|
本帖最后由 贤狼赫萝 于 2019-3-16 00:10 编辑
Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
As you know, riding and mounted combat is one of the focal points of our games and we strive to make that aspect as fun and visually appealing as possible. With Bannerlord we have added the ability for players to equip their beloved horses with different kinds of saddles and equine armour. However there was a key piece of equipment that didn’t look as well as it could: reins were left to hang over the horse’s neck in a static, lifeless manner, instead of being held in your character’s calloused hands as they should. This, of course, would not do. We had to take the development process by the reins and fix this glaring inaccuracy! (Excuse the terrible pun.)
正如我们的游戏名称一样,骑马和(马背上的)砍杀是我们游戏的一大亮点,我们也努力让这方面尽可能地在视觉上变得有趣而吸引人。在霸主中,我们为玩家增加了他们爱驹不同种类装备的功能,比如马鞍和马甲。然而有一个关键装备看上去并不尽如人意:套在马脖子上的缰绳是静止的,毫无生气,而不是被握在玩家充满老茧的手上。这当然是不行的。所以我们就在做缰绳的开发过程中修复了这显而易见的不足!
Well, attaching the reins to the rider's hand sounded simple enough. We already have a cloth physics system implemented in Bannerlord that we use for everything from horse manes to, well, clothes. So we figured we could apply this system to reins as well. Unfortunately, there was just one teensy problem. Unlike ordinary use cases for cloth physics, where the cloth can usually flap and waggle freely on one end while being firmly attached to a pole or something on the other, reins need to be attached on both ends (one end to the bridle and the other to the rider’s hand, for those of you who may not be up-to-date on how reins work...). Moreover, in our case, those two ends tend to operate more or less independently. Your ever-hungry loyal steed drops its head and starts grazing any time you stop by a nice patch of grass, and your character’s hands move all over the place while you turn around on your horse or give orders to your troops, etc... This meant that the reins would stretch abruptly and look completely unconvincing.
好吧,把缰绳连接到骑手手上听起来很简单。我们已经在霸主里做好了布料物理系统,这系统能应用到从马鬃到衣服之类的所有东西。起初我们认为我们也可以将这个系统应用到缰绳上。不幸的是,还有个小问题。不同于其它地方,这个布料系统通常会有一端是自由地摆动拍打,同时又牢牢地连接在棍子或者其它的地方。而缰绳的两端是都需要连接的(也就是马头和骑手手上的首尾两端,这句话是解释给那些不怎么了解缰绳如何运作的人)。此外,在我们的例子中,这两端往往会或多或少地独立运行。每当你停在一片富饶的草地上,你那饥肠辘辘的爱驹便低头吃草,同时你角色的手也会在你拉缰绳调整方向、或向你的部队下达命令、或执行其他指令时进行移动,这些都会造成缰绳会突然松开——如此就会让画面看起来完全不真实了。
Now, in Taleworlds, whenever we run into a problem, we do one of two things: We either lock ourselves into the meeting room with a jug of coffee and brainstorm until we find a solution, or we skip that step and go and use inverse kinematics. In this case, we employed the second approach. Using inverse kinematics we made sure that the rider’s hand would stay more or less in a position close to the horse’s neck. Combined with some small fixes to animations, this worked great and we were able to get the look and feel we were aiming for.
如今在Taleworlds,每当我们遇到问题,我们都有两种解决方案:要么准备好一壶咖啡把大家锁在会议室里集思广益,直到找到解决方案,要么就跳过这一步,用逆向运动学寻求解决方案。就这件事,我们选择了第二种。通过运用逆向运动学,我们先确保骑手的手或多或少保持在马脖子的位置。结合对动作的一些小修复,我们非常有效地解决了这个问题,最终缰绳展现的外观和感觉也达到了我们的预期。

Of course, you may be worried about how all this will affect gameplay, but please, have no worries. We were pretty insistent before setting out to make this change that it shouldn’t impact gameplay in any way, and so, when the rider takes any sort of action, such as attacking or defending, the character drops the reins to perform the action without any sort of interruption. Once the attack or defend animation is complete, the character picks up the reins again. Of course, you can still steer the horse as normal during the time you dropped the reins. And before you ask, yes that is completely historically accurate. Medieval warriors dropped their reins and steered their horses by shifting their weight on the saddle and projecting thought waves all the time!
当然,你可能担心这一切会对游戏产生怎样的影响,但请不要担心。我们坚持“在做出任何改变之前都不会影响游戏体验”的理念,因此,骑手做出各种动作,像是攻击和防御,角色都会松开缰绳做动作而不受任何干扰。而当攻击和防御结束后,角色就会重新拿起缰绳。也许你又要问了,你难道可以在松开缰绳后依旧像平常一样骑马吗?在你问之前,是的,我们要说这个是符合历史的。中世纪战士们可以在任何时候放下缰绳,通过偏移马鞍的重量和预测来完成他们想要的任何动作!
The system is still a little bit rough around the edges and we plan to refine and polish it over the upcoming weeks. But overall, we think it’s a great feature that adds to the overall aesthetics of the game.
这系统的细节部分依然有点粗糙,我们会在接下来几个星期里进行完善和修复。但总的来说,我们认为这是一个很棒的功能,它增加了游戏的整体美感。

That’s all for this week. If you have any comments or suggestions or just want to point out to the fact that there is no release date yet and that we made up that bit about thought waves, go ahead and join in the discussion below. We look forward to reading your feedback!
本期的日志就到这里。如果你有任何意见和建议,或者只是想进行“催更”,都请参与到下方讨论。我们期待你的反馈! |
评分
-
查看全部评分
|