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本帖最后由 贤狼赫萝 于 2018-12-15 04:57 编辑

Greeting warriors of Calradia!
卡拉迪亚的战士们,大家好!
In video games, game design must come first. It doesn’t matter if a game has awe-inspiring art or wonderful writing if its gameplay is clunky, repetitive or downright boring. In Mount & Blade II: Bannerlord, game design is king too – we want it to be as open, full of possibilities, dynamic, and engaging as a sandbox can possibly be. But that doesn’t mean anything if you can make game designers’ ideas come true. Gameplay programmers take care of that: they turn ideas into reality, creating game systems by implementing game features in the actual game. That takes understanding the feature itself by heart as well as writing the code to make it work as it was designed. Today we talk with Selim Çam, one of our gameplay programmers, to find out what he’s working on for the single-player campaign of Bannerlord.
游戏设计在一款电子游戏中总是最优先的,如果游戏体验不流畅,重复甚至无聊的话,那么再出色的脚本和再优秀的美工也是徒劳的。骑马与砍杀2霸主的游戏设计也是王道——我们希望它能够尽可能地像沙盒一样开放,动态,充满可能性和吸引力。但游戏设计师天马行空的想法不能凭空实现。程序员会做这些事:他们会让想法变成现实,通过实现游戏功能在游戏中来创造游戏系统。这需要用心了解功能本身以及代码编写还有按规划实现。今天我们要采访的是游戏程序员Selim Çam,让我们了解一下他是怎么做霸主单人模式中的战役。
姓名
Selim Çam
来自
Izmir, Turkey
2018年加入 TALEWORLDS
教育背景
软件工程
官方职业介绍
游戏程序员(战役小组)
WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“"As a Gameplay Programmer on the Campaign Team, my role involves designing and implementing various gameplay features, such as quests, character perks, kingdom decisions, the barter system and so forth. Some tasks require elaborate design meetings to discuss the feature thoroughly, so I spend some of my time attending the meetings if we are having any.
When the game design is decided, the code needs to be designed as well, to define and clarify how it will work. I try to ensure that it meets the specifications of the game design while still maintaining our internal programming paradigms. At this point, if the current design is deemed not feasible, we try to come up with a better solution by making changes. Once I have a clear view of the design, I start programming the feature, which makes up the majority of my time.
你平常都做什么?
作为战役小组的游戏程序员,我的职责包括设计和实施游戏的各种功能,比如说支线任务,角色特长,王国决策,还有讨价还价系统什么的。一些任务需要开会讨论来精心设计功能,所以我有时候会花一些时间去开会
当游戏决定定下来后,那代码也需要设计了,这样来确定和解析这个是怎么运作的。我会试着去确保这东西符合游戏设计,还同时符合我们内部编程的规范。要是我们认为这个设计不可行的时候,我们会尝试修改策划来找出更好的解决方案。一旦我清楚地了解了游戏设计,我就开始对这些功能进行编程,这也是我绝大多数时候在做的事情。
For major features, I often discuss the code structure with my team lead where we exchange ideas and try to get a better view of the feature.
Also, throughout the day, the QA Team reports bugs that they've encountered while testing the game. If it is something related to the campaign side and I'm available, I take a look to debug and fix the issue. Sometimes it takes many trips between the QA and Campaign rooms in quick succession. It can be exhausting from time to time but I enjoy the rush!”
在大项目上,我会经常和我们的组长讨论代码结构,然后交换意见来找出更好的代码。
还有,一天下来,测试小组反馈他们遇到的BUG。如果这些东西涉及到战役方面而且我还有空的话,我会去解决这些BUG来修复问题。有时候这需要我在测试小组和战役小组的办公室来回跑。次数多了也会累,但是我喜欢这种忙碌的感觉!
、
WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“I really like the fact that the game presents a sandbox environment to the players in which they are free to choose their path, whether it's fulfilling the fantasy of becoming a king leading vast numbers of men or being a prominent merchant that controls the economy of the realm.”
你最喜欢霸主的哪一点?
我非常喜欢游戏给玩家的沙盒环境,能让玩家自由选择自己的道路,你可以实现自己的梦想像是当一个万众景仰的国王,或者成为富可敌国的商人。
WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“In Bannerlord, we are essentially creating a living medieval world in which parties travel from one settlement to another, raid settlements, buy and sell goods, lay sieges and all sorts of things that you would expect them to do. When that's the case, it can be daunting to track down a bug with unknown origins. Also, the trickiest bugs are not always easily recreated due to their indeterministic nature.
One time, the QA Team encountered a caravan party that decided to lay siege on a settlement... while it was inside! Caravans shouldn’t be able to lay siege at all, and they most definitely shouldn't be able to attack a settlement that they are inside of. Nothing made sense!
Luckily we had a way to recreate the bug easily. But that was the only easy part. I remember tracking every step of the involved parties, frame by frame, to find out what caused the issue. Turns out it wasn't that hard to fix, but it sure took enough time!”
在霸主的制作过程中,迄今为止你解决的最大困难是什么?
在霸主里,我们基本上就是创造了一个活生生的中世纪世界,在这里每个部队都会有自己的目标和任务,从一个据点走到另一个,突袭据点,买卖商品,围攻什么的,就是做你期望他们做的各种事情。在这种情况下,去追踪一个来源未知的BUG是个很可怕的事情。而且,由于不确定性,最麻烦的错误通常不是很容易修复。
有一次,测试小组居然还遇到了一个商队去攻城的BUG……而且还是城内!商队根本就没能力攻城,而且他们本来就不应该在城内攻城。这一点都不合逻辑。
幸运的是我们还是想办法修复了这个BUG。但这还是简单的。我记得当时找了每个有可能出错的部队,一框架一框架地找才把问题找出来。从结果上看,这并不难修复,但却着实花了不少时间!
WHAT DO YOU CURRENTLY WORK ON?
“"Currently my main focus is on the Children feature we've recently announced. To be more specific, the transition of babies into childhood and children into adulthood, where they will be positioned, how the player will interact with them etc. Besides that, I'm doing some adjustments to the Barter feature.”
你现在在做什么?
我现在的精力都集中花在我们之前做的子嗣系统。更具体一点,就是一个婴儿长大成孩子最终变成大人,他们会出现在哪,玩家如何与他们互动什么。此外,我还在调整和孩子的交谈系统。

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“I've always had an affection for Battania since they remind me of the Gauls and I'm a big fan of Asterix!”
你最喜欢霸主的哪个阵营?
我对巴旦尼亚很感冒,因为他们让我想起高卢人,而我是《高卢英雄传》(Asterix,又名阿斯泰利克斯历险记)的粉丝!

ARE THERE ANY STRANGE OR FUNNY BUGS THAT YOU ARE CURRENTLY DEALING WITH?
“Absolutely! While the children were being implemented into the game, the work-in-progress build turned some of the townsfolk into tiny kids with full body armour and battle equipment. It was hilarious watching them walk around with shields twice their size and their tiny arms carrying gigantic spears. We shared a good laugh with the team.”
你目前有在处理什么奇怪或者好笑的BUG吗?
当然有!当子嗣系统加载到游戏里后,这些正在施行的功能让一些居民变成了全副武装的小孩子。看着他们用小手臂带着盾牌和巨大长矛走来走去的样子太搞笑了。我和我的小组都笑疯了。

HOW LINEAR WILL THE CAMPAIGN BE? HOW MUCH FREEDOM WILL WE HAVE TO MAKE CHOICES THAT AFFECT THE WORLD?
“For a medieval game that fuses elements of strategy and action RPG gameplay, the campaign is as non-linear as it can get. Players are completely free to choose their own actions. The game does not force you into a fixed path. You can do any quest that you find enjoyable. If you are not really into fighting, you can play more like a trader than a warrior, establishing productive enterprises, sending out caravans and proposing kingdom policies that support merchants etc. If you are more of a warrior, you can amass a colossal army and conquer the whole realm. You decide who you’ll marry, how your clan will persist through generations and which child of yours will inherit your legacy.
Since there are no exact ways to play the campaign, each player will experience Bannerlord uniquely, which is what we all love about the Mount & Blade series.”
整个游戏是线形的吗?我们有多少自由选择来影响游戏世界?
对于一个融合战略和动作角色扮演元素的中世纪游戏来说,战役是尽可能要非线性的。玩家完全可以自由行动。游戏不会强迫你走固定的道路。你可以做任何你想做的任务。如果你不喜欢打仗,那你可以不当士兵去做买卖,建立产业,派出商队并且提出对商业有利的政策出来。如果你更想当一个战士,你可以组织一支大军征服整个国家。你也可以选择和谁结婚,然后如何让你的后代延续下去并且让子孙继承你的遗产。
因为没有一个固定的方式来玩游戏,每个玩家都能玩到自己独一无二的游戏,这就是我们喜欢的骑马与砍杀系列。 |
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