blizzcast8 暗黑破壞神3專訪
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BlizzCast Episode 8: Diablo III interview (暴雪廣播第八期:暗黑3專訪)
Jay Wilson (Lead Designer – Diablo III, 首席設計師);
Julian Love (Lead Technical Artist – Diablo III, 首席技術美工), Mike Nicholson (Senior Artist – Diablo III, 高級美工)
Bornakk: Welcome to the next Q&A portion of BlizzCast. We have our Diablo 3 Game Director Jay Wilson, welcome to the show!
歡迎進入暴雪廣播問與答(Q&A)的下一個環節。我們請出的是D3游戲主管Jay Wilson,歡迎來到這里!
Jay Wilson: Thank you very much.
非常感謝!
Bornakk: We have a couple Q&A questions for you today. The first one is from Daleks on USEast. Will shrines be making a return to the world of Sanctuary in Diablo 3?
今天我們為你準備了些Q&A提問。第一個問題來自USEast服務器的Daleks:祭壇是否會在D3的庇護所世界中出現?
Jay Wilson: Well there are some aspects of shrines that we liked, experience shrines I think are probably the prime example everyone uses. Theyre fun because they drive the player forward. Monster shrines are sometimes fun because they bring out a rare that you didn’t know or weren’t expecting that could come from any direction and that’s cool. But for the most part, the pure mechanic of shrines, a random powerup that just appears in the world for no reason, we don’t really want to litteraly bring that back. What we are going to try to do is integrate a lot of the best things of shrines into our quest and event systems so that when you encounter a random quest or random event that has a story context within the game it either rewards you like a shrine would reward you or something that is actually built into the gameplay of the quest. So while technically no shrines are not coming back verbatim, we are trying to bring back kind of the best things of them in a different form.
咳,有些祭壇功能是我們大家都喜歡的,每個人都會用到的經驗祭壇我看就是個突出的例子。它們如此有趣,是因為它們能驅使玩家深入下去。怪物祭壇有時很有意思,因為它可能在任何地方變出個你沒見過的或者沒想到的稀有怪物,這可真酷。但是就總體而言,祭壇這個機制從根本上說就是一個提供給玩家的隨機的能力提升。而這個機制本身和D2的世界毫不相干。我們確實不想糟粕不分地把這個也帶回(到D3)來。我們正打算做的是把祭壇的大量精華思想整合到我們的任務和事件系統,這樣,當你在游戲中遇到了一個有著故事情節的隨機任務或者隨機事件,也許將得到一個類似祭壇效果的buff獎勵或者一些整合到任務過程中的玩意兒。所以,一方面嚴格說來不會照本宣科地搬來祭壇,同時我們也努力嘗試把它們中優秀的思路用不同的形式帶回到游戲中。
Bornakk: So youll still have the randomness and spontanenity of it.
那就是說你們保留了它的隨機性和自發性。
Jay Wilson: Exactly, and really they are kind of there to change up the gameplay and add a little factor of randomness, but we felt that very few of the shrines actually did that – accomplish that goal...
確實,而且它們確實能稍微加快游戲進程并能增加些許隨機因素,但是我們覺得幾乎沒有祭壇能做到這點——達成這個目標。
Bornakk: Stamina shrine?
耐力祭壇呢?
Jay Wilson: Yeah, stamina shrine lets you run a long time. Skill shrine made you a little bit more powerful. We feel like we can take the best and put them within actual events that are a lot more fun and have a lot more gameplay to them.
是的,耐力祭壇能讓你長時間跑動,技能祭壇讓你稍稍猛一點。我們想取其精華并將其放置到實實在在的、更有樂趣、也能為玩家帶來更多游戲內容的事件中。
Bornakk: Alright, great. The next question is from David Nishball in Fairfield, Connecticut. Will buildings and towns be enterable, like Atmas Bar was from Diablo 2’s second act?
好的,不錯!下一個問題來自Connecticut州Narefield的David Nishball:所有建筑以及城鎮都是可以進入的嗎,就像D2中第二幕的Atmas Bar(譯注:Atma中文版一般譯為亞特瑪,魯高因右下角那個酒吧,傳送門上去一點點,pass ACT2的時候得走過去和Atma談話)那樣?
Jay Wilson: There probably will be some buildings, my guess is not too far off from how many were enterable in Diablo 2. Most towns we don’t make all the buildings enterable, it’s just a ton of art to create for very little reason. Most people tear through the towns at lightning speed, so they don’t have a desire to go into the individual buildings. But we do have some specialty buildings that I’m sure we’ll go inside of throughout the quest course of the game.
也許會有一會建筑(可進入),我估計數量上和D2中那些可進入的建筑相差不遠。絕大部分的城填中的建筑并非都是可以進入的,這樣做只是事倍功半地大量消耗美工,大多數人閃電般路過城鎮,他們并不想進入某個建筑一探究竟,但是我們確實有一些為了完成游戲任務進程而必需進入的特別建筑。
[ 06:19 ]
Bornakk: Okay. The next question is from James on USWest. Will there be a diverse Selection of items that are viable for the end-game or will it follow the WoW-type style where there is more like one end-all-be-all set for each class?
好的。下個問題來自USWest的James,是否有多種多樣的“終級”裝備選擇,還是走每個職業“一套打天下”的WoW風格?
Jay Wilson: It’s definitely diverse and it’s diverse on a lot of different fronts. When you think about Diablo 2, all the different ways you can build your character, we really expanded all the ways you can customize your character by adding in the rune system. Not only can you completely customize your skill set, much more so than you can in game like most MMOs like World of Warcraft, because of that, the items you want are based upon the skill set that you’ve chosen or the type of build that you are trying to create.
絕對是多元化的,而且多元在不同方面。想想D2,所有各式各樣培養角色的手段,我們實際上還在此基礎上加入了符文系統來進一步充實你的角色培養路線。你能做到的,比在像WoW那樣的MMO中所能做到的要多得多,甚至能完全自定義技能設置,正因如此,你所渴求的裝備是基于你的技能選擇或者跟據你為你的角色制定的預期類型而定的。
And items, one of the things we are trying to do is focus on this even greater element of defining your build. So really its up to the player on what kind of stats they want on their character, but were definitely not shooting for a, "oh heres the barbarian armor", there is a set and when you get the full set youre done. Thats just not very Diablo and its not really the kind of gameplay were going for. If anything we’d like the item set to be a lot more diverse than it was in Diablo 2.
至于裝備,一件我們正在致力干的事就是在這個影響你的角色制定的重大元素上投入更多精力。真的,裝備取決于玩家對其角色的預期,但是我們絕對不會搞出這么個東西“噢!這個是野蠻人甲!”也不會搞出這么一個套裝,當你湊齊一套,你就飛升了。這樣似乎不太Diablo,但這確實不是我們想要的游戲體驗。如果說還有什么是我們想在套裝上實現的,就是讓它們比在D2中更加多樣化。
Bornakk: Always something to collect right?
總會有所追求是吧?
Jay Wilson: Exactly, always a new build to try out.
完成正確,總會想做新的嘗試。
Bornakk: Right, exactly. The last question we have today is from James Wichtowsky. Have you settled on a particular color scheme for item drops?
好好好,今天最后的問題來自James Wichtowsky:你們已經設定好掉落物品的顏色了么?
Jay Wilson: Weve kind of gone round and round on color scheme. I know with World of Warcraft when they decided on a color scheme to fit quality, they were taking that from Diablo 2 and other MMOs, but they chose a color set that they felt was easier to read. We actually tried to emulate that for awhile, I think actually our announcement build or maybe our BlizzCon build was actually using a color scheme very similar to World of Warcraft and we generally found we just didn’t like it, it didn’t feel Diablo. So something as simple as that didn’t feel Diablo anymore.
我們對色彩方案作過多種嘗試。我知道WoW采用顏色來區分品質,這招就是他們從D2以及其它MMO中學拿來的,但最終,他們使用了一套他們認為易于辨識的方案。開始我們曾模仿過那套色彩,我想我們當初的發布版本也許還包括BlizzCon版本就用的是一套和WoW非常相似的色彩方案,而我們一幫子人都覺得不爽,它一點也不Diablo,反正就覺得完全沒Diablo味了。
Color scheme is pretty solid right now, it follows very closely to the Diablo 2 color scheme. We slightly shifted some of the hues to help, especially with color blindness, to try and get some of the more problematic combinations. We took out, for example, uniques were gold, we’ve changed their color I think we did purple which is a bit of a nod to World of Warcraft but the problem was gold and yellow were really close. Even though the gold lettering was unique and everything it was often very difficult to tell the two apart. So we just did that not to get away from Diablo but to try and fix that kind of readability issue. What we found is that if we try and get too far from Diablo it doesnt feel right, so right now magic items are blue, rare items are yellow, unique items I think theyre purple – Im operating off memory here but they might be different actually because I think we use purple for something else for an item type we haven’t announced yet. Then if we do set items theyll be green, we havent made a call on set items yet.
色彩方案現在已頗為素色,它非常接近D2的色彩設計。我們為了幫助辨識——特別為了色盲,還努力找出了那些容易混淆的東西,對其稍微地調整了色調。我們的改動,比如唯一物品是暗金色的,我們把它的顏色改成紫色似乎是在向WoW示好,而實際上是因為暗金和亮黃(亮金)實在太近接了。即便暗金的字體也是獨立唯一的,我們依然很難分辨出兩者。于是我們采取了一套即不太偏離暗黑基調,同時又修正了一些可讀性問題的方案。我們發現遠離Diablo風格的感覺很不好,所以,現在魔法物品是藍色,稀有物品是亮黃(亮金),唯一物品我想會是紫色——我記憶中是這樣但是他們很可能最終會有所改變,因為我們有可能把紫色賦給一種目前還沒有公布的新物品品種。如果還有套裝,那么它們會是綠色,不過我們目前還沒有涉及到套裝具體設計。
Bornakk: Okay, well that’s all the questions we have for today, thanks for coming in Jay.
好啦,這些就是今天的全部問題啦,多謝捧場,Jay。
Jay Wilson: My pleasure.
我的榮幸。
Bashiok: Welcome to BlizzCast 8, my name is Bashiok your Diablo III Community Manager. With me today is Julian Love, Lead Technical Artist and Mike Nicholson, our UI guy, he’s a Senior Artist on Diablo III.
歡迎收聽暴雪廣播第8期,我叫Bashiok,是暴雪暗黑3的社區管理員。今天,我們請到了首席技術美工Julian Love,以及高級美工,或稱界面小子的Mike Nicholson。
Bashiok: Starting with Julian some people may know you from WWI and BlizzCon, you were up on stage giving some presentations, for those who don’t know you personally what do you do on Diablo III?
先從Julian開始。很多人從WWI和BlizzCon上聽說過你,你曾在臺上做過簡短介紹。對那些不認識你的人來說,介紹一下你主要從事暗黑3的哪方面工作呢?
Julian: Well I do a lot of things, I’ll try to cover them briefly. So I run the Technical Art department, and the kinds of things we do there are we build a lot of custom art tools to make production go a lot easier, and we also rig characters which is a way of sort of making them "puppetable", so the animators can define how they’re going to move, and probably the biggest visual contribution we make is through special effects, breakables, and lighting.
額,我有很多事做,那就簡要概括一下吧。我在技術美工部門工作,我們所做的事情就是制作一些定制的藝術工具來讓作品更容易完成。同時我們也會像控制木偶一樣操作角色,所以動畫決定了他們如何行動。我們貢獻的最主要的視覺效果應該是通過特效、破壞效果以及光照反映出來的。
Bashiok: Very cool, and Mike Nicholson who is a new face and voice to those following Diablo III, what do you do on the team?
很酷。Mike Nicholson對暗黑3的追隨者來說是一個新面孔,你在團隊里司何職?
Mike: Im a Senior Artist and I’m in charge of all the interface. Also known as "The UI Guy".
我是負責所有界面設計的高級美工,也就是“界面小子”。
Bashiok: So Mike, actually I wanted to touch on something you did in the past. I was at your office a few weeks ago and found out you were Lead Designer and Lead Art on a game which was near and dear to me which was called Sanitarium. Without going into it too much, that was a point and click adventure game, so how did you get from that to working here at Blizzard?
好的Mike,事實上我想要了解一下過去你所完成的任務。幾周前當我在你的辦公室時,我發現你是一個我很喜歡的游戲的首席設計師和首席藝術家。那個游戲叫做瘋人院。關于這個不研究太多,這是一個點擊式冒險游戲(Point and Click Adventure Game)。那么,你現在在暴雪工作的時候從原來的游戲中得到了哪些經驗呢?
Mike: Well, I’m glad you liked it, I’m proud of that game. Well the thing was when we did Sanitarium unfortunately even though it was well received, everyone who played it liked it, not that many people played it. Well eventually they did. We kind of got there as the party was going out...
額,我很高興你喜歡這個游戲,我也為它驕傲。我們在瘋人院這個游戲所做的就是讓游戲大受歡迎,每個玩過的人都喜歡,但是玩的人卻不多。當然最后他們做到了。我們的隊伍解散了,因而我們困惑了……
Bashiok: For point and click adventures...
點擊式冒險游戲……
Mike: So, you know you kind of take a look around and go well I guess I need to get back into art. Came out to California and started doing 3D environments and kind of worked all the way back up to interface, where I’m back to doing 2D art again.
額,你對我做了一番了解,那么下面我猜我應該回到藝術這個話題了。來到加州開始3D環境工作然后將他們全部回歸到界面上,我又開始2D美術工作了。
Bashiok: Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we’ve seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?
再回到你Julian。死亡系統是一個主要的特效系統,它演示了怪物是如何死亡的。這是游戲中一個很酷的部分。我們在WWI和BlizzCon上已經小有了解,但是這具體是個什么系統?你能向聽眾們解釋一下它在游戲中的作用嗎?
Julian: Yeah, something pretty close to my own heart there, was we really recognized that monsters really live to die in Diablo. You really don’t have a lot of time to express their personality, and you don’t have a lot of time to try to make your experience with monsters meaningful. Most of what you’re doing is killing them. So one of the things I was really interested in doing was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point. But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a firey sword, and then we added the idea of crits and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.
好的。對我來說有一樣東西很重要,也是我們真正了解的,在暗黑中怪物生來就是要死的。你不會有花很多時間表現他們的個性,你也不會有很多時間把怪物做得多么有意義。你所要做的就是殺掉怪物。所以我所熱衷于完成的效果之一就是讓怪物擁有盡可能多的死法。這就是我們的目標,想想看,我們為每個怪物設計了35種被打倒的方法。但是最初的思想是暗黑2的一次延伸。在暗黑2中你攻擊怪物以后他們會表現出來受到了你的多少傷害。然后我們說,那就把這個發揚光大吧。當你用附加火焰的劍攻擊他們的時候,怪物會被灼傷。我們還增加了怪物被暴擊的效果以及被打飛到屏幕外面的想法。這就是本質上的想法。
Bashiok: Very cool. A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with … different damage types?
很酷。你為角色制作了很多技能效果,也就是火焰啊奧術啊之類的,但是在暗黑中他們看上去是一種很特別的魔法效果……法術的范圍實際上很廣闊,但是你能否做些什么限制……不同的傷害類型呢?
Julian: Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a firey this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.
是的,事實上那是一種普遍的想法,我要接受的是“嘿,這個人的效果是火焰還是什么,但是我們能不能讓火變成綠色的?”這就是我們這些設計師需要出來說話的時候,如果我們突然把火變成綠色了,這將會對游戲體驗產生錯誤的信息傳達效果。所以是有很多約束的,一方面我要讓效果盡可能華麗,同時我也得讓效果很貼近玩家,以至于他們不會把綠色的火理解成毒素。還有一點很容易讓我的團隊搞得一團糟。我們可以不停地用各種特效震撼屏幕,結果你在游戲里什么也看不清了。所以這兩點約束是我們在工作中真正注意的。
Bashiok: Back to Mike, since people saw the game at BlizzCon – they got to play it at BlizzCon – which was exciting for everybody, the interface and the UI has actually changed pretty dramatically even since then, it’s been an iterative process … since the conception of the game really, but uh so for those that didn’t see it at BlizzCon or even those who did what are the changes that have come about since then?
再回到Mike。自從人們在BlizzCon上看到游戲——他們在BlizzCon激動地試玩,界面產生了戲劇性地變化,并且成為一項不斷更新的項目……根據游戲理念,對那些在沒在BlizzCon看過游戲甚至是看過的人來說,游戲界面從那以后產生了哪些變化?
Mike: Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. That brings up the question of tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which was one of the complaints about the old system is the frustration in trying to fit everything into your pack.
額,暗黑中最重要的項目之一是裝備,對么?我們試驗過一些效果,在暗黑中大家很喜歡的一個亮點——裝備大圖標。很多人都已經見過魔獸世界中那種所有物品用同樣大小的圖標的方式,那樣效率很高,但是我們很想回歸并且重置我們的系統,于是我們決定將物品分割為大物件和小物件。這樣又會帶來俄羅斯方塊式背包(暗黑2中的模式)的問題。很多人反對這種效果。有人喜歡有人厭。所以最終我們為包裹加上了標簽,現在你擁有大型物品包裹,同時你也可以切換到小物品背包,還能切換到任務物品包裹。這樣所有物品就可以更好地共同出現,不用煩惱像在舊系統中那樣抱怨如何擺放物品。
Bashiok: And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?
那么,我們還會見到背包系統回歸嗎,就是擴大道具欄的背包,還是說物品包裹的格子數量是固定的?
Mike: Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.
當前的設計包括背包。你會得到背包來擴大物品格數目,就想魔獸世界中那樣,除非你不想擴大空間。開始時你的包裹將有8個空間,8個。隨后你會得到一個有10個格子的新背包,那么你就可以得到兩個新的空間。但是你不會得到更多的標簽,也就是不會有兩三個“大型”標簽。(用以切換物品類型的標簽)
Bashiok: Right, and is that working out pretty well so far? It’s been in testing for a while.
好的。那么現在這個系統完成了嗎?它已經測試了很久了。
Mike: Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.
是的,看上去很多人喜歡它。我的意思是系統反響很好。我個人很喜歡這個系統,因為它讓你擁有大物品圖標,同時不會對你造成物品大小不同帶來的一些困難。
Bashiok: And you can really see the artwork as it is now with the larger icons...
嗯現在你能看到貼圖都是大物品圖標……
Mike: Oh yeah, very much so.
哦也,是的。
Bashiok: Also, on iterative processes, a lot of BlizzCon saw the skill icons. And there’s been some talk in the community that the skill icons are definitely a departure from what we saw in Diablo II. Which were these gold runes, almost, I guess. So what was the decision there to make a change to the skill icons, and do, y’know colorful skill icons?
還有一個一直變化的進程,很多BlizzCon玩家看到了技能圖標。在論壇里有一些人認為技能圖標與我們在暗黑2中見到的想去太遠。我猜這里說的是金色的符文。那么你們是如何決定改動技能圖標,額,彩色圖標?
Mike: I am unabashedly a fan of WoW, I’ll probably catch flak “oh you’re making it look like WoW oh no!” but I love them, I love the WoW icons. And y’know what we’re trying to do is see, ok what works about the WoW icons? They’re illustrative; is there a way to try to maybe bridge the gap. You know what worked about the more symbolic DII icons, and what works with the WoW icons, and trying to find a way to put the two together. And that’s really what I’m trying to do is to try to make them more symbolic, so they’re not necessarily little murals, but they are painterly. So they are colorful because you’re going to have a lot more of them than you would in DII. So you have the hot bar at the bottom, and you want that to look colorful enough that it’s interesting, but not to the point where it’s an eyesore. And quite honestly I’ve made many iterations on the icons, and there’s still many to come. It ends up being a balancing act, you know I test them out what they look like next to each other, and if they’re too colorful – tone it down.
不怕你們說,我是一個魔獸世界的愛好者。我可能會被噴“啊你把游戲做的跟魔獸世界一樣哦天哪!”,但是我喜歡魔獸世界的圖標。我們要做的是,看看魔獸世界的圖標帶來了什么?它們具有說明性;有沒有辦法消除隔閡。你知道暗黑2中的圖標更具符號意義,也知道WoW圖標的效果,我們試著讓二者合一。這就是我真正想做的,就是讓它們更加符號化,不必像壁畫一樣,但是要有藝術性。所以他們變成彩色的了,因為你要擁有比在暗黑2中多的多的技能。所以屏幕下方有快捷欄,里面的圖標得看上去光鮮有趣,而不是你的眼中釘。說老實話我在圖標上反復研究過很多次,但是仍然還有很多路要走。最終我們會達到一個平衡。我不斷測試他們互相放在一起時的效果,如果太華麗了——去掉。
Bashiok: One of the things I like about them is, without even looking at your hot bar you can kind of see, oh this one looks blue and cold it’s probably an ice spell of some type. So without even mousing over it to see what it is I can tell it’s at least of a specific magic or damage type or skill use...
這種系統我最喜歡的是,你不需要仔細看快捷欄,這個看上去藍色冷色系的圖標表示某種冰系法術。所以不用把鼠標移到技能上你至少就可以分辨出來這是一個魔法、傷害類型、怎么用……
Mike: You know one of the best experiences I’ve had at Blizzard is the iterative process, which some artists don’t like, but I personally love it. Because it lets me test stuff out. For a while I was trying out, ok let’s do color theory… ok so all the berserker skills will be this tone, and all the battle master will be this tone. And you know on paper it looked good, sounded good, ok it’s a nice theory but what we found is when you put them on the hot bar, if you went down a certain tree now everything’s the same color at the bottom and it’s hard to tell them apart. You know, ok I get a gold star for being clever, but then I lose points because it’s not playable. So you know you go back once again, scrap it, and reevaluate it. But I love that process.
我在暴雪最棒的體驗就是反復的開發進程。很多美工不喜歡這樣,但是我個人很喜歡。因為這讓我能對作品徹底檢驗。有段時間我在嘗試,好吧做顏色理論……所有的狂戰士系技能是這個色調,所有的戰斗大師技能是這個色調。你知道這些東西在紙上寫的好看,聽的好聽,好的這個理論不錯,但是我們發現當你把技能放在快捷欄上的時候,如果你仔細看看技能樹就會發現他們都是一個顏色的,放在快捷欄里很難分辨。好吧我為了漂亮得到一枚金星,但是我失去了很多點數因為他們不適合游戲。所以你只好重新來過,粉碎,重置。但是我喜歡這個過程。
Bashiok: Back to Julian, the Thousand Pounder...
回到Julian,千斤墜(Thousand Pounder)……
Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]
Julian不是千斤墜!太粗魯了……(笑)
Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?
(笑)在WWI上我們公布了千斤墜這個怪物,它有著宏大的出場秀,它的骨架組成來自幾個處女的犧牲……我猜,如果你們是這么想的話。這樣的出場很宏大,這是怎么想出來的?
Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...
額,我知道這個是我們策劃并且制作了很久的。最初我們是想讓它穿過墻壁,因為破碎效果在游戲里很震撼。但是我認為我們要認識到這樣一個外形的怪物要破開墻壁它看上去像酷愛牌飲料的廣告……
Mike: Oh yeah!
哦也!
Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.
(笑)我們想要揭開的是我們如何處理千斤墜這個怪物。這后來借鑒了破城者(Siege Breaker)的一些設定。在游戲公布晚期,就在我們計劃完成的三周前我們得到一些像星際迷航一樣的概念構想。我的部門制作成了突發性的儀式,但是我們不是很喜歡那樣,所以我們問自己我們到底想要看到什么效果?最難的是我們能夠想到的是最終的結果,我們都被嚇到了,我們能完成么?這是一項巨大的工作,我們不得不說服其他隊伍幫助我們。我們需要建模的幫助,我們需要動畫的幫助。但是每個人都承諾最好這樣做,我們開始加班加點。我們兩周內就完成了任務,也就是最終呈現的效果。
Bashiok: Back to Julian, the Thousand Pounder...
回到Julian,千斤墜(Thousand Pounder)……
Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]
Julian不是千斤墜!太粗魯了……(笑)
Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?
(笑)在WWI上我們公布了千斤墜這個怪物,它有著宏大的出場秀,它的骨架組成來自幾個處女的犧牲……我猜,如果你們是這么想的話。這樣的出場很宏大,這是怎么想出來的?
Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...
額,我知道這個是我們策劃并且制作了很久的。最初我們是想讓它穿過墻壁,因為破碎效果在游戲里很震撼。但是我認為我們要認識到這樣一個外形的怪物要破開墻壁它看上去像酷愛牌飲料的廣告……
Mike: Oh yeah!
哦也!
Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.
(笑)我們想要揭開的是我們如何處理千斤墜這個怪物。這后來借鑒了破城者(Siege Breaker)的一些設定。在游戲公布晚期,就在我們計劃完成的三周前我們得到一些像星際迷航一樣的概念構想。我的部門制作成了突發性的儀式,但是我們不是很喜歡那樣,所以我們問自己我們到底想要看到什么效果?最難的是我們能夠想到的是最終的結果,我們都被嚇到了,我們能完成么?這是一項巨大的工作,我們不得不說服其他隊伍幫助我們。我們需要建模的幫助,我們需要動畫的幫助。但是每個人都承諾最好這樣做,我們開始加班加點。我們兩周內就完成了任務,也就是最終呈現的效果。
Bashiok: Can you describe for those listening what it currently looks like?
你能把這些描述一下看起來像什么樣么?
Mike: Lets see… if I had to use a cruel comment, one that I made myself as I was making it, oh "Its the fury traffic light". Because its three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that’s the gist of it, because when youre playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you’ll see Ive got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.
讓我想想……如果我用一種不恰當的注釋,我必須說,哈,“就是一個怒氣紅綠燈”。因為他是三個垂直疊放球體,我們沒做成一三種顏色,但是你知道我把它做成我喜歡的樣子了,它大體很不錯了這確保了我們不會用不同的顏色,不然就真成了紅綠燈了。但這是它的關鍵所在,因為當你希望你玩的版本是在屏幕中心的,但是現在確實在你右下角。所以你需要看到一個醒目的動態指示,即使你撇一眼也知道我已經有2個或者3個球怒氣可以用了。這就是我們的目標,希望Julian和他的小組能讓它更好。所以我們希望你玩的時候能關注到但不會讓你分心。
Bashiok: Right, sounds like a cool system. I’m looking forward to it. For those listening on iTunes or elsewhere be sure to check the BlizzCast website because we will have images and some art assets to check out for this interview. And that about wraps it up, I want to thank Julian and Mike for joining me here today.
確實,聽起來是個很酷的系統。我很期待。現在正在通過iTunes或者被的方法收聽暴雪廣播的請關注我們的網站,因為我們有截圖和藝術畫等同步奉上。差不多了,非常感謝Julian和Mike今天的參與。
Julian: You’re welcome.
不客氣。
Mike: Thanks for having me.
非常感謝。
Bashiok: And that about wraps it up for BlizzCast 8, I want to thank you very much for listening. This has been Bashiok, signing off.
第8期暴雪廣播就到這里了,非常感謝您的收聽。我是Bashiok。88
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