《騎馬與砍殺2:領主》 開發者日誌(3): 驚喜派對

遊資網發表於2019-04-23
上文:《騎馬與砍殺2:霸主》開發者日誌(2):植被上色

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”...


所有感興趣和不感興趣的小夥伴們,Taleworlds在製作一款名叫《騎馬與砍殺2:領主》的新遊戲,這是騎馬與砍殺系列的下一作而且是戰團的前傳(真的假的……)。本篇是我們開發者部落格對於所有那些想了解我們開發程式的人的第三篇博文。這周我們會講講戰役小組,正式名稱叫做“第三小組”的那些單機遊戲部分開發者們。

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.

基於我們部落格的傳統,我們先來聊聊小組房間在辦公室裡的位置。戰役小組就在引擎小組(在第二面博文中提到過的)的正對面,而且也在房間的非常中央。這位置給他們提供的便利就如同給引擎小組提供的一樣巨大,不過這不是因為有一大群人在他們身邊來來往往,而是因為他們自己就是那群來來往往的人。因為他們直接關注遊戲本身,經常性地需要來自引擎小組、美工或是任何人的改進以便讓遊戲更加接近期望中的目標。無論是肩膀上的輕拍,側面的支援或是即時的資訊;戰役小組的成員永遠需要幫助。也許是一系列地圖圖示,或許是你們的一點精神上的支援。
《騎馬與砍殺2:領主》 開發者日誌(3): 驚喜派對


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.

因為今年早些時候的重組,第一小組就像B級片裡失控的超級惡魔一樣吸收了第三小組(現在的戰役小組),組成了現在辦公室裡最大的團隊。有著被大規模運用的SCRUM系統,在不同的房間工作的開發小組也能在每天早晨聚集在一起開一次SCRUM會議,以及每兩到三週的衝刺開始、結束會議(這什麼奇怪的名字……)。我們意在增強兩個小組之間尤其是設計會議上的交流,來更好地完成我們的遊戲。兩個小組的成員都會出席晨會,另外還有些從別的小組來的成員,以便讓全辦公室的人都知道我們的動向。

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.

戰役副組主要負責大地圖和場景裡沙盒遊戲的系統部分,以及介面和戰役AI ,還有和戰役小組共同負責的戰場(例如競技場、戰鬥、圍城)部分。我們已經在戰役AI上下了很大功夫,這意味著現在領主們將會作出更實際的決定,更獨特地影響到玩家行動和國家關係。領主和女士們有時將會聚整合大軍團一起行動(臥槽……夫人們終於不是花瓶了……雖然她們現在連花瓶都算不上),而不是像戰團裡只有領主部隊們一起行動(我猜這意思是騎砍2裡領主部隊會合並吧)。這不僅更加真實,而且會大大增加戰役的豐富性。在不同地方的前線上戰鬥,讓玩家的行動變得更有選擇性和深度。

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.

這種方面的開發正在推進,而且一些行動在將來會逐漸被糾正、修改和增加。一個例子就是埋伏。埋伏的設計和技術本身還在開發中,不過要真正把它應用到遊戲中,我們還需要編輯AI以確保領主和強盜們打埋伏也會用比較真實的方式進行。這給一個像騎馬與砍殺這樣非線性的遊戲增加了額外層面的開發,明顯增加了遊戲開發的複雜程度。不過這是實現一個我們想要而且玩家們也享受的遊戲中非常重要的部分。

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.

前作中一個可以被稱作缺陷的地方就是使用者介面。在新遊戲中,大部分介面都接受了影像和功能性的全面改革。我們的目標是做成美觀實用,資訊量大的圖形介面,拖拉拽放將會成為大部分情況下最自然和直觀的互動方式,同時也有ctrl、shift、左鍵和右鍵使老玩家們能更有效率和速度地使用。在會議中我們討論了所有這些操作的細節,仔細地確保了我們的最終產品將會有無比平滑的體驗。

《騎馬與砍殺2:領主》 開發者日誌(3): 驚喜派對


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.

你在這裡看到的截圖只是一個測試場景,以便我們(開發者們)可以買到任何物品,但是通常的商人和物品欄也將會使用這個介面。簡單化的非常重要的一點就是讓你可以在不開啟對話方塊,而是通過螢幕中上方的箭頭來切換主角和英雄角色的情況下直接裝備你的隊友們。同時這也非常好地節省了時間,當然仍然會有別的理由讓你和你的同伴們對話,以便使你更好地代入遊戲世界。

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.

我們看到了很多評論說希望可以在城鎮和村子裡做更多的事情,同時希望讓他們變得更繁忙和有生氣。期望我們將來關於那方面會有更多可以宣佈吧。

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:在發表這個的同時,距離IndieDB年度新遊戲的投票開始還有5個小時,請幫我們投上一票吧!(現在已經結束了……)

作者:Cain編譯
來源:騎砍中文站
原譯文:https://www.taleworlds.com/en/Games/Bannerlord/Blog/4

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