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为什么Starbond开发这么慢?

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    发表于 2015-7-27 20:38:30 | 显示全部楼层 |阅读模式
    全标题:为什么Starbond开发这么慢?兼论抢先体验和一般游戏开发的不同
    这是Tiy在reddit上针对玩家质疑sb开发是不是太慢了的问题的回复。
    原贴:https://www.reddit.com/r/Games/c ... eam_reviews/ctely45
    We Secure. We Contain. We Protect. And We Never Forget.
    我的心属于你,可你什么时候才能空出属于我的位置……能早一点么……
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     楼主| 发表于 2015-7-27 20:39:42 | 显示全部楼层
    本帖最后由 印斯茅斯:温馨 于 2015-7-27 20:41 编辑

    Hey guys, studio lead here.
    大家好。

    Starbound is our first game and we've learnt a great deal about game development and the changing landscape that is the indie / early access scene from developing it. We've done a lot of things right but also made a bunch of mistakes, particularly in the time line department. Luckily I don't think those mistakes will detract from what the final game will be.
    Starbound是我们开发的第一个游戏,并且我们从和以往不同的独立/抢先体验(译注:steam上在游戏开发完成之前便推出游戏的机制)游戏开发的过程中学到了游戏开发的许多东西。我们做了不少正确的决定,但同时也有一堆错误,特别是在开发时间这个问题上。幸运的是,我觉得那些错误并不会损害到游戏最终的模样。

    Starbound has taken us a very long time to complete. In part that's down to our being relatively new to this, finding our stride, dealing with the problems a new games studio has to deal with - including moving most of the team overseas because remote development wasn't working - but also we've found that our approach to making early access work for us has massively increased the work load required to make the game successful and we didn't count on that.
    Starbound花了我们很长的时间来完成。这部分是因为我们刚刚上手,还在磨合团队,解决一些一个新的游戏开发团队必须解决的问题——包括将团队的大部分转移到另一个国家,因为远程开发并不好使——但同时我们发现,为了保证游戏的成功,我们制作抢先体验作品的方式大大增加了我们的工作量,而我们并没有预计到这一点。

    When we first sat down and estimated how long Starbound would take to complete, we did it with a very standard idea of how we would develop the game in mind. Developing a game in a conventional manner is very logically driven and it's far easier to make meaningful estimates. However as we got into early access (which was a new platform at the time, and people are still figuring out the 'right' way to do it now),we began to realise that standard game development just wouldn't work for an early access title. When a game is developed outside of early access it often (depending on the kind of game) only becomes fun or 'playable' when development is close to complete. We felt we needed every release, early access or not, 10% complete or not, to be playable.
    当我们第一次坐下来估计Starbound大概要花多少时间时,我们根据我们当时开发游戏的想法进行了一个标准的估计。依照传统方式开发游戏是很有逻辑的,并且可以很轻松地估计出来。但是当我们开始抢先体验时(当时那是个崭新的平台,而人们仍正在试着弄清楚怎样才是“正确地”处理它的方式),我们才开始意识到,标准的游戏开发流程并不适合于抢先体验。当一款游戏开始抢先体验时,即使在开发快要完成时,它经常(取决于游戏的类型)仅仅是有趣或者是“可以玩的”这个级别。我们觉得我们要保证我们每次发布的游戏,不管是不是抢先体验,不管开发有没有完成10%,都得是可以玩的。

    That meant developing a lot of content for unfinished features or developing placeholder features so the game was playable, at the expense of us reaching our intended goals later. At this point we feel like we've developed the game something like 5 times over. Constantly developing sideways so the next early access release is playable, then refactoring and moving forwards between releases.
    这意味着开发大量未完成的功能或者是占位功能,来让游戏保持可玩,这样做的代价是我们只能推迟实现我们脑海中的目标的时间。这时我们觉得我们正在花5倍以上的时间来开发游戏。先不多加考虑地开发出一个功能,使得下次的抢先体验发布是可以玩的,然后重构它,再继续开发,这种情况常常发生。

    Up until this point the meat of our development work has been very very front loaded. Starbound has been a very tech heavy project. We've built an engine that is so easy to mod that producing content is incredibly time efficient. The problem is that up until now we've been building content we intend to replace later, we've just been waiting for that engine to be completed so we can actually start pumping out the final content.
    迄今为止我们的开发工作都是十分紧凑的。(译者:和度假狂魔P社比,那真的是天上地下)Starbound一直是一个技术难度很高的项目。我们做了一个十分容易修改(译注:做mod)的引擎,并且效率十分高。问题在于到目前为止我们都在做我们计划在将来替换掉的内容,我们一直在等待那个引擎完工,然后我们可以真正开始输出我们最后的内容。

    Luckily this has come to an end now. The game engine is now close enough to finished that we can finally focus entirely on final content and the game we actually wanted to make. We believe the final version of the game will blow you away.
    幸运的是,这种情况快要结束了。游戏引擎已经接近完成,我们终于可以全力制作最后的内容,能够把游戏变成我们想要的样子了。我们相信游戏的最终版本能让你惊艳。

    Here are just some of the things the final game has to offer:
    这些是最终版的游戏一定会有的内容:
    •A colony system that allows you to build your own villages and cities in game, complete with residents that match the way you've decorated your colony. These NPCs have emotional states, interact with other NPCs and the world around them, provide gifts and rewards to the player amongst other benefits.
    •一个允许你在游戏中建设你自己的村庄和城市的殖民系统,其中的居民会和你装饰殖民地的风格相匹配。这些NPC有他们的感情状态,会和其他NPC以及这个世界交互,会给玩家提供礼物以及其他的好处。

    •Worlds that are far more alive, full of interesting things to find. Unique NPCs to interact with, far more diverse threats, small pre-built colonies to come across and interact with. Challenge rooms and underground dungeons.
    •世界更加有生气了,充满了许多有趣的东西,有许多不同的NPC值得交互,多样化的危险,路边会有预置的小型殖民地去交互,还有挑战室和地下的地下城(译者:呃…………毕竟地上的那些也叫地下城)

    •Entirely revamped combat with interesting secondary moves/special attacks, very unique legendary guns/fireable items, interesting armor stats
    完全重做的战斗体系,有着有趣的二段移动/特殊攻击,很特别的传说级枪/火器,有趣的护甲状态。

    •A whole set of missions with a storyline and unique characters, end game content, far more interesting procedural quest lines that have an effect on the world
    •一系列拥有故事线和特别人物的任务,游戏通关内容,一系列对世界有影响的任务链。


    •Now that replayable end game content exists, a decrease in grind across the board and a far more 'sandbox' experience
    •现在游戏通关内容是可重复的,全线减少枯燥内容,并还有更多的“沙盒”体验。

    •A fossil system with unearthing mini-game
    •一个有发掘小游戏的化石系统

    •Improved farming and economy
    •改进农业和经济

    •Improved creature capture and pet system
    •改进生物捕捉和宠物系统

    •A robust modding system, workshop support, servers sharing mods. Pretty much everything in the game is moddable, the vast majority of systems require no scripting or programming knowledge to mod.
    •一个强大的mod系统,提供workshop支持(译注:应该指的是steam workshop,一个基于steam平台的mod平台),服务器共享的mod。游戏中大部分内容都可以修改,而修改系统的主要部分并不需要脚本或编程知识。(译者:不不不,程序员的常识常常是普通人的天书。)

    •Continued updates and support post release
    •继续升级并发布更新

    •A lot more
    •还有更多…………

    You can follow progress towards that new version in daily blog posts at www.playstarbound.com as we get closer and closer to our goal.
    你可以通过我们官网www.playstarbound.com的每日日志(译注:见 红帽子林克 的翻译)看看我们是怎么逐渐接近我们的目标的。

    Here are some very random screenshots of where the game is going.. http://imgur.com/a/3y2Br
    下面是游戏中的某些随机截图……http://imgur.com/a/3y2Br(译者:除了gif我转贴在下面。然而所有图片都在日志中出现过)

    We Secure. We Contain. We Protect. And We Never Forget.
    我的心属于你,可你什么时候才能空出属于我的位置……能早一点么……
    也许,那时侯我就已经失去了最后的机会了吧您配么?
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     楼主| 发表于 2015-7-27 20:51:45 | 显示全部楼层




































    We Secure. We Contain. We Protect. And We Never Forget.
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    发表于 2015-7-27 20:52:02 | 显示全部楼层
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    向克拉致敬!  详情 回复 发表于 2015-7-27 21:17
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     楼主| 发表于 2015-7-27 21:17:12 | 显示全部楼层

    向克拉致敬!
    We Secure. We Contain. We Protect. And We Never Forget.
    我的心属于你,可你什么时候才能空出属于我的位置……能早一点么……
    也许,那时侯我就已经失去了最后的机会了吧您配么?
    0 0.5 0.7 i 2i -10 0.6 0.8 0.9 10i -10 -100/1 我的你,你的我
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