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本帖最后由 贤狼赫萝 于 2019-3-1 18:36 编辑

Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
Bannerlord has many dynamic systems for maintaining most gameplay mechanisms. Horses are a case in point. They are produced in certain villages so there is a steady supply being created each day. These are then purchased (or sometimes looted) by passing armies or carried to town markets to change hands. Horses are also regularly removed from the game when cavalry troops eventually die or desperate parties slaughter them for food.
《霸主》有许多动态系统来维持游戏机制。马匹就是其中一个例子。它们在某些村庄中被蓄养,以便每天都能有稳定的产量。它们会被路过的军队购买(或者劫掠),或者运到城镇市场易手贩卖。马匹也会因为骑兵部队的阵亡或者被绝望的部队吃掉而成为消耗品。
However, this dynamism brings its own unique challenges. How do we make sure that all these systems stay more or less balanced and working as intended, even after the elapse of many in-game years? In order to help designers with this, our engine team added a nice little utility for creating heat maps.
然而,这种动态机制也会带来其特有的开发挑战性。那我们该如何让这些系统直到游戏后期都有所平衡呢?为了协助设计师们的工作,我们的引擎小组新增了一个小工具来创建漂亮的热度地图。
So, what are heat maps? Heat maps are a visual representation of the paths and active areas that parties traverse, as well as, the flow of goods around the campaign map.
那么,什么是热度地图?热度地图就是用视觉直观地展现各部队的旅行路径和活跃范围,以及货物在战略地图上的流动。
It may seem limited at first glance, however, this is actually quite a powerful tool that allows us to identify issues with AI behaviour, in addition to, map design and balance. Every journey that armies, parties and caravans take can give us a valuable insight into what is happening in the game, highlighting any potential issues or confirming that our design is working as intended. With this data, we are able to make the necessary adjustments and changes to rectify issues, saving time, effort and resources in the process!
初看这功能没多大作用,然而这其实是很强大的工具,能让我们识别AI行为,以及大地图设计和平衡的问题。每支旅行的军队,部队,商队都能给我们展示游戏里正在发生什么,突显出任何潜在问题或者确保我们的设计是否按预期运作。有了这个数据,我们就可以做出必要的调整或者更改来修复问题,这能在开发过程中节约时间、精力和资源!
But, rather than trying to explain how we process and evaluate the information, it would probably be best if we gave you a couple of examples directly from the game:
不过与其解释我们如何处理和分析这些信息,不如我们给大家举个游戏中直观的例子:
Trade
Flax is a raw resource that is produced in the villages of northern Calradia. As the map below shows, there is a large concentration of flax in those areas, with little spread to other regions. This is because flax is a low-profit item and there is little sense for traders to invest in it. However, linen, a good that is produced using flax, is widely dispersed throughout Calradia. This is because linen has a much higher value than its unrefined flax form and, additionally, because it is in high demand throughout the continent.
贸易
亚麻是卡拉迪亚北部村庄生产的原材料。下面的这张地图显示了这个地区亚麻的高度集中,然后稍微扩散到其他地区。这是因为亚麻是低利润产品,所以很少会有商人会投入资金去做这生意。然而,亚麻布是用亚麻所织造的产品,在卡拉迪亚有广泛分布。这是因为亚麻布比未加工的亚麻原材料具有更高价值,此外,整个大陆都对亚麻布有很高的需求。

Parties
We have a number of different types of bandit parties that roam the various regions of the map, but the Steppe Bandits were one that particularly stood out for us.
部队
我们有各种各样的不法分子浪迹于大地图的各个角落,其中响马就引起了我们的注意。
When we mapped their movements, we saw that they were unable to penetrate into the interior of the Khuzait territory. As we checked their paths and the areas that they concentrated in, we started to get some clues as to what was happening. One of the reasons was the placement of Khuzait castles. Bandits tend to prey on the weak, as is their nature. The placement of settlements in the region was giving the bandits few options when it came to plotting a route to undefended villagers. The bandit parties were actively trying to avoid the hostile Khuzait lords, which is exactly what we want to happen, however, this often resulted in long journeys around mountain ranges to reach their destination. This issue was compounded by the fact that Khuzait lords tend to have smaller, more mobile parties, which are quite adept at chasing down bandits. In the end, this resulted in a strange loop, quite literally, with the bandits running around in circles without actually achieving anything. In this instance, slightly changing the placement of settlements and hideouts resolved the issue.
在我们绘制他们移动范围的时候,我们发现他们无法横跨库宰特的内部地区。当我们检查他们的踪迹和活动范围时,我们找出了一些线索。其中一个是库宰特的城堡分布。由于不法分子的天性,他们倾向于捕食弱者,只会袭击不设防的村子。因此该地区城堡的分布大大限制了不法分子可以选择的路径。不法分子的部队都会像我们预想的那样,主动去避开杀气腾腾的库宰特领主部队,这会直接导致他们经常绕过山脉选择走远路到达目的地。但小而精的库宰特领主部队能够迅轻易地追上不法分子。最终,就导致了这个奇怪的循环,也就是不法分子们会绕圈圈但没有任何实际作为。为此,我们稍微更改了聚落的分布和不法分子的老巢来解决这个问题。

As you can see from the given examples, the tool is really quite valuable to us in ensuring that our systems are working as intended. This is exactly why we will be expanding this tool to work with scenes too. And not only for singleplayer, but also to help us refine the design and balance of our multiplayer maps!
从以上的例子可以看出,这个工具对我们非常有用,能让我们的工作能顺利进行。这也是我们为什么会把这个工具也扩展到场景制作中。不只是单人模式,这工具也能帮助我们设计和平衡多人游戏中的地图!
In next week’s blog, we talk to 3D Artist, Gökhan Şahin. If you have any questions you would like to ask him, please leave a reply in the comments and we will pick one out for him to answer!
下周的日志里,我们会和3D美工Gökhan Şahin进行问答环节。如果你有什么想要问的,就留下你的问题让我们来问他吧! |
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