rookie91 发表于 2012-7-27 00:27

[官网7月17日更新]迟来的翻译~~长篇大论,累死我了

本帖最后由 rookie91 于 2012-7-27 00:30 编辑


    大家好,早就想翻译了,最近忙,一直没有时间,虽然晚了点,发出翻译,7月20日的随后放出~~


Travis with some Torchlight II Updates
Travis带来的一些火炬2的更新


So, hey there. It's been requested that I bring back the 'Not a Blog' features that I used to do for Mythos, in days of yore.

恩,大家好。我被要求重新写一些游戏的特色,就想我之前为Mythos做的那样,而不是每周“更新博客”。

This won't be exactly like that. I'm not going to spend a lot of time talking about potential features, and so on - because we're way beyond that point in development.

现在带给大家的会和大家期望的稍有出入。我不准备花费大量的时间讨论一些游戏的潜在特性之类的东西,因为,我们在开发进度上已经远远的超过的这个阶段了。

Instead, I'm going to try to give you a general idea of what we're spending time on, why we do it, and why it matters. I may have to rename it tl;dr though.

作为代替,我准备试着让你们对我们现在花费时间做的工作,为什么我们要做它,和为什么这些工作重要有一个大致的概念。
不过,下文我可能会称呼torchlight2为tl;torchlight为dr(前代)。

Many folks are anxious to see the game released - many have preordered, and want a date! We've been deliberately vague on this point. My hope is that if I give you an idea of what we're doing, what it takes to do it, and the scale of it, it will make it apparent why that is.

很过伙计们非常焦急的等待游戏的发售,很多人都提前预定了,想知道确切的发行日期!在这一点上,我们刻意的含糊其辞。
我希望,如果我告诉你们我们正在做什么,做这些事需要我们做些什么,这些工作的规模如何,那么我们含糊其辞的原因你们
就自然的知道了。

So, anyway. Immediately after the Beta we spent a good bit of time doing the last big changes that we were comfortable doing. We didn't know how long these would take when presales launched, because, well, we hadn't done the Beta yet. Most of these changes were in response to feedback we received during the Beta and our own observations. The biggest of these had to do with our skill system.

所以,不管怎样。Beta后,我们马上花了好一段时间做了一些比较大的改变,我们很高兴这么做。我们不知道在预售发行前这会持续多长时间,因为,好吧,我们还没有完成自测。大部分改变是基于Beta时我们收到的玩家的反馈和我们自己的一些观察。这其中改变最大的要数我们的技能系统了。

We've talked about the skill changes in previous posts, but to recap, the gist is that there isn't a 'tree' per se. Skills are made available for investment by level (just as they were in the tree), but their unlock level is no longer determined by vertical positioning in the tree, which gives us more flexibility to place them where we want them. In addition, you receive specific bonuses to each skill (apart from standard investment bonuses) at every 5 point mark, or tier, which are hopefully a good enticement to continue investing in a skill.

我们已经在以前的帖子里面讨论过技能的变更了,下面简述下,主旨是,现在没有技能“树”的概念了。技能现在被设计成按人物等级来决定是否可以投入技能点(这点和原来在技能“树”时相同),但是他们的解锁等级,不再由在技能树种的垂直位置决定(译者注:即原来技能树最下面的技能的解锁等级不一定会很高~),这样,就给了我们更多的灵活性来安排技能的位置(译者注:这句不是很明白。。难道技能可以换位置?位置对于技能有何影响?)。额外的,对于每个技能,每当你投入5个技能点,你都会获得特殊的奖励(是普通奖励之外的一种奖励),这样的话,希望你的持续投入技能点变得具有诱惑力。

I'll take the Engineer's Machinegun bot as a quick example (subject to change, of course). At 5 points, his shots begin ricocheting. At 10, they pierce, and at 15 they are tripled. So, a level 15 machinegun bot skill has triple, piercing, ricocheting shots. Way cooler than level 1. Of course, damage, and other properties are improved with every point of investment, but there's a bigger jump every 5. I should stress that we didn't REMOVE cool stuff from skills and ball it all up to make the tiers neater. We have tried to make sure that the skills are designed to be cool as is, and just get a notable 'extra' at the tiers.

我拿工程师的机枪机器人做例子(当然已经改变了)。当此技能达到5级时,它的攻击变为可以反弹的,达到10级,攻击变得可以穿透,到达15级时,一次可以发射3发。所以,1个15级的机枪机器人技能,攻击会有反弹,穿刺和3连发的效果。比等级1的时候酷多了。当然,伤害和其他的属性随着等级的提升也会提升,但是每5级会有一个大的飞跃。我应该强调一点,我们可绝没有从技能中去掉很酷的属性,也没有为了使等级属性显得更整洁而把这些(译者注:5级的那个新属性和每级的旧属性)都混到了一起。我们已经试着保证技能还和原来一样的酷,对于额外奖励,只简单的用一个‘extra’在等级中标识。

The other primary change was to move all passives into their own section so that we could unlock them a lot earlier.

另外一个主要的变更是,把所有的被动技能都放到了一个单独的技能分类中,这样我们能更早的解锁它们。

In addition to the skill system changes, we had lots of other alterations we wanted to make after the beta. That is, after all, what the beta is for - to find things you want to fix or change, before it is too late. So we did that.

除了技能系统的改变外,我们在beta后有很多其他的变更想做。毕竟,这就是我们为什么要进行beta---为了在一切都太晚前,发现我们想要修正和变更的地方。所以,我们就这么做了。

I don't want to list ALL the changes here, because frankly, I don't remember them all off the top of my head - but some of the bigger ticket items were to do with respecs and how we handle them, how we join games from friend lists, detection of low-ping players, and a bunch of other stuff. We made skills queueable, added Function key binding for skills, added inventory sorting, and so on. Justin spent a lot of time working on additional connectivity improvements and workarounds for funky routers. We also decided we wanted to put more work into our uniques to make them much more special, and so on and so forth.

我不想在这里列出所有改变的地方,因为坦白的讲,我脑袋里记不住所有的。但是,可以说我们正在着重处理如下几个功能,洗点系统,我们怎么处理洗点,我们如何从好友列表加入游戏,检测延迟严重的玩家,还有大量的其他功能。我们让技能可以排队释放,增加了功能按键(Fn)与技能绑定,增加了物品栏排序等等。Justin花费了很多的时间来提升联机功能,和保证游戏能在恶劣的路由环境下工作。我们也绝对,对暗金装备做更多的工作,使它们更加的特殊,等等,等等。。。

We had some other items that weren't really finalized yet pre-beta that we wanted to get wrapped up too (item recipes for item combination had some changes to how they function, for instance. We wanted more flexibility in how we could have items cast skills to aid in the creation of niftier uniques).

我们有一些东西在beta时没有真正的完成,这些也是我们想集中精力来做的。(套装奖励如何生效会有一些变动,例如,我们一直在想,我们如何让装备释放技能会更加的灵活,以打造更加棒的暗金装备)

These changes all took time, of course, and we didn't get back to polishing the rest of the game until we were largely through with them.

这些改变都需要时间,当然,直到我们把这些大部分都完成,我们才会回到磨光润色游戏的剩下的部分的工作中。

There are one or two of these items that are fairly simple that remain to be done (we want to add a checkbox to new game creation in the lobby so you can force a 'reroll', which will reseed your entire game and repopulate it. Handy). We also want to finish setting up our relay server (a relay server bounces messages between players that are having trouble connecting to one another), and we want to handle some specific game-fracture cases where two clients in a larger pool lose connection to one another, but not everyone else (the game has to automatically split them out into their own isolated games).

也有一两个非常简单的遗留问题已经被解决掉了(我们想在游戏大厅创建游戏时增加一个多选框,这样你能手动强制刷新你的游戏)。我们也想完成设立我们的驿站服务器(一个驿站服务器在两个玩家互相连接出现问题时,作为中间人,协助其连接),并且我们想要处理一些游戏断开连接的特殊情况,在这种情况下,2个客户端在一个更大的连接池众丢失了彼此的连接,但是其他人没有。(游戏必须能自动的把他们分离到一个独立的游戏中去,与其他人分开,译者注:这样不影响连接正常的人的游戏)

We finished our primary goals and moved back into polish. There are two main parts to this - skills, and Acts. Skill polish involves making all the tier bonuses interesting, and finishing up the skills that we didn't show in the Beta, and just generally making sure that everything feels good and is reasonably balanced. A pass has already been done to give everything tier bonuses, but some of them are not as nice as we would like, so we are punching them up.

我们完成了我们的主要的目标,然后回到了磨光润色游戏这个环节。这个环节主要包括两个主要的部分 - 技能和场景。技能打磨需要让所有的等级奖励有趣,并且完成那些我们在beta中没有展示的技能,并且就是要大体上保证所有地方都感觉不错并且平衡性上也要合理。我们已经通过某种途径赋予所有物品等级奖励,但是还有些无法达到我们的期待,所以我们正在教训他们。

Act polish is the most time consuming. Marsh and I are now focused on polishing Act 2 and Act 3 simultaneously.

场景磨光是非常的耗时间的。Marsh和我现在正在集中精力同时磨光场景2和场景3。

So, what does that mean? How 'done' are these acts that we are polishing?

那么,这意味着什么呢?我们正在磨光的场景完成到了什么样的程度呢?

All of the acts exist. (There are 4, but the 4th is quite small in comparison to the previous 3) All of the levels are there, stitched together to form a game. There are events, secret rooms, towns, merchants, the works. They all spawn appropriate monsters, boss events exist, quests, etc. The loot is there. The wardrobes. The NPCs. The cinematics. The 'game' exists.

所有的场景就在那里。(总共有4个场景,但是第四幕与前三幕相比相当小)所有的等级都在,这些组合在一起就形成了游戏。这里有时间,秘密房间,小镇,商人,工厂。它们都会产生适当的怪物,也存在boss事件,等等。掉落品也在这里。箱子。NPC。动画效果。游戏性也在。

Polish means taking that and making sure that the individual monsters are fun to fight, that their groupings work well together, that we expose balance issues late in the game (be they from monster leveling, or skill leveling, or what have you) and correct them. We want the individual monsters to each have a 'thing' that makes them unique, and interesting to fight in the context of other monsters around them.

磨光意味着,讨论这些东西,并且保证对抗这些怪物个体的战斗是有趣的,保证怪物们能很好的合伙攻击,保证我们能发现游戏后期的平衡性问题(从怪物等级,或者技能等级等方面寻找,就像玩家们做的一样)并且修正它们。我么想怪物个体都很有个性,让它们看起来是独一无二的,并且让它们的团队合作战斗富有乐趣。

I'm polishing Act 2 right now (the Desert Act - we let people play it at last year's PAX - a lot has happened to it since then). I'm going to guess that I'm about 3/5 of the way complete with my polish pass on that Act. Marsh is deep into his as well on Act 3. It is difficult to predict how long exactly it will take to complete an Act's polish - a monsters' ability might take as little as 20 minutes to make, or as much as a day in rare, difficult cases. Sometimes they just feel 'wrong' and you have to bang on them until they feel right, or get creative about replacing them with something more appropriate.

我现在正在润色第二幕(沙漠场景 - 我们在去年的PAX上让玩家体验过这个场景 - 现在这个场景已经变化了很多)。我估计,我已经在润色这一幕的路上走了大约3/5的路程。Msrsh也深陷在润色第三幕的工作众。要准确的预测润色一个场景需要多长时间是非常困难的 - 制作一个怪物的能力可能只需要20分钟,也可能在少数困难的情况下需要24小时。有时候,你只是感觉不对劲,所以你不得不不停的修改它们,知道它们感觉还不错为止,或者创造一些更合适的东西来代替它们。

Here's an idea of what polishing an Act entails. Act 2 has two distinct halves - each one centered around its own large outdoor region.

下面说一下润色一个场景需要些什么。第二幕有2个分开的区域 - 每个都以它们自己的广大的户外区域为中心。

The first half of the act has about 28 unique monster types in it. (the second half has its OWN unique monsters - although a few from the first half reappear). Each unit has an ability or two (well, they do now), and they are grouped between the 5 spur areas off of the first outdoor region. There are 2 boss battles and 2 'superchampion' battles (these have scripted elements, special skills and areas, and a unique look, but are not quite on the same level as bosses).

这一幕的第一半有大约28个独立的怪物类型。(第二半有自己的独特的怪物 - 尽管有些第一半的怪物也会出现)。每个单位有1到2个能力(好吧,现在它们拥有了),然后它们分组部署在第一个户外区域的5个坡地区域。这里有2个boss战和2个超级冠军战。(这些战斗中有一些一般的常见的元素,特殊的技能和区域,和一个唯一的外观,但是和相同等级的boss们不大相同)

Polishing for me meant going through all 28 of those monsters (several of which were newly created where we felt they needed to be), setting up their new abilities to complement one another, tuning health, damage, attack rate, behaviors, spawn density, in many cases altering or adding to their sound sets, new and cooler death particles and explosion particles, weapon alterations, and so on and so forth. Often as we are polishing an act we find a 'gap' - it feels like something new should be there. So we fill it.

润色对于我来说意味着把这28个怪物都过一遍(一些怪物是新创作的放到我们觉得它们该出现的地方),赋予它们新的能力以互相配合,调整生命值,伤害,攻击速度,行动,出生密度,在很多情况下改变或者增加它们的声音,全新的酷的死亡效果和爆炸效果,武器变更,等等,等等。经常的,在我们润色一个场景的时候,我们会发现一个缺口 - 那种感觉就像一些新的东西应该出现在那个地方。所以,我们就添上它。

Here's an example of how that happens. In the Vault areas (we also showed these at last year's PAX) there are lots of different monsters (Ezrohir) in an area with a decidedly electrical theme. But they didn't really sell that as monsters. They mostly had melee attacks and some ranged stuff, and a few exploding bomb minons. We also had some machine gun and electrical traps in the area, but they were stationary. It felt like we needed more of an electrical vibe. I added a new Ezrohir unit with a shock staff who can shoot bolts of electricity from a distance. We took our machinegun turrets and made mobile versions, which can fire independently of a moving base and follow you. We also added mobile turrets which serve only to spawn 'ezrocopters' - little metallic flying devices that can shock you. Every Ezrohir got a new skill (some of them more than one). Some of them are pretty neat and unlike anything seen in other acts. That area has much more flavor now, the battles are more interesting, and it has a stronger elemental theme which makes it easier to plan for in harder difficulties.

我举一个例子来说明这样的情况。在Vault区域(我们在去年的PAX上也战士了这个)有许多不同的怪物(Ezrohir)在一个明显的是以电为主旋律的区域。但是,怪物真正可怕的并不是闪电。大部分怪物拥有混乱攻击和一些远程攻击,还有一些爆破的石头炸弹。我们在这个区域也有一些机枪和闪电陷阱,但是这些是静止不懂的。感觉上,除了闪电的氛围,我们还需要些别的。我添加了一个新的Ezrohir单位,它拿着闪电手杖,能够向远处射出闪电球。我们拿掉了我们的机枪塔,然后制作了一个可以移动的版本,它有一个独立的可以移动的底座,能够跟随着你开火。我们也增加了可以移动的塔楼,它只能够释放‘ezrocopters’ - 小的金属飞行设备能够电击你。每个Ezrohir游泳一个新的技能(有些多于一个)。一些非常的灵巧,不像你在其他场景看到的任何单位。现在那个区域更加的有情调了,战斗更加的有趣了,并且它有了一个更强的闪电主题,这样对于更高难度来说,它更容易的规划高强度的战斗了。

The boss battle already existed, of course. We also let people play it at the previous PAX. But its intro was a little boring (the boss didn't enter in an interesting way), and he didn't have enough skills and they weren't dynamic enough. Now he has 5 new ones, a cool intro, and various elements of the battle have changed to make it more interesting. Polished.

boss战斗当然已经好了。我们也让玩家在之前的PAX上体验了。但是它的出场有点无聊(boss没有以一个有趣的方式出场),并且它没有足够多的技能,变化也不够多。现在,它有了5个方面的提升,一个更酷的出场,各种不同的战斗元素已经变更以使它更加的有趣。已经润色完成。

I'm in the second half of the Act now, doing the same sorts of things. Making boss battles more interesting, fleshing out some more monster skills where they seem anemic, strengthening monster groupings, making sure that events have the appropriate kick when they happen. Marsh is in Act 3 doing the same sorts of stuff.

我现在正进行到场景(ac2)的第二部分,做这些同样的事情。让boss战斗更加的有趣,给缺少技能的怪物充实更多的技能,加强怪物的团队合作,确保事件在发生时都会触发一些合适的东西。Marsh正在第三幕做着同样的事情。

It's progressing well. I'm really happy with how Act 2 is feeling, and I think it will feel very different and fresh compared to the previous Act (which is what we want).

进展挺不错的。我对第二幕给人的感觉非常满意,我认为与前一幕相比,它会让人感觉非常的新鲜和不同。(这正是我们想要的)

Everyone else in the company is doing the same sorts of things. Mostly, they have the time to add more love because Marsh and I are still finalizing polish on the monsters, bosses, and skills. This lets our Level Design team, for instance, squeeze in some extra rooms, or more neat random events.

公司里的其他人都在做着差不多同样的事情。通常,他们有时间来增加一些非常“有爱”的东西,因为Marsh和我还在完成润色怪物,boss,和技能。这让我们的等级设计小组,例如,努力思考出一些额外的房间,或者更多的优雅的随机事件。

Our background team can polish up props that were repurposed and make them unique, or make previously static background elements smashable. They can also add new support props for us to make our boss battles cooler.

我们的背景组能够磨光一些重新设计的小道具,使他们看起来独一无二,或者让之前静态的背景元素变成可以击碎。他们也为我们增加了新的支持道具,让boss战更加的酷。

Our animators stay busy - because a lot of Monster polish is changing up or adding abilities to them, which goes through our animation team.

我们的动画师一直都很忙 - 因为很多怪物的润色正在加速或者为它们增加了技能,我们的动画组自始至终的做着这些工作。

Our character artists also stay busy - making better champion variant skins, or helping us fill those 'gaps' by putting together a new weapon, a mesh variant, or what have you.

我们的角色设计师也非常的忙 - 制作更好的一流的各种皮肤,或者帮助我们装配一个新的武器,一个变化的陷阱,和其他你能想到的,以填补那些“缺口”。

Erich has been steadily making uniques cooler, and making more special drops for bosses. Those skill-on-item changes I mentioned earlier were done for that reason. You can find uniques that shatter shields, perform skills on strike (or swing), or at other triggering events. This allows for much more interesting uniques that are well and truly unique - instead of just more powerful in terms of a given arrangement of passive properties.

Erich一直在坚定的使暗金装备更加的酷,并且让boss掉落更加特殊的物品。正因为这样,那些我之前提到的带有技能的物品被改变了。你能发现一些暗金状态,它们能粉碎盾牌,攻击或挥动时释放技能,或者在其他事件发生时触发。这样是考虑到设计更加有趣的暗金装备--好的和真正的暗金装备,而不是只是在提供被动属性的组合方面更加的强大。

Anyway, I'll try to continue to post on a more-or-less weekly basis until this ships to give you something to chew on, so that you won't have the impression that we're all twiddling our thumbs behind our desks - we really aren't. Nor are we feverishly polishing the doorknobs while the house is yet to be built. We tie things up and we move on, and we do it over and over again until we get to the end.

不管怎样,我会试着继续贴出一个差不多的一周概要,这些会传递给你们一些东西可以回味,以免你们有我们都无所事事的印象(译者注:原文是,我们都在我们桌子后面饶动我们的拇指) - 我们真的不是。我们也没有在房子还没有造好之前就在疯狂的打磨门把手。我们把东西打包,我们继续前行,我们一遍又一遍的重复这些事情,直到最后。

Thanks for hangin' in there with us. We love ya!

感谢你们与我们一起坚持,等待。我们爱你们~~~









原帖地址:http://www.torchlight2game.com/n ... chlight-ii-updates/






此帖子中所涉及到的一些内容,在官网6月22日的更新中已有部分说明,翻译帖子在下:


http://bbs.blacksheepgame.com/thread-3199826-1-1.html





绝对新手 发表于 2012-7-27 01:56

人物设计得像大力水手似的,界面太普通没有新意,装备栏和天朝网游似的,开宝箱还放个礼花太操蛋了,玩了几分钟试玩版就玩不下去了,感觉还没一好,真是越做越回去了

starwant 发表于 2012-7-27 02:29

不错,期待

包哥 发表于 2012-7-27 07:51

多谢分享!!!

两件事 发表于 2012-7-27 11:57

回炉重做?希望能改善一下近战打击感

游任我心 发表于 2012-7-28 17:53

来支持一下。。。
lz注册时间和等级碉堡了。。。

robinbomb 发表于 2012-7-28 23:12

不错,期待啊。照翻译来看目前还在进行各方面的修正和优化,而且还没有测试,估计今年完不成。。。
另外我注意到那个技能系统的改变,感觉和tl1的mod整合版4.0final有点像哦。

wu9512357 发表于 2012-7-29 17:53

期待哦!到底什么时候出呢!还没个说法么!

huct08 发表于 2012-7-29 20:20

2.5D实在蛋疼啊

123413145 发表于 2012-7-30 14:38

好像是在beta上修改了蛮多东西呢
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