奇迹时代4
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奇迹时代3开发日志#1

EvilP 更新于 2013-05-16 15:17

http://www.ageofwonders.com/aow3live/dev-journal-1-back-to-the-roots/

以下全文由Edwin_Yang翻译。

开发团队:一支新老成员混合的队伍 - The Team: a mix of old and new

原版游戏的粉丝可能注意到了有很多老成员参与了这次游戏的开发,我觉得这对这个1995诞生的系列意义非凡。Arno,我的合伙人是技术组的领导。我兄弟Arnout则负责策划,Djurre(也被称为SikBok)作为制作人回归,Michiel负责音乐而Ray负责剧情。作为原版游戏的策划师(也是特邀艺术家,项目经理等等),我感觉我像回到了90年代中期。那时我们还是一群计算机专业的学生,才开始做这个游戏。当然,队伍里面也有来自于Overlord开发团队的成员,和一些富有创新精神的年轻血液,他们为团队增色颇多。希望我们的帖子能让你们开心,而你们的反馈可以帮助我们把游戏做得更好。

奇迹时代3的起源 - Age of Wonders 3 Inception

我们想先讲讲这个游戏时怎么来的。数年前,我在Heavengames的论坛上发了一个帖子,回答奇迹时代是否会出下一代。我当时故作神秘的说,如果要开发新的奇迹时代游戏的话,那得要天时地利人和才行。其实我指的是商业上的问题,像发行方的执照,PC游戏市场的钱景,是否找得到开发组等等。自从奇迹时代的独立资料片:暗影魔法发行以来,市场的风向就在慢慢地改变,变得越来越青睐AoW这种类型的游戏。发行方作为游戏主要出资人和与玩家交流的渠道的情况也在慢慢改变。玩家可以通过诸如Kickstarter类的网站作为出资方来集资,所以开发者可以和他们更直接地进行交流。就我们这个情况,在大家还没开始筹资前,一位家财万贯的粉丝就已经出钱赞助了。简单地说,这是制作PC游戏的大好时机。

项目的重点 - Focus of the project

在Overlord开发的过程了,我们获得了相当多的可以应用到新游戏中去的创意,甚至还和合作者和投资方讨论过开发免费游戏和IOS游戏的可能。最终我们决定在Markus Persson(Minecraft的作者)的帮助下开发游戏续作,我们觉得那些老粉丝也是这样想的。我们想要抓住那些成就了原版游戏的要素,比如在原版很传统的,在暗影魔法里面更成熟的游戏模式,还要让玩家更加自由地建立帝国。我们不想把玩家局限于只扮演巫师,我们想让他们扮演各种奇幻角色,比如Lord Stark(权力游戏史塔克大人),Sauron(魔戒索隆)或Galadriel(魔戒葛兰的瑞尔)等,不同的类型的领袖将造就不同类型的帝国。这就是基于职业的帝国系统的来由。再加上初始的种族和特长,游戏风格和敌人的种类会更加的多样。游戏的建筑,经济和领域系统都更加有深度了。战斗的呈现方式也有了长足的进步,更加逼真,而且史诗感十足,再也不像以前那种在类似于在棋盘上打仗的战斗了。我们还增加了精细的羊皮纸地图。总之,我们把所有地方都做了改进。

yszayyf 回复于 2013-07-20 20:56:
安戴德耐特 发表于 2013-5-18 23:35

 最后那个头像和照片里的左边那位也太像了吧!
 如果那个是开发团队的,很可能就是照他画的
anso 回复于 2013-05-19 22:27:
单机游戏的春天来了么?
 把牛蛙那些经典游戏再开发下吧
 地下城,上帝也疯狂,怀念阿
安戴德耐特 回复于 2013-05-18 23:35:
最后那个头像和照片里的左边那位也太像了吧!
邪翼 回复于 2013-05-16 15:14:
This is the first entry of the development journal for Age of Wonders 3. From here on, members from the team at Triumph Studios will blog about various features as we make our way towards release. Most of the core systems have now matured enough for them to be presentable. In case you’re wondering – it’s absolutely not too late for feedback, modders know that changes and additions to even entirely completed games can totally change their flow. However, some suggestions might not be possible, like changing the entire game back to 2D pixel art. ;D
 
 I hope you will enjoy these dev journals!
 
 Lennart Sas
 co-founder Triumph Studios
 The Team: a mix of old and new
 
 In 1998 a young Arno van Wingerden (left) and Lennart Sas on the first AoW.
 
 Fans of the original games might notice that a lot of the original developers are back working on the game, which I think is remarkable for a series that began production in 1995. Arno, my business partner, is leading the tech group. My brother Arnout is doing design, Djurre (aka SikBok) is back as producer, Michiel’s doing music and Ray’s back doing story. As designer (and contributing artist, project manager, etc) of the original titles, it feels rejuvenating to return to work we started as computer science students in the mid 90ties. Of course the team is augmented with guys who contributed to Overlord, and young talent that brings many fresh views on the game. Hopefully our posts will entertain you, and your reactions will inspire us to make an even greater game.
 
 Most developers of the original Age of Wonders (shown here as legendary heroes) are also working on Age of Wonders III.
 Age of Wonders 3 Inception
 
 Let’s start by telling the story of how the game came to be. Some years ago, while we were working on Overlord, I did a post on the Heavengames forum answering if there’d ever be another Age of Wonders. I answered cryptically that many things need to happen for a project like Age of Wonders to be green lit. I was referring to business issues like publisher license terms, the state of the PC games market place and the team’s availability. Since the standalone expansion Age of Wonders: Shadow Magic shipped, things have changed in the games industry which are more favorable for games like AoW. The role of publishers as primary financiers and gate keepers to gamer audiences is disappearing. Developers are able to interact with their fans more directly, with the community acting as financiers through sites like Kickstarter. In our case a multi-gazzilionaire fan stepped up to invest in the game before the entire crowd funding thing took off. In short, it’s a great time to be making PC games again.
 
 Concept art of some of the larger creatures in Age of Wonders III
 Focus of the project
 
 During the development of the Overlord games we loaded up on ideas for a possible new game, even free to play and iOS games games were discussed with various partners and investors. In the end we opted to go for a more traditional sequel with the help of Markus Persson (creator of Minecraft), since we felt this was the direction are oldest fans would want us to take. We decided we want to capture all the things that made the original games great, such as the style of the original and the refined gameplay of Shadow Magic, while evolving the concepts to give the players more freedom in how they set up their realms. We didn’t want to limit players to just being wizards, but allow them to play a wide range of fantasy characters, such as Lord Stark, Sauron or Galadriel, all different types of leaders leading very different types of empire. This is where the ideas for a class based empire system came from. Together with the choice in starting race and specialisations this will allow for more variety in play styles and opponent types. There’s been a lot of depth added to the domain system, as well as city building and the in game economy. The presentation of the battles has been greatly improved, with fights now feeling more epic, with armies clashing with armies- rather than the chess board like battles seen in older games. We also added a cool detailed parchmented overview map. In short, there is no layer that hasn’t been touched by some form of improvement.
 
 The various classes in Age of Wonders III.
 Your Feedback, Please!
 
 In these dev journals we’re going to look at a lot of the features of this massive project in more detail before you can actually get your hands on the game. You don’t need to be a multi-millionaire patron to make an impact on development. There have already been forum topics that changed our direction from skill research to combat distances to the type of music that will get added to the game. The journals will go deeper. We are curious about what you think; each development journal entry will have its own forum thread attached. So sign up for the forum if you haven’t done so already and join the discussion! You’re of course also welcome to suggest topics to journal entries. For now, thanks to the people who supported us in the past! Either as buyers of the original games, or the digital rereleases which are helping to fund this game. Also a lot of thanks to the community at Heavengames; your efforts, content and mods have greatly contributed in keeping the Age of Wonders going strong!
 
 This game wouldn’t be possible without you.


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