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Greetings warriors of Calradia!
Mount & Blade II: Bannerlord’s singleplayer campaign takes place in a vast sandbox with numerous systems working together to provide players with a deep and engaging gaming experience. Bringing these systems together and ensuring that they work alongside and complement each other is no small task. And with multiple programmers working somewhat independently on each system, an additional layer of complexity is added to the mix. This is where Ömer Sarı steps in. It is his responsibility to coordinate and organise the campaign team while ensuring that the programming work is of a consistently high standard.
卡拉迪亚的战士们,大家好!
《骑马与砍杀2:霸主》的单人战役是在庞大的沙盒游戏中用很多系统相互协调下给玩家带来有深度又令人着迷的游戏体验。把这些系统融合在一起并确保它们能够同时相互运作不是一件小任务。有多名程序员都在每个系统上独立工作,因此还添加了额外一层复杂性。这也就是Ömer Sarı的责任。他的指责是协调和组织战役小组并确保变成工作能在一个高水准下进行。
姓名
Ömer Sarı
来自于
Kocaeli, 土耳其
于2014年加入TALEWORLDS
教育背景
计算机学 Bilkent University
官方职业介绍
首席程序员(战役小组)
WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“I do code reviews and small meetings with fellow team members to ensure good code quality in the campaign project. Other than that, there are times when I attend design meetings to discuss the technical details of game features. Every couple of weeks I organise internal single player tests and review the feedback from my colleagues.
你每天通常都会做些什么?
我会和小组成员做代码审查和小型会议来确保战役项目的编程质量。除此之外,我有事还会参加设计方面的会议,讨论游戏特色的技术细节。每隔几周我就会组织一次内部单机测试并检阅我同事们的反馈。
I try to implement new features and/or solve bugs with the rest of the time I have. The feature which I work on usually varies depending on the priority of the task and the immediate needs of the campaign sandbox.”
我会尝试在我空余时间实现新功能或者解决BUG。我做的功能通常都取决于任务的优先级和沙盒战役的直接需求。
WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“I like being immersed in an alive and ever-changing Calradia; The game is made up of complex systems running in the background, such as the trading system, resource production, prosperity, loyalty, etc., and I’m particularly interested in how these systems can affect each other. Raiding villages and looting caravans in an area can hinder the production of a certain trade good, which in turn can have an impact on the economy of a faraway kingdom.
你最喜欢《霸主》的哪一点?
我喜欢沉浸在一个生机勃勃而且变化万千的卡拉迪亚,这个游戏由复杂的系统在后台运作而成,比如说贸易系统,资源生产,繁荣度,忠诚度等等。而且我还对这些系统如何能够互相影响特别感兴趣。抢劫村庄和劫掠商队会对一个地方的某种商品生产造成打击,从而对一个遥远的国家的经济产生一些影响。
I like the ability to directly change the living world around you through your actions.”
我喜欢那种能通过各种行为改变周边世界的能力。
WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“I gained the role of campaign lead programmer a few months ago. Before that, I was mainly writing code all day long. Now, I also have to be available to other campaign team members or for design meetings, code reviews, and so on. So, currently, my biggest challenge is to manage my time in a way that allows me to take care of my team, review their code and yet still find time to create content myself!”
在《霸主》的制作过程中,迄今为止你解决的最大困难是什么?
我是前几个月才当上战役小组首席程序员的。在此之前我都是整天写代码。现在我还必须得去见其他战役小组成员,或者参加设计会议,审阅代码等等。所以目前我最大的挑战是管理好我的时间让我能够管好我的团队,审查他们的代码,而且还要有时间自己做些内容!
WHAT DO YOU CURRENTLY WORK ON?
“I am working on optimising the pathfinding usages by campaign parties, as well as, translation/localisation support.
你现在在做什么?
我正努力优化大地图上的寻路功能,以及支持翻译和本地化方面。
We have a lot of parties moving around the campaign map, with each of them constantly calculating the distance between their position and their potential target’s position to figure out if they should really go to that target. I am trying to increase the precision in their calculations while improving performance at the same time.
战役地图上有很多部队都在同时移动,他们每个人都要不断计算他们所在地和潜在目标的距离,来决定他们是否应该真的要去那个目的地。我正试图提高计算的精度,还要提高游戏的性能。
Each language has its own needs and rules. Our text system enables the player’s attributes and actions to change the way other characters address the player. For example, if the player is an honourable king with a family, his wife will address him as husband, his foes will address him with respect, etc. Our text system is able to replace specific parts of the text to achieve this role-playing element, and I am trying to ensure that this system works for every language.”
每个语言都有自己的需求和规则。我们的文本系统能让玩家的属性和行为能改变其他角色对待玩家的方式。打个比方说,玩家是一个有家室的尊贵国王,他的妻子会称他为丈夫,他的敌人也会对他毕恭毕敬等等。我们的文本系统能够替换文本的特定部分来实现这个角色扮演的元素,而且我还在确保这个系统能适用于所有语言。

(看起来是土耳其语啥的,不懂……)
WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“I like Khuzaits the most. I like their tribal nature and their troop tree. Watching your enemies getting crushed and trampled under hordes of mounted men is always a spectacle. Also, horse archers always tend to make things easier!”
你最喜欢《霸主》的哪个国家?
我最喜欢的是库宰特。我喜欢他们的部落本性和兵种树。看着你的敌人被成群结队的骑兵给冲散和践踏永远是个奇观。而且,骑射手那个总能让事情变得简单!
HAVE THERE BEEN ANY RECENT ADDITIONS TO THE GAME THAT HAVE PROVEN MUCH MORE DIFFICULT TO IMPLEMENT THAN THEY WOULD SEEM?
“It is usually difficult to predict what will be affected by a new feature since the project is fairly large and complex. Any new feature that is being added, no matter how small it is, may require additional work to remove any discrepancies with other systems. Luckily, we are not adding as many features as before.
最近有什么新增的游戏内容比想象中的更难实现?
由于游戏项目相当庞大和复杂,通常会很难预测新功能到底会造成什么影响。任何添加的新功能,无论大小,都可能需要额外的工作来消除与其他系统造成的不协调。幸运的是现在我们新增的功能没以前的多了。
One recent example that I can give is our work on the party speed and inventory mechanics. When we tweaked the penalty for parties transporting cargo beyond their capacity, we discovered that a range of AI parties tend to go beyond their limits. This was perfectly fine with the previous (very forgiving) set up but caused them to slow down excessively after the change. Of course, we could have simply reverted the changes, but that would leave the capacity system feeling rather toothless. And maybe worse, it would not address the underlying problems. So instead, we set out to find a better solution (or several in fact). In some cases, like villagers transporting goods from their home to the town, this simply meant adjusting the frequency of their deliveries to better match the rate of production. In other cases, like caravans, we introduced the ability to purchase additional pack animals. However, even with a number of eventualities addressed, we felt that there should be a failsafe in place. After all, what if a party acts according to plan but is attacked and loses a lot of men? Suddenly, they may be carrying goods well beyond their capabilities. So, currently, we are looking at if and when a party should be able to rid itself of some of its cargo, prisoners... or wounded men.”
我举一个最近的例子,就是关于我们部队速度和库存机制。当我们在调整部队超载货物的惩罚上,我们发现很多AI部队往往会超出这个限制范围。这在我们前作设定上表现很好(这是从非常宽容的态度上说),但在改变之后就变得相当慢了。当然,我们可以简单地改回去,但这会让库存系统感觉相当鸡肋。更糟的是,它无法解决潜在的问题。所以我们反而去寻找一个(实际上是好几个)更好的解决方案。在某些情况下,比方说村民携带货物从他们的老家送到城镇,只要调整好送货的频率来搭配生产力,而另一个情况下,商队引进了能够购买额外牲畜的能力。然而,即便很多可能性被解决了,我们觉得还应该有一个保险措施。毕竟如果一个部队按计划行事时受到攻击死了很多人该怎么办呢?所以,我们正在研究一个部队是否能够丢弃一些货物,俘虏,或者……伤员来逃跑的功能。
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