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发布于
8月18日周二
8 月 18 日,星期二
Act 4 News 第四幕新闻
INTRO 引言
Hello everyone, it's been a long time since our last post.
大家好,已经很久没有发布新的文章了。
We're still working on the game and the overhauls we mentioned previously (you can find the previous post here: https://store.steampowered.com/n ... /587284808250427102).
我们仍在继续开发这款游戏,之前提到的那些改进工作也还在进行中(你可以点击这里查看之前的帖子:https://store.steampowered.com/n ... /587284808250427102)。
TLDR: We are behind schedule but making progress and wanted to share how things are shaping up.
简而言之:我们的进度虽然落后于计划,但仍在取得进展。想和大家分享目前的进展情况。
GOD BLESSINGS 愿上帝赐予祝福吧。
In terms of gameplay content we're adding in a TON of new god blessings and item abilities.
在游戏玩法方面,我们将加入大量新的神赐物品以及物品属性功能。
With Act 2 and 3 we kept adding new gods and blessings, which diluted pools and synergies. What was working with Act 1 just didn't scale well. Rerolls and alterations became a cheap solution for deeper, more fundamental issues.
在第二幕和第三幕中,我们不断引入新的神祇和祝福机制,但这使得各种机制之间的协同效应被削弱了。那些在第一幕中有效的机制,在第三幕中就无法很好地发挥作用了。重复出现的情况以及各种调整手段,变成了解决更复杂、更根本问题的廉价方式罢了。
Now the entire God system has been rebuilt from the ground up. Slots have been removed and instead god blessings focus on inherent synergies rather than slot separation. Here's what we aimed to solve, and how it turned out:
现在,整个神系统已经从头开始重新构建。那些不必要的插槽已经被移除,取而代之的是将神之恩的效应集中在相互之间的协同作用上,而不是局限于单独的插槽之间。这就是我们试图解决的问题,而结果如何呢……
Buildmaking and Synergies: We've added both within-god and cross-god mechanics with which you can either make a tall build or combine the common mechanics of the gods in many different ways. For example, Mort can harvest and store souls, while Leigong's blessings release powerful bursts of static electricity - and both can be empowered with status rituals from any god.
构建与协同:我们在游戏中加入了内神与跨神协作的机制,玩家可以构建自己的强大角色,也可以以多种不同的方式组合各神的力量。例如,莫特可以采集和储存灵魂,而雷公的祝福则能释放强大的静电攻击力——这两种能力都可以通过任何神明的状态仪式来强化。
Minimizing bad RNG: The cross-god buildmaking, the removal of slots and the fact that you can now choose your god after combat should severely reduce the need for rerolls and alterations. Alongside this we've implemented bad RNG protection.
减少不良随机结果的出现:通过采用跨神配置、取消某些插槽功能,以及可以在战斗后选择神祇的方式,可以大幅降低重新投掷或调整游戏机制的需求。此外,我们还引入了防止不良随机结果发生的机制。
Customize your Playstyle: Some people have expressed the concern that the addition of inputs would make the game too active, whilst others would like more action expression in our game. For others still it may be based on a run-by-run mood. Skill upgrades allow you to dynamically adjust this and take the skill towards any playstyle or synergy direction you prefer.
定制你的游戏风格:有些人担心新增的输入功能会让游戏变得过于活跃,而另一些人则希望游戏能提供更多动作性的表现方式。对于其他人来说,这种调整可能取决于具体的游戏氛围。通过技能升级,你可以灵活地调整游戏风格,使其符合你喜欢的任何游戏方式或协同效应。
SKILL UPGRADES 技能提升
Now every active skill has it's own upgrade tree, that can be built in many different ways.
现在,每个激活的技能都有自己独特的升级路径,这些升级路径可以通过多种不同的方式来实现。
For example, all active skills can be made inactive or have their playstyle reinforced:
例如,所有处于活动状态的技能都可以被关闭,或者其使用方式可以被加强:
Or just made easier to cast, like removing their targeting:
或者让施法变得更加简单,比如取消他们的目标选择功能。
Synergies 协同效应
You can also push skills towards more mechanical or synergetic combos and abuses instead.
你还可以将技能发展为更偏向于机械性操作或协同作用的组合,从而更好地发挥它们的作用。
Or just make them bombastic:
或者干脆让他们变得夸张起来吧:
VFX 视觉特效
We've been adding a lot more new spells and VFX to the game for all this, and have pushed their visuals to feel as powerful as possible.
为了提升游戏的效果,我们不断增加新的法术和视觉效果,并努力让这些元素的视觉效果尽可能具有震撼力。
Because of this, we've also decided to overhaul some of the old VFX that we felt were lacking:
因此,我们也决定对那些我们认为已经过时的一些视觉特效进行更新。
CHARACTERS 角色们
Animations 动画效果
To support the new active skills we've had to make a ton of new animations for each character - 32 direction animations for:
为了支持新的主动技能,我们必须为每个角色制作大量的新动画效果——包括 32 种方向动画。
- Target Channel - 目标频道
- Target Channel Walk Forward
- 目标频道规划进展
- Target Channel Walk Backward (no movement stopping, even while channeling)
- 目标频道向后移动(在移动过程中也不会停止移动,即使是在频道中也是如此)
16 directions for: 16 个方向指南:
- Dash Attack (you can now attack while dashing)
- 冲刺攻击(现在可以在冲刺的同时进行攻击)
And just more new regular animations for:
还有更多新的常规动画效果:
- Target Cast 1 - 目标施放 1 个法术
- Target Cast 2 (gotta have variety)
- 目标施放次数 2 次(需要多样化安排)
- No Target Cast 1
- 没有指定的目标角色,仅使用 1 个角色
- No Target Cast 2
- 没有指定用于第二个角色的目标角色
- No Target Channel - 没有目标频道
- No Target Channel Walk Forward
- 没有针对目标频道的推进计划
- No Target Channel Walk Backward
- 不要朝着目标频道方向行走,向后退去。
- Post-Dash Attack Slide - 战后攻击滑步
Which basically ~12xs the animation budget per character (sort of).
这实际上相当于为每个角色分配了一定的动画预算(某种程度上来说)。
Preview of Nixi Target Channel:
Nixi 目标频道的预览:
Why did we do this much animation? Well I wish we had done it earlier. We tried a couple of ways to make these active skills work without having to draw all the directions but it just didn't play well. So effectively these tests just ended up wasting time. Sometimes cost-cutting measures end up costing us more. So, we sat down and drew all the required frames.
我们为什么要花费这么多精力来制作这些动画呢?唉,真希望我们能更早开始这项工作。我们尝试了几种方法让这些主动技能能够正常工作,而不需要绘制所有方向的信息,但结果还是不太理想。所以,实际上这些测试只是浪费了时间而已。有时候,为了节省成本而做出的决定,反而会让我们的工作更加复杂。于是,我们决定直接绘制出所有需要的帧数。
New Characters 新角色
Alongside these major overhauls to the core characters, we do have 2 new characters in the making - the Necromancer and Shaman, but we're still not sure if they'll make it to Act 4 or shortly after it. But anyway lets just say this is in the works and nearly done:
除了对核心角色进行的这些重大改版之外,我们还有两个新角色正在制作中——死灵法师和萨满祭司。不过,我们还不确定他们是否会出现在第四幕中,或者会在第四幕之后出现。但无论如何,可以肯定的是,这些新角色正在制作中,而且已经接近完成阶段了。
ENEMIES 敌人
And then there is obviously the default laborious work involved with Act 4 itself - new monsters, bosses, terrain, etc.
当然,第四幕本身也涉及到许多繁琐的工作内容——新的怪物、首领、地形设计等等。
ENVIRONMENT 环境
We spent a lot of time setting up a system for the environment with which we can create many procedural levels, that still feel hand-crafted and polished, and have features such as height, holes, tile variety, wall matching combinations, etc.
我们花费了大量时间来构建这个系统,以便能够创建出许多具有 procedural 风格的游戏关卡。这些关卡仍然给人一种手工制作的感觉,而且具备各种特性,比如高度、孔洞、瓷砖类型、墙壁组合方式等等。
The code turned out to be a lot more complex than we anticipated because of this spec and took many months. It involved solving collision, pathing, wall sorting, complex wall combinations, optimization issues and all sorts of other matters.
由于这个规范的原因,代码的复杂性比我们预期的要高得多,因此花费了数月的时间才得以完成。过程中需要解决碰撞问题、路径选择、墙壁排序、复杂的墙壁组合、优化问题以及各种其他问题。
We are still focused on creating the endless assets needed - tiles, walls, props, etc. and progress has been slower than we would like. We will show more when we can get it to a more presentably polished state.
我们仍然致力于创建所需的各种素材——瓷砖、墙壁、道具等。不过,目前的进展比我们希望的要慢一些。等这些素材达到更完善的状态后,我们会再向大家展示更多内容。
DELAY 延迟
Because of the overscope of the aforementioned features, the experimental nature of the design, the iteration required and life delays we have not been able to hit our estimated deadlines on a lot of features.
由于上述功能的过度设计、设计的实验性特点、所需的多次迭代过程以及各种延误因素,我们许多功能的完成时间都未能达到预计的截止日期。
This has gradually led to the timeline getting longer and longer, so unfortunately the release of Act 4 will be delayed. We'd rather not estimate once again how long this delay will take, given our terrible skill in this. But it will most likely spill into early 2027.
这种情况逐渐导致整个故事的时间线变得越来越长。因此,很遗憾,第四幕的发布将会被推迟。鉴于我们在这方面的能力实在有限,我们不想再次估计这次延迟会持续多久。不过,这次延迟很可能会在 2027 年初发生。
EXPANDING THE TEAM 扩大团队规模
Some people have asked us why we don't expand to tackle this problem.
有些人问我们为什么不采取更多措施来解决这个问题。
We tried working with freelancers previously to speed up our timeline, but it ended up costing us a lot of time in trying to bring people up to speed on the code architecture, design, visuals, etc.
我们之前尝试过与自由职业者合作来加快项目进度,但结果却是花了大量时间来帮助他们熟悉代码架构、设计、可视化界面等方面的内容。
Ultimately we were fortunate enough to find the right people and we did recently expand to 5 team members in-house (3 artists, 2 programmers), and are now aligned and working cohesively. We believe this size is right for us and have little intent to expand further at this time.
最终,我们很幸运找到了合适的人选。最近,我们的团队规模扩大到了 5 人——包括 3 名艺术家和 2 名程序员。现在,我们的团队成员能够紧密合作,共同推进项目发展。我们认为这样的规模已经足够适合我们了,目前并没有进一步扩张的打算。
总结 在做了 |
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