Fanstratics
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Fanstratics月报#13#2021-09

EvilP 更新于 2021-09-01 15:41:56,共有条回复论坛链接

来源:https://www.fanstratics.com/fstnewsletter13,以下由Heavenk翻译。

  • Fanstratics Troop: Mammoth Bone Crusher.
  • ConceptArt MammothBoneCrusher兵种介绍:猛犸碎骨者
  • No other Troop enjoys up close and personal melee combat more than the Mammoth Bone Crusher. Disgusted with the idea of traditional weaponry, their iron ‘knuckle dusters’ give additional mass and momentum to their assaults, while serving to protect their heavy hands. In their presence, few opponents can mount a sustainable defense. Just as Fanstratics (FST) has Factional parallels to HoMM3, FST also has Troop parallels. When it came to replacing the Behemoth, I needed a massive monster embodying brute force.My first thought was ‘elephant’. My second thought was ‘mammoth’. My third though was, “This one’s going to be a lot of fun.” Once again, Justin nailed it. VOD of his Twitch stream.
  • 没有那支部队比猛犸碎骨者更擅长近距离肉搏了。有别于传统武器类型,它们的钢铁指虎让攻击变得更具冲击与威力,同时也能起到保护自身厚重手掌的作用。当它们上场的时候,很少又对手能够持续地防御。FST不仅阵营与英雄无敌3类似,部队也是一样。当我们想设计一个类似于比蒙的兵种时,我脑海中闪过了各种大体积并且勇猛的怪物。我的第一想法是大象,第二个念头则是猛犸,最终我想,“这家伙肯定能带来不少乐子”。
  • Fanstratics Feature: Battlefield Artifacts.
  • 游戏特性:战场神器
  • While this is another old and somewhat logical idea, I am a touch embarrassed to admit it didn’t occur to me until I started preliminary work on HoMM4.Initially my thoughts were... ‘more war machines... different war machines’. After thinking it through, the concept quickly evolved into ‘Battlefield Artifacts’. While War Machines are the Ammo Cart, Ballista, Catapult, and Medical Tent... Battlefield Artifacts are unique. Their individual effects only trigger when specific conditions are met on the Battlefield. Please keep in mind, this particular feature is a work in progress, and if the result isn’t as envisioned... it will be removed. In my brainstorming for Fanstratics, I have created numerous Hero Attributes, Hero Skills, Hero Spells, Troop Attributes, and various Artifacts. When one of the aforementioned doesn’t ‘make the cut’, I try to work it into the game as a Battlefield Artifact. We’ll see what happens. I’m relatively hopeful.
  • 虽然这是另一个并不新鲜且合情合理的想法,但我不得不尴尬的承认直到我开始英雄无敌4的初步设计工作时才想到。起初,我想的是更多的战争机器,不同的战争机器。但是随着想法的深入,这个概念很快进化成了“战场神器”。战争机器不过是弹药箱、弩车、投石机和医疗帐篷这些,但是战场神器则更为独特。它们的效果只有在战斗中满足特定条件之后才会触发。请注意,这些特性还在设计中,最终结果尚未确定,且有可能被移除......
  • Question: I have one question about one of the heroes from HoMM3...Kyrre. What gender this hero is supposed to be? Kyrre looks like he is a man, name Kyrre is a common Norse male name, there is a standard scenario in the Shadow of Death expansion - Battle of the Sexes, where male heroes play against female heroes, and Kyrre on this map represents the male side. Also in HoMM4 there is also Kyrre, a man. But at the same time, technically in the game this hero is female, and in the description of the hero there are words "Her ability to navigate...".So, Kyrre became a woman by a mistake, or there is no mistake?
  • 提问:英雄无敌3的英雄凯琳到底是男的女的?她看起来像男的,名字也是男名,而且在性别大战地图中,她也是出现在男性一边;在英雄无敌4里她也是一个男英雄。但唯独在3代里她是个女性。
  • Regarding ‘Kyrre’... there is a mistake. This particular memory is rather fuzzy, but if remember correctly, I originally specified the Hero as Male. Soon thereafter, Chris Vanover wrote the Hero’s biography and I named the Hero. After this was accomplished, the Hero’s portrait, as rendered by George Almond, was put into the game. When I saw Kyrre’s portrait, it created some confusion, as myself and others thought Kyrre didn’t look male. I did a quick survey amongst the HoMM3 staff, and more people, at first glance, thought Kyree looked female. So, I went with the majority opinion and made Kyree female (as defined by the manual). In hindsight, I should have also changed Kyrre’s name as well. So, yes, it appears there is an error/bug, which carried over into HoMM4.
  • 哦,那是个错误。如果我记得没错的话,起初设定是男性英雄,但是后面看到头像的时候,设计组的大多数成员都觉得像是女性,于是少数服从多数,我就把她设定成女性了。马后炮来看,我应该把名字也改掉的,也正是这个错误一直带到了4代。
  • HoMM3 Recollection: Lobstrosity?
  • 英雄无敌3拾遗:Lobstrosity
  • In Newsletter #09, I addressed a question from Behemoth Cave, where they asked about the ‘Lobstrosity’. At the time, my reply was, “this concept drawing. While I never saw the modeled Lobstrosity, and never knew it was in the game as a ‘secret’ Troop, I do recall seeing the concept art. As it is now commonly called, the Lobstrosity was George Almond’s first attempt at the Behemoth (the concept art file is appropriately named). After Phelan showed the sketch to me, I told her, “No.” She then shrugged and asked, “Well? What’s it supposed to look like?” told her, “Something like the Rancor from Return of the Jedi.” With this new information, she departed and spun up the game’s final result. As for the Lobstrosity, I had no idea the creature had been modeled and I never saw the final result. This would explain why I didn’t remember it.
  • 在之前的文章中有人提了关于Lobstrosity的问题。我当时回答是没见过这个部队的设定。后来我仔细看了看设定图,想起来这应该是当初George Almond关于比蒙设计的初稿,后来Phelan问我的时候,我觉得这玩意看起来更像绝地归来里的兰苛,而不像比蒙,所以这个初稿就毙掉了。我没想到他们后面还做出了模型,而我也没见过这个最终版模型,所以这就是我之前不记得的原因。
  • HoMM3 Recollection: 3500 Naga Queens.
  • 英雄无敌3拾遗:3500个娜迦女王
  • 点击展开长文
  • 简单说就是当初在难度调试的时候,作者一上来就击败了别人都觉得不可能击败的3500个娜迦女王关卡,并最终影响到了游戏设置的难度。
  • We’ll now ask you some quick questions: Did you plan on creating an introduction film to Shadow of Death, similar to Restoration of Erathia or Armageddon’s Blade?
  • 当初是否打算给死亡阴影制作一隔开场影片?
  • Originally, after the Restoration of Erathia, three expansions were planned.
    • Armageddon’s Blade. Forge faction. New campaign. New solo maps.
    • Unnamed expansion. Conflux faction. New campaign. New solo maps.
    • Unnamed expansion. No new faction. No new campaign. New solo maps. This expansion eventually became Shadow of Death.
    After the Forge was canceled, the story was revised to utilize the Conflux as the substitute faction. This effectively eliminated the planned second expansion, and moved the third expansion up. Shortly after Armageddon’s Blade was shipped, I left New World Computing, and when I left, the Shadow of Death expansion didn’t have a name, and there were no plans for an introductory cinematic.
  • 当初在埃拉西亚的光复后,计划出三个资料片,分别是:
    • 末日之刃,出铸造族、新战役、新单人地图;
    • 未命名资料片,出元素族、新战役、新单人地图;
    • 未命名资料片,无新种族、无新战役、新单人地图
    其中最后一个资料片才应该是死亡阴影。但是后来由于铸造族事件,元素族提到了末日之刃资料片中,原本的第二个资料片取消,死亡阴影提到了第二个资料片的位置。由于当时我已经离开了NWC,至少在我走的时候,死亡阴影资料片还未命名,也没有计划出开场影片。
  • Which town / hero / creature in Heroes III is your favorite?
  • 你最喜欢英雄无敌3里的哪个种族、英雄、生物?
  • I don’t really have favorites, but specific towns, heroes, and creatures do stand out as iconic. Castle, Dungeon, and Tower towns are all beautiful. Astral, Crag Hack, Dracon, Sandro, Solmyr, Tazar, and of course... Sir Mullich... all stand out. I never thought Ancient Behemoths, Gorgons, and Troglodytes would become fan favorites.
  • 我其实并没有特别喜欢的,但是一些特定的种族、英雄和生物确实成了游戏的代表。城堡、地下和塔楼都很漂亮。艾斯却尔、肯洛·哈格、德肯、山德鲁、索姆拉、泰泽,还有姆拉克爵士都很杰出。而我没想到比蒙、蛮牛和穴居人会成为粉丝的最爱。
  • What was the biggest challenge in the development of Heroes III?
  • 英雄无敌3设计中的最大挑战是什么?
  • In ‘project’ terms, art was the biggest challenge. Thankfully, David Mullich and Phelan Sykes shielded me from the perpetual tug-of-war with the art staff. In ‘personal’ terms, the biggest challenge was dealing with the constant second guessing from anyone who thought they knew what was best for the game design. This included everyone from management to testers. From the outset, it was tough, as I had to prove myself, but as production moved forward, most people chose to leave me alone. Only occasionally, did I feel compelled to put someone in their place. Most of the time I was gentle.
  • 在整个项目中,美术是最大的挑战,多亏了David Mullich和Phelan Sykes的帮助。而对我个人来说,最大的挑战是当人们觉得他的想法对游戏设计最有利时,如何冷静下来仔细思考。
  • After all these years - is there anything you would like to change in Heroes III?
  • 多年以后,你觉得英雄无敌3还有哪里是需要修改的?
  • In general, “No.” By the time Armageddon’s Blade was published, everything I wanted, with the exception of the Forge, made it into the game. It felt complete. Only with Fanstratics, after 20 years of reflection, am I able to find undiscovered areas for improvement.
  • 整体来说没有,末日之刃发售时,除了铸造族以外,其他一切我设想的都完成了,可以说完美。而对这20年来的其他想法,我会在FST中实现。

Fanstratics月报#12#2021-08

EvilP 更新于 2021-08-01 17:37:31,共有条回复论坛链接

来源:https://www.fanstratics.com/fstnewsletter12,以下由Heavenk翻译。

  • Fanstratics Troop: Lich.
  • ConceptArt Lich兵种介绍:巫妖
  • Filled with all-consuming ego, the Lich is a self-proclaimed ruler of the undead. Powerful and ruthless, this wicked skeletal mage feeds on the lifeforce of the living to prolong its existence. It is truly something between and beyond. One of the wonderful things about working with Justin, is seeing how he will ultimately render a familiar fantasy archetype. As always, he didn’t disappoint. I'm looking forward to seeing this one on the Battlefield. For those of you who want to see Justin actually render the drawing, you can watch a VOD of his Twitch stream.
  • 自命不凡的巫妖认为自己是亡灵的主宰。这些强大而无情的邪恶骷髅法师以汲取生者的生命力来延长自己的寿命。它们半生半死却又非生非死。你可以在Twitch频道上看到Justin的作画过程。
  • Fanstratics Faction #9: Chimerans.
  • 阵营9:Chimerans
  • An ancient cosmopolitan faction, the Chimerans are associated with the exotic Runic terrain. Believed to be the unfortunate remnants of archaic arcane experiments, their origins are directly tied to the establishment of the present cultures. Up to this point, each of the preceding 8 Fanstratics Factions had a familiar association with an existing HoMM3 Faction. Some will try to tie the Chimerans to the Conflux, but in truth, the Chimerans are a unique culture with no HoMM3 parallel. Representing the Chimerans is the Medusa Vanguard, which can be viewed in the Fanstratics Gallery.
  • Chimerans是一个远古的世界性阵营,其背景扎根于奇异的镌符之地。据说它们是一场庞大的魔法实验的不幸后裔,这种出身也塑造了它们如今的文化。到目前为止,前8个阵营都与英雄无敌3的已有阵营近似,因此可能有人会把Chimerans类比为元素族,但实际上Chimerans是与英雄无敌3不同的独特阵营。Chimerans的代表是Medusa Vanguard
  • Fanstratics Feature: 9 Playable Factions.
  • Fanstratics特性:9个可选阵营
  • If you have been keeping track, you would know I had 9 Factions planned. In revealing the Chimerans, all 9 are now known. Here they are in alphabetical order...
    • Allegiant
    • Boggish
    • Chimerans
    • Infernals
    • Krasadox
    • Necrotics
    • Stoutbluds
    • Thornwood
    • Zubhewen
    Some of you may be wondering why 9... from the start? HoMM3 shipped with 8 Factions, with the 9th Faction, the Conflux, being added with the expansion. Truthfully, it all comes down to expanded cultural knowledge of the fantasy genre. Prior to 1999, the public’s ‘cultural knowledge of the fantasy genre’ was limited to classical architypes. Since 1999, due in large part to video games, the public’s ‘cultural knowledge of the fantasy genre’ has expanded. In 1999, if I had proposed a spell casting, anthropomorphic alligator (Gatorkin Caster), I’m relatively confident JVC would have given me a sour glare and shot it down. Today... most people wouldn’t blink. While Fanstratics will continue to adhere to classical fantasy architypes, there is more room to play around at the edges, and embracing this additional freedom goes an exceptionally long way to helping FST distinguish itself from HoMM3. So, from the start, I was able to construct a comfortable 9 Factions.
  • 目前9个可选阵营已经全部公布。
    • Allegiant - 忠义军 - 对应城堡
    • Stoutbluds - 劲醇宗 - 对应塔楼
    • Thornwood - 荆木集 - 对应壁垒
    • Necrotics - 奈落窠 - 对应墓园
    • Krasadox - 剋砂教 - 对应据点
    • Zubhewen - 斫鄙窟 - 对应地下城
    • Infernals - 炎焚狱 - 对应地狱
    • Boggish - 泊蜥泽 - 对应要塞
    • Chimerans - 奇魔廊 - 无,元素out
    • 别问为什么翻译这么奇怪,解释过的,原文就很奇怪,所以翻译搞起事来就停不下来了,反正汉化又不是我们来负责,但是所以如果谁有正经合用还能让强迫症患者接受的统一格式的翻译欢迎塞过来
    你们可能会想知道为什么一开始就是9个阵营?英雄无敌3代开始是8个族,资料片里又加了第9族元素族。实话实说,这一切都可以归因于对传统奇幻文化的认知上。在99年,大众对传统奇幻文化的认知还局限于经典奇幻,而从那以后,各种电子游戏扩展了大众的认知。比如说,如果我在99年拿来一个会施法的人形短尾鳄设计,我很肯定JVC会用死亡凝视打消这个念头。但是现在绝大多数人对这种设计早已见怪不怪。尽管Fanstratics还将继续传统奇幻风格,但我们也有更多的机会来拓展传统奇幻的边界,同时也可以帮助FST走出自己的风格。所以,我决定游戏开始就设定为9个阵营。
  • Question: Hail from Poland! We love the series here! I was introduced to Heroes 3 as a kid, playing on a pirate version with my 3 brothers on a hot seat mode. It been a wild fun experience. We did eventually buy official copies of the game. I still have official cd-disk of the Shadow of Death and Armageddon Blade. Nowadays GoG version. Seriously, we all still play the game, we always have it installed. Heroes 3 for me is precious. A game that shaped my childhood. Something we always return to. There’s very few games like this I treasure and always come back to. Genuinely from my heart. Thank you for it.
  • 来自波兰玩家,介绍了自己对英雄无敌3的感情。
  • Thank you very much for your story. Believe it or not, I actually enjoy the tales people tell me, regarding HoMM3, and how they discovered it. I suspect I would do something similar, if I ever met Tomohiro Nishikado, and could tell him my Space Invaders story. Speaking of Game Design legends...
  • 非常感谢你的故事。不知道你们信不信,其实我很喜欢听别人讲述它们自己与英雄无敌3的故事。如果有一天我能遇到西角友宏,我也会向他讲述我当初玩到《太空入侵者》的故事。
  • HoMM3 Recollection: My HoMM3 Job Interview.
  • 应聘英雄无敌3工作的经历。
  • 点击展开长文
  • 略。

以下是Behemoth Cave的采访问答,共18问。

  • Heroes III is not the only game in the series. Can you share with us your opinion on the Heroes’ games that came after the 3rd installment? How do you rate Heroes 4 and Ubisoft trilogy set in the world of Ashan?
  • 你对英雄无敌3之后的系列有什么看法?
  • Regarding this question, I am going to respectfully decline to respond. Anything I say about the other HoMM game, positive or negative, will create controversy.
  • 无可奉告。因为无论我说正面还是负面的意见,都会产生曲解。
  • Do you think Ubisoft will continue with Heroes 8?
  • 你认为育碧还会出英雄无敌8么?
  • Unlikely. After three attempts, Ubisoft has been unable to replicate the success of HoMM3. From a business perspective, they have other franchises, in which they have more expertise, and better success (Assassin’s Creed, Far Cry, Watch Dogs, Rainbow Six, etc.). Why pour resources into an underachieving franchise you don’t understand? This is how older game franchises are put out to pasture.
    • Command & Conquer?
    • Dungeon Keeper?
    • Everquest?
    • Legacy of Kain?
    • Medal of Honor?
    • Prince of Persia?
    • Ultima?
    • Virtua Fighter?
    • Wizardry?
  • 不太可能。育碧出的三部英雄无敌都没能复制英雄无敌3的成功。从商业角度来看,育碧自己有很多品牌并且取得了不错的成绩(刺客信条,孤岛惊魂,看门狗,彩虹六号等等)。所以为什么还要花费资源去搞不懂的品牌上。很多老品牌都已经吃灰了,比如命令与征服,地下城守护者,无尽的任务,凯恩的遗产,荣誉勋章,波斯王子,创世纪,VR战士,巫术等等。
  • This is a good moment to talk about your newest project: Fanstratics. Name of the game is composed of words: Fantasy, Strategy & Tactics and as you said yourself - it is a spiritual successor to Heroes of Might & Magic 3. Fanstratics status is currently pre-alpha and to this moment we haven’t seen any graphics or screenshots, excluding three concept artworks. In September’s newsletter you wrote that visually it will resemble Heroes 3. 3D models converted to 2D graphics, squares on adventure map, hexagonal battlegrounds and town interiors on a separate screen. Can you say a little bit more on the topic?
  • 回到Fanstratics,关于图像部分还有什么消息?
  • Firstly, one correction. Fanstratics uses true 3D models with 2D interaction. 3D models are not converted into 2D sprites/graphics. For an example, I have pointed to Ori and the Blind Forest, which is a 2D platformer, rendered in 3D. I guess you could think of Fanstratics as a 2D TBS, rendered in 3D.
  • Fanstratics采用的是3d建模2d交互,而非3d转2d。举例而言,就像奥日和黑暗森林一样。你可以理解成Fanstratics是一个2d的TBS但是渲染成3d。
  • Will Fanstratics contain sci-fi/futuristic elements or will it be strictly set in fantasy canon?
  • Fanstratics会包含科幻/未来要素么?
  • While I want Fanstratics to be thought of as spiritual successor to HoMM3, I don’t want it to be viewed as a Might and Magic ‘rip off’. For this reason, I have chosen to avoid science fiction or futuristic elements. I have already laid the creative foundation upon which the Fanstratics world is based, I am happy with what I’ve done, and I look forward to its gradual reveal. While it is strictly fantasy... it is not stereotypical fantasy. Hopefully, you will like it, and enjoy it. :-)
  • 尽管我把Fanstratics定义为英雄无敌3的精神续作,但又要剥离一些魔法门要素。所以Fanstratics会避免科幻和未来主义要素。目前Fanstratics的基石已定,在之前的文章中也展示出来了。不过,虽然Fanstratics属于奇幻,但也不是老一套的那种奇幻。希望你们喜欢。
  • For example what factions and magic schools are planned? Please, share with us everything you can! We are Fanstratics news-hungry :).
  • 阵营和法术学派是怎么设计的?
  • Nine factions are planned, and starting with the December Newsletter, I plan to start a slow trickle of details. Currently, the landing page gallery showcases concept sketches for four Troop types, each from a different faction. A draft of Adventure and Battlefield Spells has been completed, but not finalized. So, at this time, I would say ‘no comment’ regarding Magic Schools. Please believe me when I say, I want to reveal everything I have designed and everything currently in development, but we have a very long way to go before launching a crowd funding effort. Were I to divulge everything I have planned... there would be nothing to discuss for months. I know it’s a lot to ask, but please be patient. We’ll get there. Hopefully, you will find it worth the wait.
  • 目前关于冒险和战斗法术的设计草图已基本完成,但还欠缺打磨。所以当前还属于“无可奉告”未来时机成熟会公布。

Fanstratics月报#11#2021-07

EvilP 更新于 2021-06-30 15:55:40,共有条回复论坛链接

来源:https://www.fanstratics.com/fstnewsletter11,以下由Heavenk翻译。

  • Fanstratics Troop: Forest Dragon.
  • 兵种介绍:森林龙。ConceptArt ForestDragon
  • When I began searching for a concept artist, Justin stood out for many reasons. Variety of characters and creatures were a large part of it. Justin has rendered numerous Dragons, along with some wonderful Treefolk, but he has never rendered a Forest Dragon. Until now.This month, I emailed to him a list of conceptual candidates, and asked which Troop jumped out at him. His enthusiastic reply was, “Forest Dragon!” What more can I say... he nailed it.
  • 介绍了一下制作组想到森林龙的缘由,简单说就是他们开始先想到各种龙和其他森林生物,直到本月,他们灵光一现,把二者结合想到了森林龙。
  • Fanstratics Faction #8: Boggish.
  • Fanstratics阵营8:Boggish
  • From deep in the Swamp lands, lurk the cold-blooded Reptilian Boggish. Secretive and isolationist, they typically foist their influence on other civilizations, from the shadowy cracks and corners, via bribery, blackmail, and sabotage. While they rarely venture forth from their homelands, when they do, they are a truly frustrating foe. Anyone following the monthly Troop reveals will be unsurprised by this Faction’s inclusion, and will immediately recognize its similarity to HoMM3’s ‘Fortress’. Representing the Boggish is the Gatorkin Caster, which can be viewed in the Fanstratics Gallery.
  • 在沼泽地的深处,潜藏着冷血蜥蜴人种族Boggish。这个隐秘而独立的派系最具代表性的一点,就是暗中利用各种手段,比如贿赂、绑架、破坏等,从而潜在地影响其他种族。尽管他们很少离开自己的家园,但作为对手还是相当难缠的。该派系很接近英雄无敌3的要塞族,其代表兵种是Gatorkin Caster
  • Fanstratics Feature: Community Map Editor & Random Map Generator.
  • Fanstratics特性:社区地图编辑器和随机地图生成器。
  • Some of you may be a little surprised by my listing ‘Community Map Editor & Random Map Generator’ amongst the ‘new’ features for Fanstratics. Why? Simple. People keep asking, “Will there be a Map Editor?” Obviously, “Yes.” I will do what I can to make an easy to use community Map Editor, very similar to the HoMM3 editor. As for the Random Map Generator, there have been numerous advances in algorithmic content manipulation since 1999, and I really want to do some deep research before I finalize my plan. So, at this stage, I cannot say how the RMG will operate.
  • 地图编辑器很类似英雄无敌3的。随机地图生成器则会比99年的更强大,不过具体内容还没完全确定。
  • When will the Map Editor and Random Map Generator be released?
  • 地图编辑器和随机地图生成器什么时候发售?
  • Before I answer this question, I must first tip my hat to ‘Timothy’ (you know who you are), who wrote and pointed out a mistake I made in an earlier Newsletter. Specifically, I said, “HoMM3’s map editor and random map generator were released with its first expansion pack ‘Armageddon’s Blade’. For Fanstratics, I expect to rollout both a Community Map Editor and a Random Map Generator, well after the game’s official public release.” This was incorrect. HoMM3’s Map Editor was initially released with Restoration of Erathia. HoMM3’s Random Map Generator was released with Armageddon’s Blade. My goal for Fanstratics is the same. Release the Map Editor with the base game, followed by the Random Map Generator sometime thereafter.
  • 当前目标是游戏本体时发售地图编辑器,而随机地图生成器后续发布。
  • It may be too early to ask, but still, “Will HoMM3 have a limit of 8 players with more than 8 factions? Will there be a similar limit in Fanstratics?”
  • Fanstratics的玩家数量和阵营数量会和英雄无敌3代一样都是8个么?
  • Yes. In Fanstratics the maximum number of players will be eight, and the maximum number of Adventure Heroes on the Adventure Map will be eight. As for Factions, nine are being developed, but one, two, or three more could be added with DLC, assuming the game is successful.
  • Fanstratics的最大玩家数量是8人。阵营数量目前确定9个,但是未来的DLC有可能推出1~3个新阵营。
  • HoMM3 Recollection: The Day the Coke Machine Caught Fire.
  • 英雄无敌3:可乐机器着火事件。
  • Some of you may remember this story, but three weeks from finishing the game... the New World Computing (NWC) Coca-Cola machine... caught fire. Once ‘crunch’ was declared, at 7:00pm each night, Mark Caldwell would unlock the company Coke machine. No need to feed the machine money, just pull open the front half of the appliance, reach inside, and pull out a cold can of... whatever. If you have ever purchased a can or bottle of soda pop from a vending machine, you will know these machines are big and made to endure all sorts of vandalism. I vaguely remember grinding away, at my desk, with my office door open. Prior to NWC’s growth and expansion, my room was sandwiched between the offices of David Mullich and Benjamin Bent (NWC Office Manager and part time Producer (Vegas Games)). Outside my office, the hallway diverged, leading to the Tester’s Room and the Break Room. As my office wasn’t too far from the Break Room, I remember sitting there... smelling smoke... thinking, “Is that smoke?” A moment later, out of the corner of my eye, I saw a young man dart into Ben’s office. I heard a muffled, hurried exchanged, followed by the same young man rushing out of Ben’s office... followed by Ben. Now, I could definitely smell smoke. Down the hall, I heard an additional, brief conversation, after which I saw Ben calmly returning to his office. I caught Ben’s attention and he took a detour to my doorway. Me, “What’s going on?” Ben rolled his eyes, “The Coke machine caught fire.” “It caught fire?” “Well, it looks like opening and closing the machine sheared some electrical wires, and they caught fire.” Ben shook his head, “This idiot tester just stood there with a soda can in one hand, pointing at the fire.” Me, “Do we have a fire extinguisher?” “Yeah, but just unplugged the machine.” “So, we have warm Cokes now?” Ben chuckled, “We will. Get ‘em while they’re cold.” A moment after Ben returned to his office, David Mullich appeared outside my office door, “Do I smell smoke?” I remember this event rather well for a couple of reasons. First, its absurdity fit within the general absurdity of game development. Second, in many ways, it was an apt analogy for game development... something goes wrong, someone panics, someone else calmly solves the problem, and work continues. In game development, the Coke machine is always catching fire.
  • 就是当年h3快要完成时,NWC发生过一次可乐机器着火的故事。

以下是Behemoth Cave的采访问答,共18问。

  • While developing the game, did you anticipate that Heroes III will be a competitive title with many tournaments such as overwhelmingly popular Polish Championships which have gathered a four-digit number of contestants?
  • 当年开发游戏时有没有预料到h3现在成为了竞技游戏?
  • Not in the slightest. Network play in HoMM3 was an afterthought. In 1999, the idea anyone would be playing the game, competitively, twenty years later... was unimaginable. I still have a difficult time wrapping my head around it.
  • 完全没有。99年那会联机对战还不是很常见。
  • A breath of new life - the modding of games. What is your opinion on modding?
  • 对mod的看法?
  • I think most game developers consider modding to be a good thing. It extends the life of the game, and provides an avenue for potential game developers to learn the nuts-and-bolts of game development. Quake mods probably exhibited the best of this. More recently, are the jaw dropping mods for Fallout and Skyrim.
  • 我想大多数制作者都认为Mod是件好事,能延长游戏寿命。
  • Is modding a chance for a game to have a second life, or is it rather an unnecessary interference in the designers’ original product?
  • Mod是给游戏带来了第二次生命,还是给制作者的产品引入了无谓的干扰?
  • In my opinion, mods tend to give a game a second life. If a mod goes ‘too far’, this is more a reflection on the modder, not the original game developer, and I’m confident fans know and understand the difference.
  • 我倾向于认为是前者。即使mod越界了,那也是mod制作者的问题,而不是对游戏制作者的问题,我相信粉丝能看出二者之间的区别。
  • Have you played any Heroes III mods?
  • 你玩过h3的mod么?
  • When I was doing my research for Fanstratics, I went out of my way to try every mod I could find: WoG, VCMI, HD, HotA, and the numerous smaller mods changing specific game aspects. Like some fans, I have a unique install for each ‘version’ of HoMM3.
  • 当然,各种版本都玩过。
  • Do you follow the progress of Horn of the Abyss? The dev team behind it came up with the idea of a brand new faction - Regnan pirates (Cove). Also there is a new faction just around the corner which blends in steampunk and the Wild West - the Factory, which might be recognized as the spiritual successor to the technological Forge with original additions.
  • 你玩过HotA么?那个mod里有几个新阵营,海盗族和工厂族,你有什么看法?
  • Yes, I do follow HotA. Many of the technical and gameplay changes were very logical, and overall, the art is equal, or better, than many of the original HoMM3 assets. The Factory was something of a surprise. Is it a ‘spiritual successor’ to the Forge? To a degree. There were two potential approaches to the Forge. My conception was a more horrifying World War 2 approach, where David Mullich wanted a more Jules Verne ‘glass and brass’ approach. The Factory has a ‘glass and brass’ theme, with an American Western twist. It’s very unique.
  • 是的,我玩过。他们的一些设计很符合逻辑,美术也很棒。他们的工厂族有点接近当初的铸造族,我当初设计的铸造族是一种恐怖的二战风格,而David Mullich想要一个更有儒勒·凡尔纳的“玻璃与黄铜”风格。工厂族其实就属于这种风格,并杂糅了一些美国西部风格,非常独特。
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