速地靠近敌人并进行快速的攻击,然后再退到安全的距离。对敌人造成伤害可以让他们为匕首的重击充能——一系列急促的打击——在被敌人的钉头锤击中前,同时还可以让他们恢复一次空中冲刺。但是,这种极富攻击性的方式让他们也很容易受到后来的钉头锤玩家的走位躲避,被钉头锤玩家毫不客气地锤到火坑里。

Once again: we'd be doing our designers a disservice if we failed to emphasize that these clips represent work-in-progress, and that the specifics of how each weapon functions are going to keep evolving as time goes on. Even so, we're really pleased with the progress that we've made, and we're glad to see that it has resonated with our community too!

再次说:如果我们不去强调这些片段所展示的内容还尚在工作中,这就可能会伤害我们的设计师,而且随着时间的推移,每种武器的攻击方式都有可能会产生变化。尽管如此,我们还是十分庆幸我们目前所达到的效果,与此同时对于这种效果引起社区玩家的共鸣,我们也是十分乐于去看到的。


WRAPPING UP
总结


As a final note, we wanted to say thank you to all of the fan artists whose work appears in the video as well as to those who have sent us their creations more recently. As you can see from the walls of our office, the enthusiasm and creativity of the Hytale community is a huge source of motivation for us and something that we're very grateful for. We know that waiting sucks, but as Noxy says in the video, we're confident that we're headed in a direction that will make the wait worth it.

最后,我们想要向所有那些在视频中出现的粉丝作品的作者们说一声谢谢,还有那些最近向我们发送创作的玩家们道谢。正如你们在办公室的墙上所看到的那样,Hytale社区的热情与创作力是我们巨大的动力源泉,也是我们心怀感激的一些事物。我们知道漫长等待总是令人反感的,但是正如Noxy在视频中所说的那样,我们自信满满地认识到,我们正在正确的方向上前行,而漫长等待终将会是值得的。

In the meantime: have a great time over the holidays, take care, and keep sending us your art and ideas. We'll be back in touch when we have more progress to share–and because it’s rapidly becoming a tradition, here’s a new track by Hytale composer Oscar Garvin. This one’s called ‘Into The Endless Sky’.

与此同时,祝各位假期愉快,注意身体健康,以及不要忘了向我们投递你们的艺术与想法。当拥有了更多的可以分享的进展后,我们将会继续见面的——以及一个快要成为传统的项目,这里有一首新的原声带,来自Hytale团队的Oscar Garvin谱写。这首原生带的名字是 ‘Into The Endless Sky’(“坠入无尽的天空”)。


 
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