奇迹时代4
弗朗特之门
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游戏开发进度报告

EvilP 更新于 2015-02-25 17:25

来源:http://mmh7.ubi.com/en/blog/post/view/update-on-game-development,以下由Ravenpaw摘录。如果想看全文翻译:传送门(在沙发)

之前亡灵的更新因为内容有点多,所以主新闻有条消息忘记提了,因为喷的厉害,官方决定重做吸血鬼和尸巫的形象。

Alpha版本完成, 就是说游戏的基调已定, 不会有大的改动了。

去年12月我们已经完成了一张完完整整的地图(不知道是不是演示里的那张)。

本月底还会有重要的动作!

冒险地图:基本要素已完成。 英雄能与其他英雄, 宝物, 资源, 巢穴, 脚本事件等互动。界面在完善中。方尖碑藏宝图在制作中。

战斗地图:英雄, 生物, 动画, 法术基本完整了。战斗地图场景已经不少了哦。

英雄管理:嘿嘿, 等下个月吧。

城镇管理:界面完善中, 比如招募, 篷车界面什么的。

剧情和音乐:十年之战都剧透的差不多了吧。保罗的网站也剧透了不少音乐。剧情我们可是写了两年的哟(原来法国人真的是一年上两周班)

势力:都让你们投票了, 就不多说了。下次就是据点了, 等着瞎狗眼吧。哦, 影会6议员的原画差不多完成了, 你们可以一睹其真容了。

关卡设计:圣堂, 据点, 学院, 亡灵的战役beta了。森林和地牢要差点, 还不是为了等你们投票, 哼!

zhongtian08 回复于 2015-03-07 17:08:
只等发行,谢谢发布
sishenlingyi 回复于 2015-03-05 22:15:
毕竟育B
fdcrane 回复于 2015-03-04 00:10:
影子议会6成员
 圣堂:天使姐姐缪拉泽尔
 墓园:流浪高阶女祭司安妹(或者应该说是安姑奶奶了)
 兽人:武术大师肯特
 学院:银色玫瑰塔妮丝
 
 森林精灵:目测是龙骑蒂耶鲁
 黑暗精灵:目测是情报专家约根
一个普通人 回复于 2015-03-03 11:56:
Edwin_Yang 发表于 2015-3-3 00:03

 什么啊, 顶楼只说了有重要动作啊。(UBI: 有重要动作, 但就是不公布!)
 (好吧其实我也有责任, 那句话 ...
 抓熊。。。。原来没新消息啊
Edwin_Yang 回复于 2015-03-03 00:03:

 什么啊, 顶楼只说了有重要动作啊。(UBI: 有重要动作, 但就是不公布!)
 (好吧其实我也有责任, 那句话应该说成“有重要进展”才是更恰当的)
宋侠师 回复于 2015-02-27 16:15:
期待ing~
忘情潇洒哥 回复于 2015-02-27 01:00:
遥遥无期
塞勒斯 回复于 2015-02-26 10:48:
摘要的口吻真是……跟我一个腔调……
zx8sa 回复于 2015-02-26 10:15:
skass 发表于 2015-2-26 09:23

 你们是有多爱ubi,觉得它会很快出试玩
 月底大新闻难道不是修改后的巫妖和嘻嘻出炉……
 不会这么快吧?育碧那帮人啥时候这么有效率了
MKII 回复于 2015-02-26 09:35:
嗯,有谁说“很快”会出试玩的吗?
skass 回复于 2015-02-26 09:23:
你们是有多爱ubi,觉得它会很快出试玩
 月底大新闻难道不是修改后的巫妖和嘻嘻出炉……
MKII 回复于 2015-02-26 09:21:
嗯,会出试玩吧……
wudevils 回复于 2015-02-26 09:08:
尸巫确实应该改改,实在难看
chalienge 回复于 2015-02-25 21:29:
297301879 发表于 2015-2-25 20:16

 吸血鬼和巫妖的新形象我真心觉得做不做都可以,亡灵的核心兵种做的这么炮灰,制作组能把精英兵种的技能数据 ...
 非常同意,兵种外观其次,关键是技能和属性不要渣
297301879 回复于 2015-02-25 20:16:
吸血鬼和巫妖的新形象我真心觉得做不做都可以,亡灵的核心兵种做的这么炮灰,制作组能把精英兵种的技能数据设计好就行了。
忘情潇洒哥 回复于 2015-02-25 19:16:
逗比育B
heroes6 回复于 2015-02-25 18:08:
希望3月15出beta 5月15正式上市
zx8sa 回复于 2015-02-25 17:50:
月底大新闻。。。。。。。。。不会又是投票吧
邪翼 回复于 2015-02-25 17:28:
以下是塞勒斯翻的全文
 
 UPDATE ON GAME DEVELOPMENT
 开发近况
 
 Hello Councillors,
 各位议员们,您好:
 
 Today we would like to share with you a small update on the game development.
 今天我们将与您分享一些游戏开发上的小更新。
 
 Production is currently in full swing and our team is currently hard at work on the game Alpha. Alpha means a lot of things to a lot of people, so let’s try to explain what we mean by that.
 我们的团队火力全开,正在为游戏的Alpha版而努力。Alpha版对于许多人来说都意味良多,所以请允许我解释我们对于这件事的理解。
 
 One important stage for any project is to reach a point where all your features are implemented, even in a rough state. Implemented means that now all the important gears are in place and won’t change drastically. They are no more paper-ware, but real pieces of software & systems that interact together to form a coherent whole. At some point, all important part of the game are implemented and that’s what you call an Alpha. At least that’s one of the meanings of the term :)
 所有工程都有一个重要的阶段,那就是一切都虽粗糙却初具雏形时。初具雏形即所有重要轴杼已经就位,并不会再生大变。虽然无更多文字佐证,但如今软件和系统确实交互在一起形成了一个连贯的整体实件。当游戏中所有重要部分初具雏形,这便是Alpha阶段。这至少是Alpha的术语含义:)
 
 The team is currently busy on that front. We had in the past few months some important milestones that were designed specifically to reach an Alpha stage on the core gameplay elements.
 我们的团队正为此忙碌。在过去的几个月内,我们专心实现一些专为游戏核心元素达到Alpha阶段的重要里程碑。
 
 For example, our December milestone objective was simple in terms of vision but complex to fulfill: delivering a 100% playable map from A to Z with all basic elements and features. That new alpha was quite a success and meant we had solid foundations on which we can build and expand! At the end of this month, we also have a second important milestone that will build upon this Alpha stage through iteration. This also means a good opportunity to ensure great content to come in this blog and we hope that during the coming months, we will be able to show you some of those progresses through articles and videos.
 例如,我们十二月的里程碑便看起来容易做起来难:开发一个百分之百可玩的地图并悉数囊括所有基本元素和特征。这份新的Alpha十分成功,这意味着我们打下了坚实基础来让我们发展壮大!本月底,我们还将有另一个重要的里程碑,将通过迭代继续构建此版Alpha。这也是个通过官网来确保游戏质量的好机会,我们也希望在未来的几个月里,向大家通过文章和视频展示一些新进展。
 
 But Alpha also means content. So while the coders are busy building a great piece of software, level designers and writers are buildings great campaigns using our powerful map editor. And at some point, those campaigns will reach an Alpha stage, rough diamonds we will then polish until we get shiny maps for you to play.
 Alpha版同样意味着尽善尽美。所以当编码器忙于构建宏伟软件时,关卡设计师和编剧正忙于壅我们强大的地图编辑器构建同样宏伟的战役。与此同时,这些战役将会达到Alpha阶段,钻石原石将持续被我们打磨直到让您玩到精彩的地图。
 
 In addition to this quick description, we would like to offer you a greater visibility on the current development advancement. Of course this is just a rough summary and not a precise extract from our current sprints and planning.
 除此简要总结外,我们将提供给您一份更直观的当前发展进程的概览。当然,这只是一份粗略的总结,而非精要地从我们当前的计划和赶工中浓缩的结果。
 
 Please keep in mind that even if some elements are finals (or are close to be), we won’t be able to unveil all of them in advance since they are often linked to additional constraints or decisions.
 请您务必牢记:即使有些元素已经是(或接近)最终版本,我们也不能提前全部公开,因为它们常常与别的限制和决议环环相扣。
 ADVENTURE MAP
 冒险地图
 
 The full gameplay experience is already present in the adventure map; Heroes are able to ride through different unique settings and interact with many levers including: resources, dwellings, artifacts, interactions with other heroes, scripted events etc. The main interface is almost final but we will continue to improve the UI for all story-telling/fight popups for instance. Maps will continue to offer different layers with deep undergrounds and various exciting universes to explore through the fog of war. Puzzle maps is a working feature but visuals still are in the production process for all factions. Now that fundamentals are strong, we will be able to focus even more on content creation and thanks to our tools, add more and more polish.
 完整的游戏体验已在冒险地图上实现;英雄可通过许多联动穿越独特的设施和互动,这包括:资源,中立建筑,宝物,与其他英雄的互动,脚本事件等等。主界面基本完工,但我们还会完善剧情和战斗切换的UI(用户界面)。地图将继续拥有不同的层面,包含穿过战争迷雾探索深不可测的地下城和激动人心的缤纷事物。藏宝图仍是游戏的一部分,但不同势力的藏宝图会有不同的视觉效果。现在,根基已经很扎实了,我们将专注于内容创作,并且归功于我们的工具,我们能增加更多的打磨润饰。
 
 COMBAT MAP
 战斗地图
 
 Combat features also are implemented: Heroes, creatures, animations, spells etc. Even if interface is close to final, we will review the sign-&-feedback elements and improve the integration of key information such as stack number and unit description. We already have a nice range of combat maps, offering great diversity in terms of ambience, layout and size.
 战斗效果也初具雏形:英雄,生物,动画,魔法等等。即使界面已经接近完成,我们仍不断优化 行动-反馈 系统,并完善集成关键信息,如生物堆叠数量和单位描述。我们已经拥有很多不错的战斗地图,提供了丰富的环境,布局和尺寸。
 
 HERO MANAGEMENT
 英雄管理
 
 Unfortunately it is a bit too early for us to be able to share more information about all “RPG” elements of the game but of course Heroes VII will allow you to develop your Heroes skills and inventories. This part is implemented in the current version of the game but interfaces (hero screen, leveling interface, skill wheel etc.) are work in progress and will be revealed in the coming months.
 不幸的是,分享更多“RPG”元素的信息还为时过早,不过英雄无敌7当然会允许你发展你的英雄的技能和背包。这一部分在游戏中已经初见端倪,但界面(英雄窗口,界面调整,技能轮等)仍在制作中,并将会在未来的几个月内展示给大家。
 
 TOWN MANAGEMENT
 城镇管理
 
 Most elements are here already functional but we will continue to improve some visual elements and interface windows for all recruiting/trade/spying/caravan features in the upcoming months.
 大多数元素已经完工,不过我们仍会继续优化所有招募、贸易、间谍、篷车功能的视觉元素和界面窗口效果。
 
 STORY & MUSIC
 故事和配乐
 
 The storyline of the game is complete and our writers have been polishing it for almost two years now to offer an exciting campaign mode to the title. You were already able to have an overview of the origins of this story with the Tales of Ten Year Wars articles. As for the soundtrack, all faction themes are achieved and you already had the opportunity to discover some extracts from Paul & Rob amazing work in this website.
 故事已经完成,我们的编剧已经花了近两年的时光来润色以最终向各位呈现精彩绝伦的战役。您可从 十年战争 的故事中知晓战役故事的起源。至于配乐,各个势力的主题曲已经完工,您可以从我们的网站上聆听到一些由保罗和萝卜网制作的惊人配乐。
 
 FACTIONS
 势力
 
 First of all, as you may know if you are following this website on a regular basis, we now have our complete roster for Heroes VII release day. Indeed, the community has been heard and you decided to integrate Sylvan and Dungeon to the tale of Ivan. You have already been introduced to the Haven, Academy and Necropolis line-ups. The next one you will be able to see is Stronghold. It is already fully playable with 3D models and animations implemented. Some polish is still required and we are waiting for a special event to share it with you, but be prepared for something big, wild and fierce! On the art side, the council of Ivan is now complete and you will discover the 6 Councillors and their precious learnings in the coming months.
 首先,如若您经常关注我们的网站,您可能已经知道我们已经有了一份英雄无敌7势力的完整清单。事实上,经由议会您已决定由森林和地牢参加伊凡的故事。圣堂、学院、墓园的兵种线也公之于众。接下来我们将预览据点势力。它的3D模型和动画已经基本完成,虽然还仍需润色。我们正在等待一个特殊事件来与您分享,它是为一个巨大、狂野、凶残之物而准备!在美工方面,伊凡的议会将全员到齐,在接下来的几个月内您将了解6位议员和他们宝贵的经验。
 
 LEVEL DESIGN
 关卡设计
 
 Campaigns are at varying stages of production. Some like Haven, Stronghold, Academy and Necropolis are already quite advanced. For instance Haven and Stronghold are close to Beta on some maps, with all the bells and whistles. At the same time, some are more in the planning stage. You remember that our dev team had to wait for the closing of the votes to start working on Dungeon and Sylvan. But don’t worry, as our production planning is set to get them in great shape as the other ones.
 战役仍在开发的不同阶段。比如圣堂,据点,学院和墓园的战役已经相当完备。例如所有的圣堂和据点在某些地图里已经接近Beta阶段。与此同时,一些仍在规划阶段。你应该还记得我们的开发团队不得不等待地牢和森林的投票结束才开始开发。不过别担心,我们的开发计划仍会把它们塑造得如别的势力的故事一样出色。
 


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