骑马与砍杀中文站论坛

 找回密码
 注册(Register!)

QQ登录

只需一步,快速开始

搜索
点击购买骑砍周边 点击购买CDKEY
查看: 648|回复: 15

[霸主] 《骑马与砍杀2:霸主》开发日志(84)——地图设计(城镇)

[复制链接]
鲜花(797) 鸡蛋(14)
发表于 7 天前 | 显示全部楼层 |阅读模式


Greetings warriors of Calradia!

In the medieval ages, castles and strongholds were not meant to be dwellings, but military tools that were strong and easy to defend, positioned in choke points to protect an important region or trade route. Villages, on the other hand, were the population centres - places where people would dwell and sleep after a long day of work in the fields or herding their cattle. Towns were somewhat a combination of the two, but they were also very different (and complex) places. They had walls for defence and a high population count, but they were much more than just dwellings and defensive structures: they were the most important places around. Towns are where kingdoms forged their real power. Artisans worked raw materials into quality goods and merchants turned them into wealth. Courts were established in towns, so they were also the heart and brains of any realm -- where politics, conspiracies, and plots took place.

卡拉迪亚的战士们,大家好!

在中世纪,城堡和要塞不是住所,而是易守难攻的军事工具,在要地保护重要地区和贸易路线。另一方面,村庄是人口的中心,也就是人们在田野里干活和放牧后长期居住和睡觉的地方。城镇在某种程度上是前两者的结合,但是也有一些非常不同(以及复杂)的地方。它们有城墙防御,有众多人口,但不仅仅是只有住宅和防御体系:它们是当地最重要的地方。城镇是国家实力的锻造地。工匠将原材料加工成优质商品,商人将其变成财富。领主和君王也住在城镇内,所以城镇也是任何领域上的核心与大脑,也就是政治,阴谋阳谋的发生地。



In Mount & Blade II: Bannerlord, towns are very much like their real-world counterparts. They are where industrial goods are produced, higher quality troops are trained, commerce flourishes, notable NPCs do their dealings and crime is prevalent. And this is exactly what our level designers try to reflect as they create each town scene.

In a previous blog, we looked at how we approach map design for castles, which share some similarities with towns (both have upgradable walls and both can be besieged). However, when it comes to design, towns are a completely different beast.

在骑砍2里,城镇和现实世界中非常像 。它们是生产商品,训练精锐,贸易蓬勃的地方,著名的NPC们也在这里交易和犯罪。这就是我们关卡设计师在创建每个城镇场景时尝试反映的内容。

在之前的日志里,我们展示了我们如何处理城堡的地图设计,这些城堡和城镇有一些相似之处(二者都有可升级的城墙,也都可以被围攻)。然而,在设计方面,城镇是个完全不通的庞然大物。



As we design the layout of each town, we tend to divide them into recognisable districts, so that players can develop an instinct for where they can find what they are looking for. This isn’t so much a rule that is set in stone, as we want to stay fluid in our approach to level design, but all of our work on these scenes share similar design principles.

当我们设计每个城镇的布局时,我们倾向于将它们划分为可识别的区域,这样玩家就能发展出轻易就找到目标的本能。这不是一个固定的规则,因为我们想要流畅地保持我们关卡设计的方法,不过我们都会在这些场景的工作上有相似的设计原则。

  • Marketplace - This is where most goods are traded. If you are looking for a shiny new helmet, supplies for a campaign, or perhaps some barding for your horse, then the marketplace will be your first port of call. The marketplace is also where you will find the local blacksmith, where you can design and craft your own melee weapons.
  • Slums and backstreet - Dangerous places where smugglers and bandits gather to make money by illegitimate means, diminishing the resources and taxes of the town.
  • Keep - Where you can find the nobles and governor of the town (as well as the prisoners!). One day, this is somewhere that you will hopefully get to call home.
  • Military district - This is where the town guards and garrison gather, and where troops can be trained. Also, this is where the town’s stockpile is located to be used in times of need (such as a defensive siege).
  • Tavern - This is where adventurers and drunks alike gather to share stories over a mug of mead. Some revellers are just a nuisance, others are sellswords that will fight for the right amount of money, and a rare few are companions that will follow you in your ambitions and help you to achieve your goals.



  • 市场 - 这是大多数商品的交易地点。如果您在找一个崭新头盔,战略补给,或者给你的爱驹买马铠,那么市场将成为你的第一站。市场也是你可以找到当地铁匠的地方,您可以在那里设计和制作自己的武器。
  • 贫民窟和后街 - 走私者和土匪聚集在一起通过非法手段赚钱的危险地地带,会让城镇减少资源和税收。
  • 主堡 - 在这里你能找到镇上的贵族,镇长(还有囚犯!)。希望能有一天,你会把这里当成自己的家。
  • 军区 - 这是城镇守卫和驻军聚集的地方,也可以训练部队。此外,当需要的时候,这里地方也会库存一些必需品(比方说被攻打的时候)
  • 小酒馆 - 冒险者和醉鬼们聚集在一起喝酒吹牛的地方。一些狂欢者会很讨厌,但其他人会为了适当的金钱而受雇佣,少数情况下会有几个人想要跟随你,助你完成大业。




Gameplay
We understand that no matter how nice and immersive we make our towns look, walking around them creates downtime from your conquering and pillaging. For those of you who would like to rest between your various exploits, we have many small details to explore and discover in our towns. However, for those who are in a hurry, we group interactable NPCs together according to their roles for ease of access for players. And for those of you that don’t want to set a single foot in a town, we have the settlement menu, where you can access practically every function available in towns directly from the campaign map (barring a select few that we save for immersion).

游戏
我们知道无论我们把城镇做得多漂亮多身临其境,当你一路征服和掠夺后这里也会萧条。为了想在冒险途中休息一下的你,我们准备了很多细节让你探索和发现我们得城镇。然而,对于那些匆忙的人,我们会根据它们的角色将可互动的NPC组合在一起,以便于玩家拜访。对于那些不想踏入场景一步的人,我们有菜单能让你直接从大地图访问城镇里几乎所有的功能(除了少部分为沉浸感保留。)



Sieges also play a big part in the design of a town scene. This comes both with technical and gameplay limitations, but also with opportunities! Small roads and buildings around town gates add variety to gameplay when the town is under siege, however, a shop that is filled to the brim with many intricate pieces of pottery would add performance complications. Our solution is to have a "siege state" for our scenes (which is easily achievable with our map editor). When a player deploys into a town that is under siege, they are greeted by deserted streets. The marketplace closes down, taking all of the colourful and fine goods with it, shops bar their doors and barricades are raised in the streets to help with defences.

攻城战也在场景设计中占了很大部分。这既有技术和游戏限制,但也有娱乐性。城门周围的小道和建筑让城镇在攻城战中有了更多玩法,然而,商店里的瓶瓶罐罐被打碎的话也会影响你的性能发挥。我们的解决办法是为城镇设置一个“攻城状态”(利用地图编辑器可以轻松实现)。当玩家进入在一个被围攻的城镇,进入眼帘的会是荒凉的街道。市场关闭,所有五花八门的商品全都消失不见,商店大门紧闭,道路上还有各种路障帮助守方防御。



This method not only helps us create immersion and ease the load on performance by removing elements that are unnecessary for a combat scene, but it also gives us more flexibility with our design. We can barricade off roads that are not related to siege gameplay to reduce overcomplexity or close shortcuts that might give an unnecessary advantage to either side while creating new choke points that would look out of place when there is no conflict.

Overall, we try to design our town scenes to be believable and immersive, but also to compliment gameplay. We want players to be easily able to navigate the world, either through their player character or through UI elements (such as menus), and experience the sandbox in the way that they want to.

这种方法不仅可以帮助我们创建沉浸感和通过删除战斗场景不需要的元素来减轻性能负担,但它也为我们的设计提供了更大的灵活性。 我们可以拦住与攻城战无关的道路,以减少过度复杂或关闭近道,来平衡双方的不必要优势,并避免一些看起来不合适的地方。

总的来说,我们试图将我们的城镇场景设计为靠谱和身临其境,同时也是让大家赞叹的游戏玩法。 我们希望玩家能够轻松地通过他们的玩家角色或UI元素(例如菜单)来游览世界,并以他们想要的方式体验这个沙盒游戏。



In next week’s blog, we will talk to Animator and Motion Capture Artist, Abdullah Nakipoğlu. If you have any questions you would like to ask him, please leave a reply in the comments section and we will pick one out for him to answer!

下周的日志,我们会和动画和动作捕捉的美工,Abdullah Nakipoğlu进行问答环节。如果你有什么想要问他的,留下你的问题让我们来问他吧!

评分

参与人数 3第纳尔 +20 互助 +1 贡献 +20 魅力 +2 收起 理由
muyiboy + 20 + 1 + 20
华啸明 + 1 原创内容,值得鼓励!
如何救个命 + 1 感谢您对骑砍中文站的支持!

查看全部评分

鲜花(155) 鸡蛋(2)
发表于 7 天前 | 显示全部楼层
海星,感谢分享    
鲜花(316) 鸡蛋(3)
发表于 7 天前 | 显示全部楼层
每周报告日志,感谢分享。
鲜花(10) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
还是玩不到
鲜花(63) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
骑马与砍杀2日志又更新了(大哭)
来自安卓客户端来自安卓客户端
鲜花(0) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
微博微信公众号没有同步更新的,嘿嘿!
鲜花(1) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
意思骑砍2的攻城战会增加巷战内容?1代的攻城一点迂回都没有,基本就是城墙战,要是能增加巷战的话应该会很爽
鲜花(6) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
这次的开发日志蛮有意思的
鲜花(797) 鸡蛋(14)
 楼主| 发表于 7 天前 | 显示全部楼层
杨吟风 发表于 2018-11-9 15:34
意思骑砍2的攻城战会增加巷战内容?1代的攻城一点迂回都没有,基本就是城墙战,要是能增加巷战的话应该会很 ...

战团就有巷战内容了
鲜花(154) 鸡蛋(3)
发表于 7 天前 | 显示全部楼层
和环境有更多互动了舒服啊!
鲜花(0) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
什麼都好....快點出吧....
鲜花(6) 鸡蛋(0)
发表于 7 天前 | 显示全部楼层
腦補一下  2020應該就會出了
鲜花(1398) 鸡蛋(65)
发表于 7 天前 来自手机 | 显示全部楼层
我想對烏賊說:快去土耳其管教你的徒弟們,都寫日誌灌水上癮了,教你的徒弟們認真製作遊戲少灌水,儘早發售
鲜花(0) 鸡蛋(0)
发表于 5 天前 | 显示全部楼层
多谢分享支持一下~~
鲜花(1) 鸡蛋(0)
发表于 5 天前 | 显示全部楼层
贤狼赫萝 发表于 2018-11-9 19:27
战团就有巷战内容了

但是只是攻城战之后才有巷战,而且最多也就十几个二十几个人。我的意思是,把城墙战和巷战整合到一起
鲜花(1) 鸡蛋(0)
发表于 4 天前 | 显示全部楼层
先放出一个版本先玩着嘛……
您需要登录后才可以回帖 登录 | 注册(Register!)

本版积分规则

Archiver|手机版|小黑屋|骑马与砍杀中文站 ( 鄂ICP备07001403号 )

GMT+8, 2018-11-16 15:23 , Processed in 0.146053 second(s), 72 queries , Gzip On, Memcache On.

Powered by Discuz! X3.2

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表