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本帖最后由 贤狼赫萝 于 2019-4-19 14:40 编辑
Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
Mount & Blade II: Bannerlord’s deep and immersive sandbox doesn’t just facilitate an emergent narrative, it actively encourages it. And while the game includes quests and tasks to help guide you on your travels, ultimately, you are free to chart your own course and plot your rise to power using the many different game features at your disposal. In this week’s blog, we talk with, Rabia Adıgüzel, one of our campaign team programmers who is responsible for ensuring that these different features and systems work together, and provide you with an engaging and fulfilling experience during your adventures in Calradia!
《骑马与砍杀2:霸主》的深层和沉浸式沙盒不只是靠随机发生,还会以玩家的意志存在着。虽然游戏中包含了支线和任务指导你的旅行,但最终你还是可以自由地选择自己的路线,利用游戏的功能走向不同的道路从而走上巅峰。这周的日志,我们会和Rabia Adıgüzel进行采访,她是我们战役小组程序员,负责确保不同功能和系统协作的人员,并会给你在卡拉迪亚的冒险中提供引人入胜而又充实的体验。
姓名
Rabia Adıgüzel
来自于
Bolu, 土耳其
2017年加入TALEWORLD
教育背景
计算机学, Hacettepe University
官方职业简介
游戏程序员
WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“In the morning, I usually set a daily goal for myself according to my assigned tasks, like “I can finish this today!” or, in the case of major tasks, “I can make that much progress today!”. In general, I’m working on campaign-related stuff like town management, conversations, quests, character system, game menus, etc. But of course, we switch between tasks and help each other, both in our team and the other Bannerlord teams.
你每天通常都会做些什么?
一到早上,我会根据我的指定任务设定每天的目标,像是“今天就能做完这个!”或者像是做某个大项目的时候我会“今天我一定要加快进度。”。一般来说,我做的都是大地图相关的东西,比如说城镇管理,对话,任务,角色系统,游戏菜单等等。不过当然,我和其他的小组同事也都会互相帮助和切换任务。
We have a short in-team meeting every day where we share information and updates with each other about what we are working on and the progress we have made. Sometimes I join design meetings about campaign-related issues. I also deal with the bugs that our QA team encountered during the day, which often involves a funny bug that I try to solve -- I don't know why, but they always come to me! :D”
我们每天都会举行一次简短的小组会议,彼此分享和更新我们目前的工作和进度信息。有时候我会参加关于战役相关的设计会议。我还会和我们的测试小组处理BUG,这些通常都需要我去修复——不知道为什么,他们好像很喜欢找我!
WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“Not just about Bannerlord, but all of the Mount & Blade games; I really like that the game is the combination of different game types in a sandbox setting. Even if you start the game for the hundredth time, it always welcomes you with a different story.
There is more than one thing that I like in Bannerlord for sure. But I really like the little, tiny details that make a feature more powerful and intertwined with other features. For example, when you are in Khuzait territory, you see mounted bandits more often. This tiny detail supports the Khuzait cultural background and lore and is connected to the recruiting system. And another example; we already have quests and town management, but they are separate features as RPG and strategy elements. We implemented a tiny connector named “Issues”. When there is an “Issue” in a settlement, the settlement’s morale, food, prosperity, etc. decreases. If the player wants to solve this issue, he/she solves it with a quest. With this system, quests are not just an RPG element anymore and take on more of a strategic element.”
你最喜欢《霸主》的哪一点?
不只是《霸主》,骑马与砍杀的整个系列我都很喜欢。我喜欢一个包罗万象的沙盒游戏。即便你第一百次开局,它总给你带来不一样的故事。
我敢肯定《霸主》不止一点让我着迷。其中我最钟爱的,是那些小小的、微不足道的细节会和其他功能都联系起来,从而让整个系统更强大。比如你在库宰特地区时,你遭遇的响马便会更多。正是这种小细节支撑起了整个库宰特文化的背景和故事,而且还和招募系统有关联。另一个例子是,我们已经有了支线和城镇管理,它们原本是以角色扮演和战略元素相互独立的功能。我们应用了一个小连接器叫“问题”,让这两块独立的功能也联系了起来。当城镇出现“问题”的时候,城镇的士气,食物和繁荣等等都会减少。如果玩家想去解决这些问题,那么就要去做这个任务。有了这个系统,任务不仅仅是角色扮演元素,还有更多的战略元素。

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“I think the most difficult thing that I dealt with is implementing the “Death” feature for the player. But, in all honesty, it was also very fun at the same time! I feel like a Shinigami when I arrange and calculate how and when people will die. I was ok for the NPCs, but for the player, when it came to switching to your heir, that situation generated too many bugs. So fixing those bugs was the difficult part but, *cheers*, thankfully they are all gone.
Another point to mention is that, and well, maybe it’s not the most difficult thing, but when we are developing the game we always have to think about modability. Including modding to the process makes development a little slower and harder, but when I think of all of the fantastic mods for Warband, it definitely makes it worth all of the effort!”
在霸主的制作过程中,迄今为止你解决的最大困难是什么?
我认为最难处理的事情就是玩家的“死亡功能”。说实话,这个功能也非常有趣!我感觉就像死神一样去安排和计算角色是怎么死和什么时候死的。我觉得放在NPC上还好,但是对玩家来说,当你切换到继承人身上的时候,就会出现了很多BUG。所以修复这些BUG是困难的部分,但感谢的事它们都已经处理好了(耶)。
另一点需要提及的是,虽然不是最难的部分,但在我们开发游戏的时候,我们总事要考虑可MOD性。在调整可MOD性时都会让开发变得有点慢和困难,但我想想战团有那么多优秀的MOD,我觉得这一切的努力都值得!
WHAT DO YOU CURRENTLY WORK ON?
“Currently, my main focus is the Save & Load system. We are switching to a better Save & Load system, which will be more flexible for updates, so the majority of my time is taken up by preparing the game for this switch.
In addition to this, I am also making improvements to the Death & Inheritance features.”
你现在在做什么?
目前,我的关注点在 存档读档系统。我们正切换到一个更好的存档系统,它能更灵活的地进行更新,所以我的大部分时间都是等待游戏的切换。
除此之外,我还在改进死亡和继承的功能。
WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“What I like doing the most on the battlefield is fighting with a two-handed sword on a fast, strong horse, that my enemies cannot catch. Although I’m not the best of players, I really enjoy this playstyle. And the faction that fits the best for my expectations is Battania!
I also feel like Battania is the most intertwined with nature. I mean, look at their kingdom banner, it’s a druid sign! :D
Furthermore, I like the way that they build their cities with a respect for nature.”
你最喜欢《霸主》的哪个国家?
在游戏里我最爱做的事便是拿着双手剑在战场上厮杀,骑着又快又壮的马让敌人追不到我。虽然我不是什么高级玩家,但我很喜欢这个玩法。而最符合我期望的阵营是巴旦尼亚。
我也喜欢巴旦尼亚和大自然的天人合一。我是说,看看他们的旗帜,就是德鲁伊旗帜嘛 (*^_^*)
而且,我还喜欢他们尊重大自然的筑城方式。
WILL THE CHARACTER AGE AND GET OLD SO THAT YOUR CHILDREN CAN TAKE OVER ONCE YOU'RE OLD AND DYING? DO YOU GET TO CHOOSE WHICH OFFSPRING YOU TAKE OVER AS?
“Yes! In Bannerlord, the player can die because of old age. At first, the player gets sick. Then the player’s hitpoints start to reduce daily. After a certain time, death occurs. During the decline of their health, the player can arrange his/her final wishes then, when the death occurs, the player selects an heir from one of his/her clan members that are suitable and mature. Then, the cycle continues. This process also applies by AI lords too.
Also, every mature hero can die on the battlefield (but this is optional for the player)."
角色会不会衰老然后老死,之后让子嗣来继承遗产?玩家能自行选择继承人吗?
是的!在霸主中,主角可能会寿终正寝。最开始,主角会生病,然后每天都会减少生命值,一段时间之后就会死亡了。在主角健康每况日下的情形下,玩家可以安排他的后世,而在死亡最终来临的时候,主角可以选择他合适而且成年的家族成员继承。之后,这个循环继续。而这一过程也适合AI领主。
同样,每个成年角色都可能会在战场中死亡(不过玩家可以自行选择开关这个功能。)
WILL VILLAGES BE CAPABLE OF PRODUCING ANY RESOURCE, OR ARE THEY DEPENDANT ON THE VILLAGE POTENTIAL?
“We have different types of production in the game, like different types of horses, fish, cheese, grain, etc. Villages can choose between a range of these village production types, but the distribution of these production types is based on the region of the village. For example, villages near the sea or a river can produce fish, but an Aserai village that is in the desert can not.”
村庄可以生产任何资源,还是必须依赖村庄的潜在资源?
这个游戏里又有不同类型的生产,比如不同种类的马,鱼,奶酪,小麦等。村庄可以选择很多资源进行生产,但生产类型的分配还是取决于其所在地区。比方说,靠近海和河流的村子可以产鱼,但是在沙漠中的阿塞莱村庄就办不到了。
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鲜花鸡蛋大猫头 在2019-4-19 10:08 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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