Fanstratics
国王的恩赐2
Songs of Conquest
原文这么搞事情,翻译自然也要更搞事情啦~对名词翻译有想法可以发邮件或者微博回复
FST官方网站(可订阅月报更新)FST已公布原画
英文名中文对应说明
Fanstratics幻思韬Fanstratics其实是Fantasy、Strategy、Tactics(奇幻、策略、战术)的合并简写。
Allegiant忠义军城堡 它是Allegiant:忠诚,忠实而又忠贞。这个人类为主的派系受中世纪骑士和骑士准则启发,在草原上安家。尽管他们种族的寿命不短也不长,但他们是大陆上最古老的文化,而且奇怪的是,他们有忘记古老生活训导的倾向。
Stoutbluds劲醇宗塔楼 Stoutbluds,这是一个矮人阵营,其成员是居住于寒冷山脉上的大型城市中的居民。这些长寿且远视的高贵工匠擅长制作符文神器与钟表机械。整体风格与英雄无敌3的塔楼城类似。其代表性兵种是Hammersmith铁锤工匠。
Thornwood荆木集壁垒 Thornwood阵营源自精灵,其居民以部族城镇的形式,居住在神秘的春之林地中。尽管其他文明大多抗拒自然那无情的生死循环,但Thornwood阵营狂热的拥抱这一思潮。Thornwood阵营的代表是精灵神射手。
Necrotics奈落窠墓园 从生者处汲取的生命之力尤为甜美,特别是当这些力量被用来延缓不可逃避的死亡之时。为了这一目标,残暴的亡灵巫师们创造并操控着大批不死军团,指挥它们吞噬一切,只为满足其对不朽的痴迷。腐朽的外表,死寂的内心,这些病态的Necrotic行走在衰败的死亡之地。它们永远在向前蹒跚,无情无义,也永不屈服。
Krasadox剋砂教据点 在崎岖干旱的大漠当中,居住着粗野的Krasadox一族。他们的文化就犹如沙漠环境一样对弱者极为苛刻,膜拜力量而鄙视柔弱。尽管大多数人认为他们粗鲁而野蛮,但他们自己却认为对抗才是最纯粹的尊敬与诚实的表现。自然并不可爱,自然残酷而强硬。既然能砍断绳结,又何苦费力去解开它;既然能摧毁魔盒,自然不用花时间去解谜。Krasadox一族信奉效率至上。
(Krasadox=Crass+dox,“Unrefined Believers” or “Believers in Coarseness”)
Zubhewen斫鄙窟地下城 由一大批地精后裔组成的阵营,这些亚人居住在一个地底世界中。恐怖、混乱与畏惧是它们的盟友,这让它们形成了一种“力量就是正确”的自我信条。
(Zubhewen=Subhuman+Hewn,“Subhuman” or “Rough Fallen Humans”)
Infernals炎焚狱地狱 这个恶魔阵营之所以选择定居在熔岩不停流动的火山地带,只为消除它们对于火焰的无比渴望。烧尽世界,点燃一切,直至毁灭,饥渴不止。而这样做的原因?问这种问题未免太不识风趣了。
Boggish泊蜥泽要塞 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。
Chimerans奇魔廊 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。
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Fanstratics月报#17#2022-01

EvilP 更新于 2022-01-01 18:10:30,共有条回复论坛链接

来源:https://www.fanstratics.com/fstnewsletter17,以下由HeavenK翻译。

  • ​Fanstratics Troop: Snakish Brigand.
  • ConceptArt Snakish Brigand兵种介绍:蛇盗
  • Within the Boggish roster, the Snakish Brigand is a staple Troop known for its slithery tactics. As it is lightly armored, the Brigand prefers ranged assaults, featuring pronged arrowheads soaked in its own venom, to whittle down a target before finishing it off with equally venomous melee strike. Originally, for this month, Justin and I had another Troop in mind, but after thinking it over, we decided to pivot toward another. At first, I was a touch hesitant, as the Snakish Brigand is actually a relatively standard Troop type. When thinking of inspirational Troop types, ‘snake man’ isn’t the most exciting idea. However, we have Justin at the wheel. ;-) For those of you who want to see Justin actually create the drawing, you can always watch a VOD of his Twitch stream.
  • 在Boggish的部队中,蛇盗以其狡猾的战术而闻名。这些轻甲盗贼善于远程袭击,会将自己的毒液涂抹在散射箭头之上,从而削弱对手,最终用同样带毒的近战攻击终结目标。
  • Fanstratics Fan Question: How will the game teach its mechanics and general systems?
  • FST粉丝提问:游戏机制与系统的教程怎么运作?
  • When HoMM3 was being developed, tutorials were largely limited to game manuals. Games were starting to incorporate interactive tutorials, but weren’t given a lot of attention as they took time away from primary game development. Today, players expect games to be just as complex, just as difficult, but more friendly. While I have yet to design the tutorial, I have contemplated three potential options.
    • ‘Go Here Do This’ tutorial: Every gamer is familiar with this typical type of tutorial. If you are like myself, you don’t find them informative. Instead, you find them annoying and boring. Should my other efforts fail, or should I run out of time, this tutorial is my fallback position.
    • Self-directed tutorial: Most gamers learn various games by diving in, making their mistakes, and learning from them. Provided the game is relatively fun... gamers keep playing. A self-directed tutorial would be a ‘trial and error’ experience, but accelerated with a touch of developer guidance. This tutorial approach is arguably the most difficult to make, but with the most ‘fun’ potential.
    • Video tutorial: Twitch? Youtube? Sometimes, it’s simply better to watch someone else play a game for 5 to 10 minutes. With this approach, you can also subdivide into basic, advanced, expert, and subject specific tutorials. If I had to make the tutorial today, I would choose this option.
  • 英雄无敌3时代,游戏说明主要在纸质版手册中;但如今的游戏已经不用这一套了。我的计划目前有三种选择:“去哪里做这个”式的教学关;“自我引导”型的教学关;视频教学。第一种是传统的教学关,属于后备方案;第二种会把教学与游戏相结合;第三种的话会放在Twitch或Youtube上。
  • Fanstratics Fan Question: Are there plans to include a manual?
  • FST粉丝提问:会有手册么?
  • I expect Fanstratics to be generous with tooltips and exhibit an in-game encyclopedia. A physical manual would be limited to a collector’s edition (assuming we have one).
  • 应该会出游戏内百科,纸质版的手册可能会在典藏版里。
  • HoMM3 Recollection: The Day I Foresaw 3DO’s Doom.
  • H3拾遣:3DO末日的预见
  • 点击展开长文
  • What are the main differences in general, and what are the main similarities, with Heroes series (or with H3)?
  • 和英雄无敌系列(或者说英雄无敌3)的主要区别和共性有哪些?
  • This is a big question, on a very broad topic.To properly answer it would require three or four pages of brief descriptions and bullet points.In general, I would say this... On the fundamental details, Fanstratics (FST) and HoMM3 are very similar; Adventure Map, Cityscape, Battlefield, etc.On the surface details, FST and HoMM3 are very different; lore, art, sound, music, etc. A spiritual successor takes inspiration from... while taking the place of... a predecessor.Hopefully, if a careful balance of the major and minor elements is accomplished, a true ‘spiritual successor’ will be born.
  • 这个问题比较大,简单说,基础细节上FST和英雄无敌3非常类似:冒险地图、城市界面、战场地图等等。但在具体细节上区别很大:比如剧情、美术、音乐、音效等等。
  • Will there be many kind and type of creatures, heroes, skills, etc. in this new game?
  • FST中会有大量不同类型的生物、英雄、技能么?
  • As FST is a ‘spiritual successor’ to HoMM3, many of the Heroes, Troops, Skills, etc., are mirrored in one form or another.This being said, I have also made many evolutionary changes.In many respects, FST is as much a ‘spiritual sequel’ as it is a spiritual successor.
  • FST作为英雄无敌3的灵魂续作,自然会有大量的英雄、部队、技能等。自然也包括许多升级变化。
  • Will the Heroes would fight on battlefield or no or perhaps something new mechanic can use on the battlefields?
  • 英雄会上战场战斗,或是有其他可以在战场上使用的机制么?
  • Heroes will not fight on the battlefield.
  • 英雄不会上战场战斗。
  • How you will use the new 3D engine that can cause the map a 2D look alike? As similar it was looked in Heroes 6 or else way?
  • 你会怎么用新的3D引擎制作2D风格的地图?会类似英雄无敌6这样么?
  • To match HoMM3 proportions on the Adventure Map, Cityscape, and Battlefield, we are stretching the camera perspective.Consequently, this approach requires we ‘stretch, squish, and flatten’ the various game models for everything to look proper.In the end, we have a 3D game, with 2D interactions, which should be very familiar to anyone who has played HoMM3.
  • 为了匹配英雄无敌3风格的冒险地图、城镇界面、战斗地图,我们会拓展镜头限制,将许多模型进行拉伸、扁平化等等以达到预期效果。
Fanstratics月报#16#2021-12
EvilP 更新于 2021-12-01 19:05:40,论坛链接
Fanstratics月报#15#2021-11
EvilP 更新于 2021-11-01 16:30:46,论坛链接
Fanstratics月报#14#2021-10
EvilP 更新于 2021-10-01 15:55:50,论坛链接
Fanstratics月报#13#2021-09
EvilP 更新于 2021-09-01 15:41:56,论坛链接
Fanstratics月报#12#2021-08
EvilP 更新于 2021-08-01 17:37:31,论坛链接
Fanstratics月报#11#2021-07
EvilP 更新于 2021-06-30 15:55:40,论坛链接
Fanstratics月报#10#2021-06
EvilP 更新于 2021-06-01 16:08:32,论坛链接
Fanstratics月报#9#2021-05
EvilP 更新于 2021-05-01 16:13:17,论坛链接
Fanstratics月报#8#2021-04
EvilP 更新于 2021-04-01 16:45:12,论坛链接
Fanstratics月报#7#2021-03
EvilP 更新于 2021-03-01 17:14:58,论坛链接
Fanstratics月报#6#2021-02
EvilP 更新于 2021-02-01 17:07:29,论坛链接
Fanstratics月报#5#2021-01
EvilP 更新于 2021-01-01 17:14:26,论坛链接
Fanstratics月报#4#2020-12
EvilP 更新于 2020-12-01 17:12:22,论坛链接
Fanstratics月报#3#2020-11
EvilP 更新于 2020-11-01 16:24:33,论坛链接
Fanstratics月报#2#2020-10
EvilP 更新于 2020-10-01 19:13:44,论坛链接
Fanstratics月报#1
EvilP 更新于 2020-09-01 22:37:28,论坛链接