Songs of Conquest


EvilP 更新于 2021-12-01 19:05:40,共有条回复论坛链接


  • ​Fanstratics Troop: Cyclops Siege Breaker.​
  • ConceptArt Cyclops Siege Breaker兵种介绍:破城独眼
  • Truly the anchor of Chimeran army power, the mighty Cyclops Siege Breaker has the ability to throw large boulders the length of any Battlefield. This makes them a powerful ranged Troop, and better than any Catapult when it comes to destroying Enemy Siege Walls. Over time, the Cyclops as a mythological creature, has gone from a one-eyed giant to a one-eyed monster. In popular culture this is due mostly to Ray Harryhausen and his work on the movie The 7th Voyage of Sinbad. As I have mentioned in previous interviews, it is often better to embrace a stereotype, than attempt to redefine it. With lesser, relatively unknown Troops, such as the Gatorkin Castor, you have a lot of room to play around with the conceptualization, and this is arguably easier than working within popular known constraints. With a Cyclops, people have a general idea as to their appearance. Working against these notions can often be counterproductive. So, when it came to the Cyclops Siege Breaker, I pointed Justin toward the Ray Harryhausen Cyclops and reiterated the Fanstratics mantra, “Something different, but familiar.” Some FST Troops are ‘more Justin’ than others, and this one, with the possible exception of the Medusa Vanguard, is definitely ‘more Justin’. Another gem. For those of you who want to see Justin actually create the drawing, you can always watch a VOD of his Twitch stream.
  • Fanstratics Feature: Quality of Life, HD+, and HotA Efficiencies.
  • Games have come a long way since 1999, and while they are not necessarily easer... they are friendlier. To this end, Fanstratics will be modern in its approach to player/program interactions. This mean incorporating Quality of Life, HD+, and HotA Efficiencies. For example...
    • Using the mouse wheel.
    • Replacing ‘right click’ with verbose tooltips.
    • True ‘drag-and-drop’ functionality in place of ‘click to select, then click to move’.
    • Eliminating confirmation windows with disappearing pop-ups (where it makes sense).
    • Displaying Troop Division sizes both verbally and numerically.
    • Seeing a Hero’s Excursion (movement) represented numerically.
    • Easy Troop Division splitting/merging.
    • Hero ‘costumes’.
    • Ability to replay Battlefield Combat as desired (solo games).
    • Simultaneous Turns for Multiplayer games (in one form or another).
    • Spell Research or something similar.
    • Etc.
    Bottom line... I’m not ignoring HoMM3 in its current state. If I find a mod feature to be compelling, I’d be foolish to ignore it.
  • Fanstratics News: Art Mock-up... and COVID (again).
  • At the start of November, I began preliminary work with a couple of artists to produce an ‘artistic mock-up’ of the Fanstratics Adventure Map. For those who don’t know, an art ‘mock-up’ is an art test. Overall, the goal is to assemble a small collection of art assets, in the game engine, to prove or disprove basic assumptions about how the game will look. For Fanstratics, this is especially important, as we are attempting to utilize a forced perspective to replicate the HoMM3 look across three different environments: Adventure Map, Townscape, and Battlefield. About a week after we started, the artists realized they had been too optimistic in their work assessment, and were unable to take on the extra duties. A few days after they left the project, as I was about to reach out to other artists... I began to feel ill. Yep... COVID... again. While the symptoms haven’t been as severe as last year, they are eerily familiar. As of this writing, I am entering week three, and my productivity has suffered. Because of this setback, the ‘art mock-up’ I had planned for January 1st... has been delayed. At this point, my goal is to share the work sometime in the first quarter of next year (fingers crossed). Assuming we can nail it down, we will then move onto the Townscape and Battlefield. Once all three environments are complete, with some degree of program functionality, we can begin thinking about ‘next steps’.
  • Fanstratics Fan Question: New creature designs look great and promising: carnivorous and alien medusa, wild and width mammoth bone crusher, hellish worm. But what about gator-caster? This unit looks weird. It’s not like anthropomorphic alligator can’t be caster, but this guy looks like brute, who ate wizard and took his stuff. Stereotypical wizard hat and tiny, well-crafted staff looks especially confusing. Is there any chance you will change this creature? Is there any chance you will redesign any other creatures? I know the common answer is ‘yes’, but I also know that developers really don't like such things.
  • There is always a possibility a Troop will undergo redesign or modification. This approach is not limited to art. If anything is not working as expected, it is typically modified or removed (assuming we have the time and budget to do the additional work). As for the Gatorkin Castor, I was specifically going ‘against type’. Every once in a while, it is good to do something unexpected, as making ‘everything’ stereotypical can be uninspired and boring. In fact, there are other unrevealed Troops which go also ‘against type’. So, I strongly doubt the Gatorkin Castor will be changed, as it is part of a ‘pair’.
  • HoMM3 Recollection: Half-Life: Day One.
  • H3拾遣: 半条命:第一天
  • 点击展开长文
  • After Heroes 3 there were many failing Heroes game. But what features would you use from them in a similar Heroes-like game and what you would erase?
  • I’m going to politely decline to answer this question. Addressing this subject is effectively discussing Fanstratics (FST), and there are specifics I would like to avoid until much later.
  • Overall, 3DO went into bankruptcy because it was poorly managed. Specifically, 3DO went into bankruptcy because it created a lot of low quality games no one wanted to buy.3DO thought all you had to do was create product, put it on the retail shelf, advertise it, and enough of it would sell. Giving the customer a good reason to buy the product, never seemed to be part of the formula.
  • Not once did I ever hear any 3DO executive talk about making ‘fun’ games. Not once did I encounter any 3DO executive who asked, “What have you been playing?” All the people in 3DO upper management were not gamers. They were all widget salesmen who thought ‘franchise’ was the same thing as ‘fun’. Don’t misunderstand me, you don’t need to be a gamer to create and run a successful video game company, but you do need to understand when you are not a gamer... and staff accordingly.
  • It is my understanding, what happened with 3DO did not directly affect HoMM4, but keep this in mind, my knowledge of HoMM4’s development is second hand at best. Aside from the team losing three of the HoMM3 leads (myself, John Bolton, and Phelan Sykes), I have heard through the grapevine, the team did not get much needed resources, and there was persistent in fighting regarding a number of subjects.
  • How 3DO indirectly damaged HoMM, was in how it directly damaged New World Computing (NWC).Soon after acquiring NWC, 3DO began pushing a ‘franchise’ model of game development. This should not be a surprise to many, as most of 3DO was composed of former Electronic Arts (EA) personnel. EA, under Tripp Hawkins, created the ‘Madden model’. For those who don’t know, to this day, EA makes most of its money from yearly sports games. This all started when EA began making yearly Madden football games for consoles. For sports games, the Madden model makes sense. For non-sports games, the Madden model can quickly lead to franchise fatigue, and an emphasis on quantity over quality.
  • There were some concept arts about NWC’s Heroes 5 in 2003. Can you tell us something about it? (There were also a Nival Heroes 6 but it was stopped in 2008)
  • Unfortunately, I know nothing about New World Computing’s attempt at making HoMM5.
  • What is your opinion and experience about Heroes 3 HOTA mod?
  • It’s wonderful. HotA and the HD Mod effectively introduced HoMM3 to several new generations of gamers.


EvilP 更新于 2021-11-01 16:30:46,共有条回复论坛链接


  • ​Fanstratics Troop: Hell Hound.
  • ConceptArt HellHound兵种介绍:地狱犬
  • Fueled by inner fire and external hatred, the Hell Hound is a mid-tier Troop of the Infernal faction. These demonic lycanthropes can set an enemy division ablaze with their assaults, while their Hellish Howl can drain the fight from an entire enemy army. When Justin delivered his first thumbnail for the Hell Hound, it was a stereotypical... four legged... Hell Hound. It looked great, but I’d asked for an anthropomorphic Hell Hound (a demonic lycanthrope). Justin has been rather busy these last two months, with numerous art-related and unrelated tasks, so the miscommunication was understandable. When I pinged him a second time, and refreshed his memory, he promptly delivered a follow-up thumbnail, which dramatically blossomed into this month’s Troop. As good as the Hell Hound reads in black and white, I expect this particular Troop to look significantly better when fully realized in 3D with accompanying special effects. For those of you who want to see Justin actually render the drawing, you can always watch a VOD of his Twitch stream.
  • 被内在之火与外在的仇恨所驱使的地狱犬是地狱派系的中级兵种。这些狼化恶魔一击就可以把敌人劈成燃烧的碎块,而他们恶魔般的吼叫能够耗尽一整只部队的战斗力。地狱犬的初稿是标准的四脚野兽造型,但是作者想要一个恶魔狼人风格的地狱犬。
  • Fanstratics Feature: 2 or 3 Campaigns and ~45 Solo Maps.
  • Fanstratics特性:2到3个战役,45个左右单人地图
  • When I was hashing out the campaigns for HoMM3, my objectives were simple. Keep it short, simple, and to the point. Limiting campaigns to 3 or 4 maps accomplished a couple goals. First, more players were more likely to finish a campaign if it was short. Second, a collection of short campaigns created the opportunity to showcase individual factions, which gave a player the opportunity to experience HoMM3 in full. When I began outlining the story for Fanstratics, I must admit, there was a pull to tell a longer, more involved story. So, in the end, I decided there would be 2-3 Campaigns, each comprised of at least 8 maps. It’ll take more work to weave various story elements together, but unlike HoMM3’s development, I have more time to accomplish this aim. Time permitting, there will be three campaigns. As for solo maps, my intention is to deliver a quantity similar to RoE... ~45 solo maps (most of which can be used for multiplayer). Two map makers, who previously worked on RoE, AB, and SoD, have reached out to me about making maps for Fanstratics. I told them, when the FST Map Editor is far enough along, I’d be in touch. Truthfully, I’m considering reaching out to some members of the HoMM3 Map Making community, as some of the non-commercial scenarios are quite wonderful.
  • 在英雄无敌3的战役部分,我的目标是简短、直奔主题。每个战役有3到4张地图与有限的目标。原因有二,其一,大部分玩家更愿意完成较短的战役;其二,一系列短战役方便玩家上手不同派系。但是到了Fanstratics,我有更多精力做一个更长更有代入感的故事,所以最终决定2到3个战役,每个战役有至少8张地图。而单人地图的目标是45个左右,并且其中大部分都适合多人对战。
  • Hey love the work you are doing. My only complaint is that Heroes 3 needs an HD Rework for the whole Series, and Chronicles. H3/ AB/ and SOD should be at least the minimum HD project or remastered. Just having HOMM 3 in HD is a let down. I know it isn't your fault and is most likely Ubisofts fault.
  • 对H3重置版的疑问,希望有后续版本以及历代记的高清重制。
  • Unfortunately, I haven’t had any involvement in HoMM3, since I left New World Computing, more than 20 years ago. On top of this, I have no contacts at Ubisoft, and if I did... I strongly doubt they would listen to me. While I wish there was something I could do, I simply have no power to instigate change (which is one of the reasons why I am making Fanstratics).
  • 这事请找育碧。我找没用,这也是为啥要自己做FST的原因之一。
  • While nobody can deny the success of HoMM3, it has always been largely a single player game with the exception of Local Hotseat. Online play was infamous of dropping connection, out of sync errors, etc. Recently, passionate fans made not only an unofficial, now de facto expansion of the game, Horn of the Abyss, but also a working online lobby with Elo rating system and stable multiplayer features. And that's not all, what I think is the single biggest feature is the addition of sim turns, so effectively, up until the meeting point, players can play their turns simultaneously, thus cutting the play time by nearly a half, which is huge when it comes to competitive heroes (2-3 hours in some occasions). Do you plan to add something similar to Fanstratics, to support online play? Thanks in advance!
  • 关于线上模式的讨论,未来Fanstratics会有怎样的联机玩法?
  • ‘Yes’ is the short answer. Regarding network play, I expect Fanstratics’ to be technically ‘competent’. Thankfully, Unity will go a long way to preventing past issues: dropped connections, out-of-sync errors, etc. When it comes to an online lobby, with an Elo rating system, I’m still looking at this. My first instinct is to create the server technology, hand it over, and let players setup their own leagues, house rules, etc. I know most companies want to run a central server and control everything, but I don’t foresee us running Fanstratics as an ongoing service. Supporting the game is one thing, running online ladders and leagues is a different beast. As far as simultaneous turns go, I am looking to implement it, in some form, to help compress play time. I am also brainstorming a couple other alternatives. I don’t know if they’ll make the final cut, but I understand the need to make network games shorter and more play friendly.
  • 简单说了一下,不会建立中心服务器,而是由玩家自己建主机进行联机。
  • HoMM3 Recollection: Phil Steinmeyer.
  • H3拾遣: Phil Steinmeyer
  • 点击展开长文
  • What do you think is the best element/part of Heroes 3 what put it on the strategy classic status?
  • 你觉得英雄无敌3里最好的要素是哪个?
  • Everything Heroes of Might and Magic 3 (HoMM3) works in concert (design, programming, art, sound, and music), and because it works in concert, it’s impossible to select a ‘best’ element.I can however, pick a personal favorite... Battlefield Combat.Almost everything in the game distills down to Battlefield Combat, and if Battlefield Combat wasn’t fun and engaging... the game would falter.
  • 都很棒,个人最喜欢的是战场战斗。
  • What was the hardest part of developing Heroes 3?
  • 开发英雄无敌3最难的部分是什么?
  • As a Lead Game Designer, you have your fingers in everyone’s respective pie: production, programming, art, sound, and marketing.You must render your own work, then clarify it for others who want or need something from you... almost every day.If you can’t responsibly handle the daily onslaught of required multitasking, you will be overwhelmed and probably replaced.
  • 搞清楚各个部门的需求。
  • Do you think that Heroes 1-2-3 was an evolution of the same type of gameplay? Heroes 1 was the start and 3 was the refined, upgraded, enhanced version of that gameplay?
  • 英雄无敌前3代的游戏性之间是一种进化么?
  • ​Absolutely. HoMM2 was an evolution of HoMM1, as HoMM3 was an evolution of HoMM2.
  • 当然。
  • Concerning balance issues on Units, or between the factions power and strength, between the creatures. Do you think is there any balance issue still in H3?
  • 关于英雄无敌3平衡性的看法?
  • As for HoMM3, in its current state, does it have any balance issues?Of course.As to curbing any balance issues... it would be incredibly difficult to do at this stage. For ten years, StarCraft 2 dedicated a full team to game balance.Despite continual adjustments derived from testing unit stats, map balance, and analytics gleaned ongoing amateur and professional multiplayer games... players still complain about game balance.Game balance is difficult, and for the game developer, it’s really a ‘no win situation’.In the end, you simply do the best you can. Thankfully, and what is interesting to me, is how HoMM3 online players have naturally adapted their overall competitive play to cope with these imbalances.
  • 英雄无敌3哪怕是现在也确实存在平衡性问题,但是平衡性本身也是一个很困难的事。星际争霸2有专门一个小组负责平衡,但也很难做到面面俱到。不过我很感谢,也让我感到很有趣的,是英雄无敌3的粉丝自发的对游戏进行平衡。


EvilP 更新于 2021-10-01 15:55:50,共有条回复论坛链接


  • ​Fanstratics Troop: Gawker.
  • ConceptArt Gawker兵种介绍:邪眼
  • Where the Chimerans are believed to be the unfortunate remnants of archaic arcane experiments, the Zubhewens are a sub-human faction born from intentional evolutionary corruption. While there are clear evolutionary connections between Elves and Goblins, when it comes to the Gawker, there is one obvious question, “From what did the Gawker evolve, and what is its mysterious relationship to the other Zubhewen folk?”
    In 1997, when I began building HoMM3’s various rosters, TSR’s original hard cover Monster Manual was a primary resource. To this day, it is still valuable. It is quite literally, a ‘manual of monsters’ gleaned from mythology, folklore, and fantasy fiction. To avoid extended creative research, any author can jumpstart their work by thumbing through TSR’s Monster Manual. Most of the depicted creatures couldn’t be copyrighted by TSR, but the Beholder was different, and I wanted something like a Beholder in HoMM3. While the idea of a ‘floating eye’ is not necessarily original, TSR’s stylistic conception could be copyrighted. In fact, to avoid any potential copyright issues, Ultima’s version of the Beholder was initially called Wandering Eyes, before it eventually became the Gazer. I had no idea Beholders were specifically copyrighted by TSR, and I should have avoided naming HoMM3’s Beholders/Evil Eyes as such. Perhaps TSR didn’t know, didn’t care, or didn’t think a ‘cease-and-desist’ letter was worth the turmoil. Perhaps we were on safe ground. I simply don’t know. Regardless, I am happy a Beholder-inspired Troop remained in the game. As for Fanstratics... we have a Gawker. For those of you who want to see Justin actually render the drawing, you can watch a VOD of his Twitch stream.
  • Chimerans据信是远古神秘实验的不幸受害者,而Zubhewens则是蓄意进化污染所诞生的亚人种族。对于精灵与地精等等种族,它们都有着明确的演化关系,但是对于Gawker,问题就来了,这玩意到底是由什么进化出来的,又和其他Zubhewens之间有哪些神秘的联系?
  • Fanstratics Feature: Artifact Upgrade System.
  • FST特性:宝物升级系统
  • When I was designing HoMM3, my primary guideline was, “If it is not in the spirit of HoMM... remove it.” When designing Fanstratics, I have a couple different primary guidelines. One is, “When possible, create competition for resources.” Anyone who has built a HoMM3 map, should know there is repetition in the various Artifact groups. For instance...
    • Centaur’s Axe: Attack +2
    • Greater Gnoll’s Flail: Attack +4
    • Sword of Hellfire: Attack +6
    At the time, this approach was derived from TSR’s Dungeons & Dragons, and was quite common. I couldn’t say when, but at some point, the concept of upgradable Artifacts (in one form or another), took root, began to spread, and eventually overtook unique Artifacts. With Fanstratics, I am modifying the Artifact system. As an example, consider the aforementioned ‘Attack’ Artifacts. While there will still be 3 individual Attack Artifacts, a player will have the option to spend resources (Common, Rare, and Gold), to upgrade an Artifact. For example...
    Centaur’s Axe > Greater Gnoll’s Flail >> Sword of Hellfire.
    Hopefully, with each turn, a player will be faced with the following budgetary decisions...
    • Should I buy Troops?
    • Should I buy a Town Structure?
    • Should I upgrade an equipped Hero Artifact?
    Hopefully, this ‘system adjustment’ will create some additional strategic avenues, which should create additional competition for a player’s resources.
  • 简单说,在英雄无敌3里面有大量同类型宝物,比如攻击+2的人马战斧,攻击+4的狼人连枷,攻击+6的火神剑。当初这一设定也是学的龙与地下城。但是当前游戏设定中更偏向可升级的神器宝物。所以在FST里也会有类似设定,比如可以花费一定资源把低等级宝物升级成高等级的。
  • Will it be possible to add custom hero portraits in the Fanstratics map editor, or will it be possible to use only portraits of existing heroes, as in HoMM3?
  • 地图编辑器会开放自定义头像么?
  • Hero Portraits will be limited, and the reasoning for this is simple. If we give the community the ability to import any picture they want... well... I think you can imagine someone will eventually import adult material. From a developer perspective, it’s best to keep this feature un-customizable.
  • 不会,原因你懂的,一旦开放就会有大量R18要素出现。
  • Will Fanstratics have a campaign editor? Will Fanstratics use a campaign map where territories are highlighted where the scenario takes place, just like HoMM3? If so, will it be possible to load a custom campaign map and highlight territories on it?
  • FST会有战役编辑器么?
  • As to a Campaign Editor, I’m leaning against it, but it’s presently undecided. Why? Community Campaign tools simply aren’t used very much. If you look at, there are over 2000+ HoMM3 maps. Of these maps, ~30 entries are multi-map campaigns. This translates into ~1.5%. We’ll see what happens.
  • 个人倾向不会,但目前未定。因为根据过去经验,做战役的玩家很少,比如在Map4Heroes.com上,地图有2000+,但战役只有30左右,比例很低。所以后续再决定。
  • HoMM3 Recollection: Nick Ferrari.
  • H3拾遣: Nick Ferrari
  • 点击展开长文
  • As you said in the earlier interviews, Angels are highly advanced technological (biotechnological?) constructs. What about Monks and Zealots? Are they human or maybe something else? One of the tavern rumor states: “Have you heard? Zealots are beings of pure energy.”
  • 之前的采访中你提到,天使是高科技构造体。那么僧侣和祭司呢?它们是人类么。有一个酒馆传言说祭司是纯粹的能量体。
  • Monks are human, and Zealots are ‘ascended’ Monks; essentially higher-level Monks able to control and project energy. I wouldn’t say they are beings of pure energy, but they are luminous.
  • 僧侣是人类,祭司是升华的僧侣。这些高级僧侣能控制并投射能量,但并不是纯能量生物,只是会发光而已。
  • What are your favorite computer games? Of course, excluding the games that you developed yourself :P
  • 你最喜欢的电脑游戏是什么?
  • When people make lists like these, in my mind, there are three types: Best, Influential, and Favorite.
    • Best: Best games are quite literally, the best games currently available to play. These lists are heavily weighted toward recent games... because recent games incorporate lessons learned from their predecessors. This is why it is difficult to compare one generation of games to the next. While Space Invaders is a favorite, and arguably the most influential video game ever made... does it belong on a ‘best of’ list? No. I love Space Invaders, but I can’t play it for more than five to ten minutes before I get bored. It’s antiquated.
    • Influential: Influential games may not be the best games, or my favorite games, but they are ‘pioneering’ games. They lay the path on which subsequent games tread. In my opinion, Ultima is not the best RPG ever made, but it laid the groundwork for all of my favorite RPG’s. It’s difficult to underestimate its influence.
    • Favorites: Now to answer your question, “What are my favorite computer games?” Favorite games are not necessarily the best... or the most influential. These games hold a special place in my heart, because they affected me on a level, other games did not.
    These games tend to be older, because when you are younger and inexperienced, it takes far less to ignite your imagination. For example, most people, when they see Fall Guys, they a Twitch driven success story. Me? I see a modern incarnation of Mario Party, which was released in 1998. Now... onto my list of favorites.
    • Space Invaders: I heard the sounds of Space Invaders before I saw it. After I saw it... and played it... my life was different.
    • Robotron 2084: In my mind, the legends of coin-operated arcade gaming were Space Invaders, Pac Man, Robotron, Dragon’s Lair, and Street Fighter 2. Robotron was true sensory overload, the birth of bullet hell, and the best implementation of the two-stick control scheme.
    • Dragon’s Lair: Dragon’s Lair appeared in 1983, the same year the as the start of the Video Game Crash in the USA. I’d felt the crash coming, as arcades were diminishing, and the Atari 2600 was everywhere... to an almost sickening degree. Dragon’s Lair was a primitive, ‘learn by death’ collection of what we now call ‘quick time events’, but it was funny... dramatic... artistic. It showed what games could become, and the sound... wow... the sound was exhilarating.
    • Legend of Zelda: Like many of my generation, with the video game crash of the early 1980’s, I began to think video games would end up little more than a wonderous fad. Then Nintendo produced the Nintendo Entertainment System... and Shigeru Miyamoto’s Legend of Zelda. I played Legend of Zelda, in 12-to-16-hour marathon sessions, until I finished the game. I would forget to eat, and because I would forget to eat, my mother would make sandwiches and lay the plates next to me.
    • Might and Magic 3: Colorful. Complex. Vast. Deep. Open world. Surprise twist ending. I was hooked from beginning-to-end. Might and Magic 3 was the first non-arcade, non-console game, I ever played. It was overwhelming.
    • Wolfenstein 3D: For most people, Doom was a revelation. For me, it was Doom’s predecessor... Wolfenstein 3D. I still remember starting the game, moving the joystick, and witnessing the smooth 3D rendering of a virtual world. I audibly uttered ‘Woah’.
    • X-Com: I first played X-Com, as a game demo, taken from a 3.5 floppy disc, packaged with a copy of PC Gamer magazine. It, more than any other game, solidified my desire to become a video game developer. Creative. Mysterious. Creepy. Violent. It took disparate game mechanics, and blended them into a truly unique game for its time. X-Com is the perfect example of a game, where the whole is greater than the sum of its parts.
    • Quake: While I enjoyed the Quake campaign, it was Quake multiplayer where the game became mythical: Deathmatch, Capture the Flag, Team Fortress, etc. I went into work on the weekends to play some form of Quake multiplayer via LAN. With my coworkers, we played, ordered in pizza, and played more. Suddenly, it was Sunday night, and we had to go back to work in the morning.
    • Fallout: I bought Fallout as a ‘research project’ (because of my familiarity with the GURPS role-playing game system), and did not have the faintest clue as to the adventure I was about to undertake. I’ll never forget, the moment my character decided it was more beneficial to be evil instead of good. I’ll never forget, being denied re-entry into the vault. In my mind, it was the first truly ‘consequential’ RPG.
    • Diablo: Dustin Browder and I played marathon sessions of co-op Diablo, with the shared goal to defeat the devil, on the hardest level of difficulty. We did it. Lots of randomly generated memories.
    • Half-Life: While I played and finished the final release of Half-life, I re-played the demo numerous times. I even gave the demo to my friends, just so I could watch them play and react to it. Half-life was the birth of the cinematic, action-adventure shooter. It was the first game to begin delivering on the promises made by Dragon’s Lair.
    I’m going to stop here. There are others, but these are the highlights.
  • 太空入侵者,机器人2084,龙穴,塞尔达传说,魔法门3,德军总部3d,X-com,雷神之锤,辐射,暗黑破坏神,半条命。
  • How did you came up with names for Heroes towns and characters? Conflux names bear resemblance to Old French, Old German, Latin, Greek etc. words connected with the elements (Wazzar, Igne, Magmetin, Brissa, Lacus).
  • 你是怎么给英雄无敌的城镇和角色起名字的?
  • With the emergence of the internet, crafting an original name is more difficult now than ever before. To arrive at something... somewhat original... I typically start with a basic word description, then work backward, digging into the etymological origins. For instance, the Conflux is an Elemental faction; air, earth, fire, and water. Water descends from the Old High German word of... wazzar. Sometimes I will push or pull a word’s spelling to arrive at something unique, or in the case of Fanstratics, amalgamate different syllables to arrive at a new word. Perhaps the best example of this approach is Darth Vader from Star Wars. ‘Darth’ is a spelling variation of ‘dark’, and ‘Vader’ is Dutch for ‘father’. Hence, Darth Vader means... Dark Father.
  • 简单说就是把一些常见事物用其他语言或是近似发音代替。
  • The last but not least: David Mullich said that his favorite cheese is cheddar. Do you agree with him or do you prefer a different one?
  • David Mullich最喜欢的奶酪是切达干酪(一种英国干酪,产自英格兰西南部的切达村),你呢?
  • My grandfather was a dairy farmer, and when I was very young, he introduced me to ‘fresh cheese curd’. There’s nothing quite like it. ‘Fresh’ being the key.
  • 略...
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