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本帖最后由 贤狼赫萝 于 2019-1-12 06:35 编辑

Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
2019 is upon us, and we are back, as promised, with a Bannerlord blog to ring in the New Year. We want to ease back into them with a small update about a change we made quite recently to our conversation camera.
现在是2019年了,我们如约回来了,这是新年的第一篇日志。这次我们要说的是关于对话视角的一个小更新。
Those of you with a keen eye will have noticed that the conversation screenshot in our previous blog looked a little different to a standard Mount & Blade dialogue screen. And it wasn’t just the UI overhaul and new persuasion system that were on show, although admittedly, they are probably the things that caught your attention!
眼睛尖的玩家肯定会注意到上次日志中的截图里,对话界面和以前的骑马与砍杀有所不同。我们承认,这的确是吸引玩家注意的地方,而且放出这些截图的目的也并不仅仅只是展示大改的UI和说服系统。
Immersion is something we have talked about multiple times throughout this blog series, so we won’t go on about it too much in this blog, however, it is safe to say that it was the main factor in our decision to make a change to the dialogue system camera. We want players to have a fluid and immersive experience with Bannerlord, which means that we look at all of our previous work with a critical eye to see where improvements can be made to match the high standards we have set ourselves for Bannerlord.
沉浸感是我们在开发日志里一直说的话题,我们不想在这篇过分多说,但不得不承认,今天我们所展示的对话中的视角仍然是为了这种游戏沉浸感而做出的改变。我们想要玩家在霸主里有流畅而又沉浸的体验,就必须用批判性的眼光看待我们的前作,而用高标准看待霸主并做出改进。
So what have we done to improve the camera? Well, this time around we have gone for something a little more subtle and understated. The new conversation UI is unobtrusive, and the camera gently shifts to focus on the NPC you are engaging in a dialogue with. The camera retains the viewing perspective you play the game from, so, if you enter a conversation in first-person, then your conversation camera is also in first-person, and likewise, if you initiate a conversation in third-person, your camera will remain in third-person. We use a depth of field effect to draw your attention to the focal point of the conversation (the NPC you are talking to) as an additional way of immersing you in the conversation and to prevent you from being too distracted by what is taking place in the background. These small changes combine together with the new conversational animations (which we discussed in a previous blog) to make a more immersive and fluid conversation system.
那么我们是如何改进对话视角的呢?这次我们做了一些更微妙而不易察觉的东西。新的UI并不引人注目,但视角会跟随你对话的NPC而移动。摄像头会保持游戏中的视角,如果你在第一人称视角里和NPC对话,那么对话视角依然是第一人称。反之,如果你在对话中用第三人称视角,那么你的视角也会保留为第三人称。我们会使用景深视角让你的注意力集中在(和NPC的)对话中来增加你的沉浸感,并防止你被背景分散注意力。这些小的变化整合新的对话动作(以前的日志里有说过)让对话系统有更深入更流畅的体验。

Finally, we have added more characters to the conversation screens in instances where it would be appropriate (such as when being accosted by a group of bandits). It always seemed a little unnatural in our previous games to be speaking in a one-on-one conversation with a lord before a battle, or to a bandit leader looking to intimidate you into handing over your hard earned denars. In Bannerlord, you can expect to see leaders flanked by bodyguards, which we think helps to visually represent characters of their stature.
最后,我们在一些适当的环境和背景中给对话界面里增加了更多角色(比如在你被一群土匪搭讪的时候)。在上一作中,和一个领主大战前或者和被土匪头子威胁给钱的时候,一对一的对话多少会让人有些奇怪。而在霸主里,你可以看到对方的领袖会有保镖保护,我们认为这能让互动的角色更加真实,让玩家也更有视觉冲击。

In next week’s blog, we will be talking to Gameplay Programmer, Bahar Şevket. If you have any questions you would like to ask her, please leave a reply in the comments section and we will pick one out for her to answer.
下星期日志里,我们会采访游戏程序员,Bahar Şevket。如果你有什么想要问他的,留下你的问题让我们来问他吧! |
鲜花鸡蛋ajhfgk 在2019-1-11 06:46 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下
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