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[原创] FIFA足球经理13新闻汇总(中文)『更新于2012 - 6 - 7』

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发表于 2012-5-17 18:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 xiaohaozi2018 于 2012-6-7 07:35 编辑

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FIFA Manager 13 – some info from Gerald
Written by Kily - Tuesday, 24 April 2012 18:09  |  Skomentuj artyku
While the upcoming edition of FIFA Manager game reached the third  production “milestone”, Gerald Koehler, the lead game designer, talks about the Your Feature Campaign. He refers also to the production phase of FIFA Manager 13 and stated mysteriously that “the position level will not be used in the new FIFA MANAGER”. To find out all the details of his newest blog entry, please read this note in this place.


Your Feature and FIFA MANAGER
In my newest blog I tell you more about the Your Feature campaign and some interesting features. In addition you'll get a heads-up on the current phase of programming.
Hi all,

you can already see on the first polls we started in the last weeks, that the work on the next FIFA MANAGER are in full swing. Many big features are already finished or in progress, the first winners of the previous Your Feature rounds have also been realized.

We are very satisfied with the engagement rate during the polls, which is already twice as high as in last year’s polls! Especially the during the first round we had many very keen users who were particularly motivated! Without a built-in IP-check in the first round, we had some users voting more than a thousand times from one single IP address, basically all votes in quick succession. Of course, we had to be deducted from the total numbers. But no matter how, we already have some pretty cool features from the first two rounds, the third one still ongoing. Especially the feature shooting-star will be one to enjoy!

By the way, for each poll we have around five days of development time for the programming phase and in addition, around ten days for design, graphics and QA.

The feature “Manager mode” (meaning that you are only the manager and you hire a coach as well) is one we find quite appealing. Unfortunately, it is way too extensive for this year, if we really want to implement it as detailed as possible.

A second big feature that is mentioned rather frequently is the option to control and manage the second team. In time of crisis, you will then also be promoted to become headcoach of the first team. As you can guess, this also is a feature that cannot be realized in five days. Our idea was to introduce this topicality in the second poll with a first introductory step by putting the feature “Friendlies for your second team” in the competition. Unfortunately, the response to it was very low, it finished in last place. This means that we’ll throw in the larger “train the second team” feature within another frame in the future, aside the current feature polls.

Our goal will nevertheless remain to not only implement the features that actually won a certain round, but also features that came in second or just missed the first place by very few points. We try to put as many of them in the new game as we can.

This is why we are also looking forward to your continuing participation on the polls and in our forum threads concerning the Your Feature campaign, because this clearly is the most direct and immediate way to design the game and become a part of its creation. The Thread of Wishes remains open and you are welcome to post your feature ideas there!

Next to the work on Your Feature, the development phase of FIFA MANAGER is currently at the so called “Milestone” three – this means that we have reached half-time in the implementation phase of new features. You’ll get a first real taste of the new features when the new game will be officially announced, which is several weeks away. At this time, we will also present the first series of screenshots. But I can already tell you one thing – the position level will not be used in the new FIFA MANAGER. More info on that will be presented in a news special later ;-)


Cheers

Gerald


翻译文章
FIFA足球经理2013 - 从Gerald那里得到的消息
作者kily -  2012年四月24号 周二 当地时间18:09
Skomentuj artyku
当FIFA足球经理系列新版本完成了产品的第三个“里程碑”, Gerald Koehler,该游戏主设计师,谈到了你自己的特色活动。他提到了FIFA足球经理2013的生产阶段,并神秘地说到“新的FIFA足球经理将不会采用水平职位”。为了从他最新写的博客里面找到所有的细节,请在此处阅读本消息。
你自己的特色和 FIFA足球经理
在我最新的博客中,我将告诉你更多有关你自己的特色活动以及一些有意思的游戏特色。另外你将会得知游戏现阶段的进展情况。
大家好,
你已经可以看到我们过去几周开始的第一次民意调查,接下来FIFA足球经理的相关工作也正在紧锣密鼓地筹划。许多主要的特色已经完成或者说是正在酝酿中,首批先前你的特色常规活动的获奖者们已经揭晓。
我们非常满意民意调查的参与率,比起去年调查,今年已经高出了两倍!特别是在第一轮中,我们拥有许多忠实的用户,他们格外地积极。第一轮调查中没有进行IP检查,所以我们有一些用户就用同一个IP地址投了超过一次的票,基本上此类所有的投票都是接踵而至的。当然我们不得不从总数中扣除这些投票。但是不管怎么样,我们已经从前两轮中得到了一些非常酷的特色,第三轮将会继续进行。特别是shooting-star特色将会是一种享受!
随便说一下,每一轮调查我们都会有大约五天的项目开发时间,另外还有差不多十天左右进行设计,图像和QA。
我们发现“经理模式“中的特色玩法(也就意味着你只能是一名经理,只能去雇佣教练)相当地吸引玩家。不幸的是,如果我们想要尽可能具体地去实施它,那么今年的工作量将会过于沉重。
第二个时常被提及的重要特色是可以选择控制第二支球队。在危难关头,你可以被推荐位第一支球队的主教练。就如你想的那样,这个特色也是不可能随随便便在五天之内实现。我们的想法是在第二轮民意调查中,通过在比赛中加入“喜欢的第二支球队”特色去实施第一个介绍的步骤 ,从而介绍这些实时性话题。不幸的是,与此相关的回应太慢,都已经在上一步就完成了。这也意味着除了现阶段特色调查,我们将会用在未来用另一种框架,去添加更多的“训练第二支队伍“的特色。
不管怎么样,我们的目标不仅仅是继续实施那些可以确实赢得某个系列的特色,还要实施那些进入第二轮或者是在第一个地方因为很少的分数而错过的特色。我们正尽全力在新的游戏中尝试着加入更多的功能。
这就是为什么我们希望您能不断地参与我们的民意调查,不断地探讨有关你自己的特色活动的论坛主题,因为很明显这是最直接也是最迅速设计游戏的一种方式,使这些成为创作的一部分。关于愿望的帖子仍然会开放,欢迎您在帖子中秀出您自己的特色想法。
有关你自己的特色下一步工作,FIFA足球经理当前的研发阶段正处于所谓的“里程碑”3阶段——这意味着在6新特色实施阶段,我们已经完成了一半。当新游戏官方发售的那天,你将会首次真正体验到新特色,离游戏公开发售也只有几个礼拜的时间了。这个时候,我也将放出一系列截图。但是我现在已经能告诉你们一件事——新的FIFA足球经理将不会出现水平职位
。在稍后的新闻中将会放出更多关于这方面的消息。
Cheers

Gerald

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舒服的沙发
 楼主| 发表于 2012-5-17 18:37 | 只看该作者
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Feature C) Repurchase (In certain cases, you might have a bad feeling after you sold one of your players. We will implement a repurchase option which gives you the chance to buy him back if he performs impressively at his new club. This will of course only be possible for a higher prize as the one you got for the initial transfer!) is the winner of the second round, thus it will be implemented in FIFA Manager 13 game. That means it’s high time for the next round, so you have another 5 suggestions you can choose to be voted by you. Here are the propositions:
   
A) News on loaned out players and on players on the short list
If a player you loaned out to another club is particularly successful, scores goals or gets injured you will receive a news bulletin in the news section. There you will also get informed about goals and injuries of players on your short list. Both these options are of course optional so your mailbox can handle it. In addition, we'll divide the short list into several categories to give you a better overview.

B) Fantasy Draft
We will integrate the Fantasy Draft as seen in the Online Mode in FIFA MANAGER 12 into the main game. At gamestart, this mode allows you to allocate a fixed budget on a pool of players. So it is your choice whether you want to put all your money on few stars and fill the rest of the squad with weaker players or you can put together a balanced squad. In offline multiplayer-mode, you will take turns.

C) Player-names, -pictures and -appearance
In the player info we add a button that allows you to change the 3D appearance of a player (exactly like you design the player-manager). There you can also define a player picture! You can either select this photo from a pool of pre-selected photos or you can use your own photo. For youth players the option will be available to automatically assign the existing player picture of a retired, identically named player. If you activate reincarnation, the existing player picture will also be assigned by default.

D) Regional talent scouts
In a new game area, you get the chance to focus more on talented players who are situated in your region, scout them, foster them and recruit them for your team. To do this, you have to choose staff to perform these tasks and you can also allocate funds to e.g. improve the regional youth coaches' quality who are working at smaller clubs.

E) Youth camps
A detailed filter-option will be implemented for the players currently participating in youth camps. This will make the step obsolete to singularly select the players you do not want to have in a camp any longer. This will make it easier to maintain the overview, even if you maintain a large number of youth camps. In addition, we'll also implement a league position graph in the current league table (so far only available as a widget).



翻译文章
特色C)回购(在某些转会中,当你出售了一名球员后,你可能会不太高兴。我们将实施一种回购选择,可以提供你一个机会,把那些在新俱乐部中表现的很抢眼的球员重新买回来。当然只有回购价格比原交易价格更高的情况下,才有可能重新买回球员!)在第二轮中脱颖而出,因此它会在FIFA足球经理2013中实施。那也意味着是时候进行下一轮了,你可以选择另外五个建议进行投票。以下是这五条建议:
A)新闻里出现租入租出球员的名单
如果你租借到另一个俱乐部的球员踢的很出色,此球员进球或者是受伤,在新闻选项中你都会受到一份新闻概要。其中你将会获得一些关于名单上的这名球员进球和伤病的信息。这些选项当然都是可以选择的,所以你的信箱将会处理这些。另外,我们会把名单进行分类,让你能看的更一目了然。
B)梦幻选秀
我们会把FIFA足球经理2012中联机模式的梦幻选秀整合到现在的主游戏中。当游戏开始的时候,这种模式允许你分配一个固定的预算。你是否想要把所有的钱花在少数的球星身上,还是用一些实力稍逊的球员去弥补球队阵容的不足,这个是你自己的选择,或者你也可以打造出一个更为平衡的球队。在离线多人模式中,你们会轮流进行游戏。
C)球员名字,图片 和外貌
在球员信息中,我们会添加一个按钮,允许你改变球员的3D外貌(酷似你设计的球员-经理)。在那里,你也可以自定义球员的图片!你可以从预先选定的照片库中选择这张照片,或者你可以使用你自己的照片。青年球员的照片会自动生成为同名退役球员的照片(前提这些照片是已有的)。如果你选择了再生,那现在已经存在的球员照片也会被默认分配
D)地区人才球探
在一个新的游戏领域,你有机会更多地关注那些当地的天才球员,考察他们,培养他们并为了你的球队签下他们。要做到这一点,你不得不挑选一些职员执行这些任务,你也可以拨出一些资金,比如提高当地那些正在为小球队工作的青年队教练的能力。
E)青少年足球训练营
在当前青少年足球训练营中,会有一个详细的过滤器过滤球员,这会淘汰一些过时的步骤,使你直接选出那些你不想让他们再呆在训练营的球员。这会使名单概览更为简洁。另外,我们也会在当前联赛表中加入联赛位置图(迄今为止只是作为一个界面工具使用着)

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硬硬的板凳
 楼主| 发表于 2012-5-21 18:19 | 只看该作者
Your Feature: Round 4 – vote for your favoriteThe fourth round of Your Feature is now live. We have again selected five of your feature suggestions from our Thread-of-Wishes. Which of the five contenders do you like best? Cast your vote right away and thus become a part of the development of the next FIFA MANAGER.
Your Feature round 4 – the five suggestions
After the winner of the third round, “Regional Talent Scouts”, was determined we now have another set of five features you posted in our forum. More than 3,300 votes were counted in the last round, a big thanks from us for this support! We would like to express our thanks for your commitment by voting and suggesting features and we are looking forward to even more ideas. The Thread of Wishes stays open and you can add your thoughts there, even when the feature polls are live. Here are the next five features:
A) Escape clause for particular clubs and getting loaned-out players back
During negotiations, players might from now on demand an escape clause for certain clubs. Some players have a club favorite club, a club they always wanted to play for or a club where they want to end their career. You can select such a club in the editor.
In addition, we implement the option to get a loaned-out player in the winter break back to you club, for example if they haven't played for their new club.
B) Dynamic league development
The individual leagues are constantly re-evaluated based on a series of criteria like financial status, international successes, balance, attendance, quality of the arenas and the like. This evaluation furthermore influences the income from television contracts and the general prestige level of the clubs.
C) More detailed player search option
We will extract the already screen “World’s Best" from the statistics area and move it to the player search area. New search criteria will be nationality, league and position. Besides the option to sort after player abilities, you can also sort after player level, market value, goals, appearances, caps and the like. This way you have the perfect tool at hand to find the best players in all categories within second and compare them to similar players.
D) Coach Profile
We analyze you as a coach in detail. Which formation do you use the most? How successful and effective are your training methods? How do you talk to your players in the week, before the game or in the half-time? What are your substitution patterns? How do you deal with the media? Of course, we also take a look at your overall strengths and weaknesses and tell you in which fields you could still improve.
E) Club members
We boost the importance of club members. Success and transfers will have a much heavier influence on your members’ behavior. The signing of certain players can trigger unrest or even lead to large number of fans withdrawing their membership. In addition, the service you provide your club members plays an important role and ultimately influences the membership fee.

你的特色:第四轮-投票支持你最喜欢的。
你的特色第四轮这在火热进行中.。我们已经从愿望贴中选出了五个关于你的特色的选择。立刻投出你的选票,使之成为下一代足球经理研发的一部分。
你的特色第四轮——五个建议
三轮过后,“搜索地区天才球探”脱颖而出。现在我们又有另外五个特色可供你论坛上投票。在上一轮中投票数超过了3300张,对于这些支持,我们表示由衷地感谢!我们对于你们投票和建议的承诺,表示由衷的感谢,我们也期待着个多的创意。即使正在进行特色调查的时候,愿望贴依然开放,你可以在那里添加你的想法。一下是接下来的五个可选特色:
A)     特殊俱乐部的免责条款和召回租借球员
在谈判中,球员可能从现在开始索要一个关于特定俱乐部的免责条款。一些球员有自己所喜爱的俱乐部,他们总是希望能为自己喜欢的俱乐部踢比赛,并在那里挂鞋。你可以在编辑器中选择这样的俱乐部。另外,我们会有一种选择权,可以让外租的足球在冬歇期回到俱乐部,例如,他们还没有为新俱乐部踢过比赛。
B)动态联赛发展
各大联赛会根据一系列的标准比如财务状况进行重新评估,国际大赛的成就,财务平衡,观众入场率,赛场质量以及与此类似的一些标准。这个评估会对电视转播合同的收入以及俱乐部名望有着深远的影响。
C)更多关于球员细节特征的搜索选项
我们会从统计区中提取屏幕上的“世界最佳”,并把他移动到球员搜索区。新的搜索标准会有国籍,语言和位置。除了选择整理球员的能力之外,你也可以把球员的级别进行分类,市场价值,进球数,场上表现,上演过几次帽子戏法,以及类似的。这样在你手边就会有一个完美的工具,让你在几秒内寻找到最好的球员,也可以把他们和相似的球员进行比较。
D)俱乐部会员
我们提高了俱乐部会员的重要性。俱乐部成就和专业会对你的会员行为有着潜移默化的影响。个人球员的签约会引起俱乐部动荡,甚至会导致大量的会员退会。另外,你对于俱乐部球员提供的服务也有着重要的作用,最终会影响到会员的会费额。


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冰凉的地板
 楼主| 发表于 2012-5-21 18:20 | 只看该作者
A very exciting season is heading towards its end. A season that was full of new challenges for the FIFA MANAGER database team.
The biggest competition clearly was Live Database, a new part of the Live Season Premium Service which has made Live Season into more than just a mere transporter of results, cards and injuries. With Live Database, we gave you a new database each week, for a whole season, reflecting the players’ development in our eleven officially supported Leagues.
For us as the database team, this meant and still means that we have to provide release-capable data on a weekly basis instead of working towards a final file for a database update. This new rhythm however contributed strongly to the overall quality of our database, as we can deduct form our so called Compare-Files. These Compare-Files give us the chance to compare different databases with each other and list all players whose player levels have been changed. With this procedure, we analyzed each week’s Live Database to keep track of the changes throughout the whole season. The lowest number of players that were edited by us was 400; the highest number was a remarkable 1,500 changes in only one week’s time.
Listed are only larger changes, like a changed overall level. Single attributes, character traits or adaptations performed with a player’s history are not monitored by this comparison tool, these are on top of the numbers I just gave you. We implemented the Live Season widget on our homepage which shows you three of the most prominent changes of every week.
Another benefit of the Live Season Premium Service is the amount of players that made appearances throughout the season. Due to our work on these leagues, all substitutions and appearances where on our screen. If a player with great perspective made his debut, we could add him to our database and follow his performance during the remaining season, he will thus be no new face for us when a new database is established.
It is safe to say, that our database has never been as complete as it is right now. Even though we lost three leagues due to licensing issues, we could up the total number of players to 40,700 players. So you see, that at the end of the day, all users profit from Live Season and Live Database, even if you have not bought it.
I would also like to use this blog to thank our many active users and database authors who deliver great database feedback constantly. It is because of the forum-discussions, passionate emails containing player level justifications or explanations and also because of your Facebook comments on our weekly database game that allowed us to further improve our database way more detailed than a few pair of eyes could do.
We are looking forward to your continuing feedback in the future, which you can either post in our forum, on Facebook or via mail.

Yours
Sebastian

一个荡气回肠的赛季即将结束。这个赛季对于FIFA足球经理系列的数据库团队也充满着挑战。
最大的竞争很明显是动态数据库,一个全新的部分,使得动态的赛季不仅仅是规则的载体。在我们11个官方授权的联赛中,每个礼拜我们都可以给你一个全新的数据库,从而反应了球员的发展情况。
我们作为数据库团队,过去和现在都意味着我们每周不得不提供能力变动的数据,从而代替数据库升级文件。这个全新的节奏对于整个数据库的质量而言却有着巨大的贡献,就像我们可以从所谓的Compare-Files中扣除。这些Compare-Files通过互相对比列出那些等级有变化的球员,给我一个比较不同数据库的机会。随着这一程序,我们可以分析每个礼拜的动态数据库,从而在整个赛季中保持对这些变化的追踪。我们9编辑的最低球员人数每周最少400个;每周最高则可以达到惊人的1500个。编辑的只是一些较大的变化,比如整个能力的变化。球员在职业历史中的个人态度,性格特征或者是对于适应力的表现,不会被这个对照工具所监控,我们给你的数字都是顶尖的。在我们的主页,我们会放出动态赛季插件,他们每个礼拜可以显示出其中三个最突出的变化。
另一个搞基动态服务的好处就是大量的球员可以在整个赛季中表现自我。由于我们在这些联赛中的工作,所有的替补以及表现会出现在我们的屏幕上。如果一个在他的首次亮相中令人眼前一亮,那我们会把他添加到我们的数据部,在剩下的赛季中继续遵循他的表现,当新的数据库建立之后,对于我们而言,他也会因此不在是一张陌生的新面孔。
我敢保证,我们的数据库永远不会一尘不变。即使由于授权问题我们失去了三个联赛,我们仍能把球员的总数提高到40700名。正如你所看到的,在一天将要过去时,所有的玩家都会从动态赛季以及动态数据库中受益,即使你没有购买。
我也想用这边博客来感谢我们许多在线的玩家和那些不断发表数据库反馈的作者们。正是因为论坛讨论,激情四射的电子邮件,邮件中辩论球员等级的分配调或者是对球员的解释,也就是因为你们在facebook上对于我们每周数据库游戏的评论,使我们更进一步提高我们的数据库,这是仅仅几双眼睛所不能做到的。
我们希望你们在未来能继续不停地反馈,你们可以从论坛,facebook或者via邮件中提供反馈。
Sebastian



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 楼主| 发表于 2012-5-23 18:00 | 只看该作者
Your Feature - Regional Talent Scouts
In his first blog, Maurice, who is one of the game designers for FIFA MANAGER talks about the creation of the Regional Talent Scouts feature from this year’s Your Feature campaign.
My most important task right now is to create a cool concept for the feature suggestion that won the last round of this year’s Your Feature campaign, regional talent scouts. To do so I went through your comments in our forum and skimmed older threads in the various Next Season forums of previous years. I dug up lots of great ideas in this search, which I collected all and then started creating some concepts of how the feature might look and what it is supposed to do. We also had some ideas for this feature in our heads as well.
For example, two years ago we had talks concerning the youth development with our former FIFA MANAGER 10 cover star Ralf Rangnick, who was then coach of the German first league side Hoffenheim. We wanted to know more about the team’s work in the field of talent scouting and youth promotion, especially on a local scale. So the schooling of youth coaches in the region is one step, which leads to better schooled coaches which ultimately benefits the very young and young players since they get better training from the very beginning of their careers.
Ralf Rangnick was of course one of the best coaches to talk to about this topic, since he managed to get promoted with Hoffenheim to the first German league, starting several leagues lower. One of his key factors thereby was the focus on the youth. These kind of inside information are great to have and now, two years later, we can make use of them to design the feature as realistic as possible. This is a very good example of the benefits a cooperation between development team and testimonial.
The amount of thoughts, feedback on this area leads to the insight that the feature should be bigger than originally expected. If we would only implement half of what I have brought together in the last days, the feature would evolve into a complete new area in the game. We want to give you something that maintains a high level of motivation, even after long and many playing hours, that is also challenging and motivating if used frequently. On the other hand the feature it cannot be too much of a disadvantage for those who don’t want to deal with talent scouting in the game. This is not so easy to put into action, because even small issues can become a bigger challenge in the development phase as one might think beforehand.
I still remember one of last year's winning features quite well. The feature Player Tryouts seemed to be quite easy and not as detailed as it is now. The plan was to build one or two screens, no in too deep explanation since the term tryouts is self-explicatory. The problems we expected were in the area of balancing and the incorrect output of texts. Almost at the end of the feature development, when we sat together and tried out an almost finished version we were quite happy with functioning but also feared that the user would have no clue what they were supposed to do. Because of this meeting with the whole team, the screens were overhauled, texts were changed, calculations were improved. Questions like "Does the user know he only sees estimations of the players' levels and the not the actual level?" or "Is the system of training and ability groups understandable?" had to be answered.
This meant that, in contrast to our expectations, the feature's accessibility was the crucial issue we had to deal with. You can find out how this will all look with the regional talent scouts soon in the Thread of Fulfillment.


你的特色-搜索地区天才球员的球探
MAurice是FIFA足球经理游戏游戏设计师之一,他在第一篇的博客中谈论了关于在今年你的特色系列活动中建立搜索地区天才球员的球探的游戏特色。
我现在最重要的任务是一个构想出一个很酷的关于特色建议的概念,而这个建议在今年你的特色系列活动上一轮中脱颖而出,那就是搜索地区天才球员的球探。为了这个目标,我浏览了你们在论坛上的评论,在下一赛季的许多论坛上看了一些前几年的老帖子。我从这次搜索中汲取了许多的灵感和创意,他们都被我收集起来,随后开始寻思一些想法,想想看这些特色应该怎么体现出来,而我们又应该要做些什么。在我们的脑海里,已经有了一些特色的创意。
比如说,我们在两年前和FIFA足球经理2010封面人物拉尔夫·朗尼克谈起过要去关心年轻球员的发展,那个时候他正在执教德国甲级联赛霍芬海姆队。当时我们想知道更多关于年轻球员推荐和寻找天才球员领域的相关球队工作,特别是在当地。所以当地青训教练的培训是一步到位的,那些少儿球员和青年球员最终都会受益匪浅,为什么这么说呢,因为他们在球员生涯的开端就获得了更好的训练。
拉尔夫·朗尼克是世界上最好的教练之一,他对于这个话题有着举足轻重的话语权,因为他率领着霍芬海姆从低级别联赛,一路成功地杀进了德国甲级联赛。他成功的秘诀之一就是着重培养年轻球员。这些内在因素是很有必要的,而两年后的现在,我们可以很好地利用这些,尽可能真实地去设计这个游戏特色。这是一个很好的例子,关于球队发展和推荐之间的利益。
有关这些想法的反馈,会使这个特色与原先的预计相比有着更深的理解。如果我们在以前只是实施了我收集的一半,这个特色在游戏中将会变成另一个全新的东西。
我们想要你一些很刺激的东西,如果我们一直试用他们的话,在长时间的游戏后,它们仍然很具有挑战性和刺激性。另一方面,对于那些在游戏中,不喜欢搜索地区天才的玩家,这也不会有太多的弊端。在预先构想的开发阶段,即使是一些很小的问题,都会演变成更大的挑战,所以实际运用起来还是颇费周折的。
我仍然很清楚得记得去年获胜的游戏特色。球员选拔的游戏特色看上去十分的容易,和现在相比也不是很详细。这个计划是准备建立一到两个屏幕,没有什么太多深层次的解释,因为赛季选秀是可以自我说明的。在平衡性和文本的错误输出方面,我们预计会出现问题。几乎在游戏特色研发的最后阶段,当我们坐在一起试玩几乎完成的版本,这令我们和负责人都感到非常得开心,但同时也担心用户会对于他们应该怎么做感到一无所知。因为这次整个团队的会议,屏幕的显示上会出现很大的修改,文本会改变,演算也会提高。有些问题,比如“用户知不知道他只能看到球员级别的估计,可能不是正确的估计”或者“训练系统和能力应用图示能否被理解”还不能做出回答。
这意味着,和我们所期待的相比较,游戏特色的上手难度是个棘手的问题,这使得我们不得不去处理。你会很快在已完成的主题中发现搜索地区天才球员的球探(这一游戏特色)看上去会怎么样。

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 楼主| 发表于 2012-6-4 18:09 | 只看该作者
本帖最后由 xiaohaozi2018 于 2012-6-4 18:13 编辑

The Transfer Market I
May

27

2012 The Transfer Market IIn the newest Blog, Bruno talks about the transfer market in FIFA MANAGER.
Hi guys,
The backstage pass this week reveals you the work oft he game design department. As a topic, I chose the transfer market, one of the core features of FIFA MANAGER.
With the presentation of the squad analysis, we could make a big step forward in the behavior of AI clubs concerning transfers. Clubs now detect their weak spots and improve them respectively. They also divide between substitutes and starting eleven players.
However, the potential of the squad analysis has not yet been fully used. Uncountable test runs, discussions with testers and our guys from the database and not to forget the feedback from our forum gave us additional hints and ideas to further optimize the feature. In addition, the real world outside is undergoing changes as well. Many clubs nowadays have strong investors who can lure players to them with financial power. I’ll tell you more about en-detail changes in one of the coming blogs.
Today, I focus on the workflow on how a feature like this is built, from the first idea to the final implementation into the game. Before I start, you have to keep in mind, that in FIFA MANAGER, many features are connected to each other and cannot simply be portrayed as one singular feature. Especially the transfer market is such a feature. Topics like finances, player levels and development, club formations and players’ situation in a team have direct or indirect influence on the transfer market or vice versa.
One of the main challenges is the huge amount of different leagues. The transfer market must work both in the highest division as well as in lower leagues. When does a certain position of your team become a liability? How good must a player be to qualify as an improvement? How will he develop, presumably? How much transfer budget and salaries are at disposal? These are just some questions the user and the computer have to deal with. My task is to teach the computer behavioral patterns so he can make these decisions logically and so he can keep up with the user.
Luckily for me, I have several tools at hand that support me in this tricky task. With the help of these little tools, one can e.g. see at all times what the computer plans to do next. At a glance, I can see the players the computer wants to sell, which players’ contracts he wants to prolong, on which position he sees potential for improvement, which player level a possible candidate must have and how much money he wants to spend for that player. And the best: A list of players is shown that fulfill all these above mentioned criteria and who would be ready for transfer negotiations. With two clicks you can choose any desired club and check what it plans to do next.
Another tool shows me how much a player would like to go to which club, how high the transfer fee would be and how much other clubs would offer for him. The importance of this tool becomes clear especially after changes to the logic or the parameters. In only few moments you can find out whether the applied changes make sense or not. Of course, this is only a first check, extensive testing follows. This allows you to also create extreme situations for the AI. For example, you create a club without goalkeepers in the editor and see how the AI deals with this problem. If a problem occurs, you can figure out very quickly where the problem lies and fix it.
Now it’s the programmer’s part. Means for me: up and into the programmers’ office and present the situation. This mostly goes like that:
1. describing my problem
2. present ideas and possible solutions to the problem
3. Asking whether it is technically possible and if doesn’t need too much calculation time
If the programmer green-lights the solution, I come up with a logic and document it step-by-step, so he knows exactly what to do. This documentation is also very important for the QA and testers, so they can see how the feature is supposed to work. After everything has been implemented, the testing phase starts again. Have the changes the desired effect? Do new problems occur? Most times, small adaptations are necessary in this first instance.
What we have exactly changed and added on the transfer market will be the topic of a later blog. Then I will also tell you something about new features that are visible to everyone and are mostly running in the background of the game. Until then, I recommend you to go to our forum and post your ideas and suggestions concerning transfers or the transfer market. We read the forum constantly and collect your ideas, so maybe what you post now becomes a part of FIFA MANAGER at some time!

Cheers
Bruno

转会市场 I
2012年5月27日
转会市场 I
Bruno在最新的博文中谈到了FIFA MANAGER中的转会市场。
嗨,大家好:
    这周的幕后故事将向大家揭示游戏设计部门的工作。这次的话题我选择了游戏中的转会市场,这是FIFA MANAGER的主要特色。
    运用阵容分析功能的描述,我们可以就AI的转会方面前进一大步。俱乐部现在可以发现自己的薄弱方面并分别加以提高。他们也会在替补球员与首发十一人中做出合理的分配。
    然而,阵容分析功能的潜力还未被完全运用。无数次的测试,无数次地与测试员、公司数据库的专业人员讨论以及分析论坛反馈的数据给予了我们一些提示和想法,来更进一步的优化转会市场这个特色功能。另外,游戏外的真实世界也在不断的改变。有许多俱乐部拥有了强大的财团支持,可以运用金钱的力量招募球员。我会在接下来的博客中告诉你们更多关于这方面的改变。
    现在,我将注意力放在如何把一开始的设想变成最后游戏中的现实。在我开始之前,你们要知道,在FIFA MANAGER中,许多的特性都要借助其他的特性而不能自成一体。尤其像是转会市场这样的游戏特色。像资产的多少,球员的等级与成长,俱乐部的状态以及球员在队伍中的状态都将直接或间接的影响转会市场,反之亦然。
    其中一个主要的挑战就是不同联赛中球员的数量巨大。转会市场在最高或者最低等级联赛中必须都能运行。什么时候队伍的某一位置球员变成了负担?什么样球员才能达到提高的目标?如何做可能将他提高?多少转会预算与工资可供使用?这只是电脑与玩家需要处理的众多问题之一。我的任务就是赋予电脑合乎逻辑的行为模式以便不落后于玩家。
    幸运的是,我手上有几个工具可以在这个棘手的任务中帮助我。举个例子说,这些工具中的一个总是可以看到电脑下一步要做些什么。看一下就知道哪些球员电脑想要卖出,哪些球员电脑想要续约,哪些位置电脑觉得还有提高的潜力,哪些位置必须要有替补以及电脑想为这些球员付多少钱。最牛的是,这个工具可以列出符合上述所有条件的球员以及为转会做好准备的球员。只需双击即可得知球员的潜在买家以及他们接下来要做的事。
    另一个工具的作用就是显示球员去哪个俱乐部要多少钱,转会费定为多少合适以及其他俱乐部愿意为其掏多少钱等资料。这个工具的价值在转换为逻辑与参数的时候体现的格外明显。在短短的几分钟内你就会发现这个实用的改变有没有价值。当然,这只是第一个测试,之后还会有大量的测试。这允许你给AI创造一个极端的游戏环境,比如说,你可以用编辑器创建一个没有守门员的俱乐部,看AI如何处理这个问题。如果一个问题反复出现,你可以用这个工具很快的找出问题根源并修复它。
    现在说说程序员。对我来说程序员就是坐在办公室里却给别人创造另一种环境。大部分时候就像这样:
    1.描述我的问题。
    2.提出想法及最可能的解决方法。
    3.询问技术上的可实现性及是否需要大量时间。
   
如果程序员提出了解决方案,我就想出其逻辑性并按部就班的用文件证明,所以他明确知道该怎么做。这种证明文件是游戏质量的保证,也对测试员非常重要,能让他明白这些游戏特色该怎么运行。在所有的工作都实施之后,测试工作又将展开以检查是否有预期的改变效果或者有没有新的问题产生。大多数时候,小小的改编在游戏初审时是很必要的。
    我们在转会市场中有什么改变及新增,将会是下篇博文的话题。之后我也会告诉你们一些关于一个对所有人可见并大多数时候在游戏后台运行的新特性的内容。在那之前,我建议大家多去我们论题就转会与转会市场提出好的意见和建议。我们会不断地阅读论坛上的帖子,没准什么时候你的想法就会出现在FIFA MANAGER中!
   祝大家身体健康
                                                                                                                  
                                                                                                             Bruno

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