t543379721 发表于 2019-4-27 18:35

帝皇:罗马开发日志 | 4/27 当前路线图与游戏开发说明

本帖最后由 t543379721 于 2019-4-27 18:40 编辑

Hey everyone,

大家吼!



With Imperator: Rome, a project very close to our hearts, now released and finally in the hands of our awesome community (that's you!), we have been taking the time to look at the feedback you’ve provided. As always, we pride ourselves on the continued support of our games and by no means will Imperator be different.

在帝皇:罗马这个我们牵挂许久的游戏发售并终于交到了出色的玩家社群(就是在座各位啦!)手里后,我们也投入了一些时间来关注你们提出的反馈。一如既往,我们自豪于本社对自家游戏后续不断的支持工作(拆机制卖DLC),并且帝皇:罗马的待遇也不会有差别。






We are working towards releasing a 1.0.1 patch early next week, which we're calling 'Demetrius'. This patch will improve the AI, fix compatibility issues, game crashes, some multiplayer out-of-syncs, and will also contain some performance improvements.

目前我们正在开发下周早些时候要发布的1.0.1版本号补丁,并称之为“德米特里Demetrius”。该补丁会提高AI水平、修正兼容性问题、游戏崩溃问题、某些多人游戏不同步问题,同时也会包含运行性能的改进。



At the same time, we have been looking at all the feedback from play-testing, our Twitch and YouTube communities, and the press for the past month and a half as we prepared for release. Now we are adding all of your feedback from Steam, the forums, and social media to that! With it, we have begun developing a major patch which is aimed for release in June.

同时,我们也正审视来自游戏测试者、我们的Twitch和YTB社群以及媒体的反馈,这些反馈是我们准备发售的过去一个半月以来收到的。现在我们还加上了所有你们在Steam、论坛、社交媒体上的反馈!有了这些,我们已经着手开发一个大型补丁,目标定在6月发布。



This 1.1 patch is nicknamed 'Pompey' internally. We will go into more detail with upcoming development diaries before it's released. Pompey will cover the following topics:

1.1版本号补丁代号为“庞培Pompey”,我们会在将要到来的开发日志里提到更多细节。庞培Pompey补丁会改善以下问题:



Balancing of Technology Progress, Mercenaries, Shattered Retreat, Truce Breaking, Assassinations, Governors, War Exhaustion, and Legitimacy.
对科研进度、佣兵、分散撤退、撕毁合约、暗杀、总督、厌战度与正统性的重新平衡。

Improving the mechanics for Population Growth, Stability, and Barbarians.
改进人口增长、稳定度与蛮族机制

Tweaks to Civil War mechanics, with new power-base mechanics.
调整内战机制,带来新的以点数为基础的机制。

Naval rework, with Naval Combat mechanics and multiple ship types, as well as navigable major rivers.
海军重做,包括海战机制与多种舰船类型,同时允许航行进入主要河流。

Deeper Holding mechanics for characters, where you can give characters holdings and they can purchase new ones as they grow in wealth.
给人物角色更有深度的封地机制,允许分配封地给人物角色,同时他们在有钱后也可以购置新封地。

More character interactions.
更多角色互动。

New Piracy mechanics.
新的海盗机制。

Redesigning of functionality where instead of spending power for an instant result, you now spend power to nudge it towards that result over time.
重新设计花费点数机制,玩家现在花费点数会逐渐导向某一效果而非立刻获得结果。

Better abilities to play tall, including centralising trade, impacting specific cities, etc.
优化看海种田的功能(译注:拼命吃地Playing wide or Blobbing/种田不扩张Playing tall),包括能够集中贸易、影响特定城市等。

Tribes being able to decide what units their retinues should have.
部落可以决定部族亲兵应该有什么单位。

Dual Ruler mechanics for Roman Republic, and Consorts for Monarchies.
为罗马共和国添加二元领导制(两位统治者),为君主制添加君主配偶。

Government Abilities for all government categories.
给所有政体类型添加了政体能力。

'Quality of Life' features like viewing all characters in a foreign country, new alerts, road building being a continuous action, and more.
改善“基础游戏质量”,例如总览外国国内所有角色、新的警示提示、道路建设改为持续行动等诸多功能。

Adding of features from previous PDS games like moving capitals and regnal numbers on monarchs
添加历代PDS游戏的特色内容,例如迁都、君主统治年数。

Much more modding support.
更多模组制作支持。


Whilst we have already started towards patch 1.1, we will continue to look at fixing any major issues that come up between now and then as well.

我们已经开始制作1.1版本号补丁,但同时我们也会继续注重修复当前和后续出现的主要问题。





And, if you want to learn more about the game development of Imperator, I created a thread on the subject, please do check it out! You simply have to click here!

以及如果各位想知道帝皇:罗马游戏开发过程的更多内容,我也发了一个相关帖子,记得去瞅瞅!只要点击此处就好(下文接其译文)!

Game Development - Imperator and PDS

Johan, EVP Creative Direction



To help you understand a bit more how the development of a game works, I've decided to give you a more thorough explanation on the subject! I hope you will enjoy it and perhaps you will learn a few things here and there!

为了使你更好的了解一款游戏的开发过程,我决定向你提供更为深入的介绍,解释下游戏开发这个话题!我希望你能喜欢它,或许你还能从中多少学到些东西。



When developing games, you basically have to get all the features of your project locked-in for Alpha (a milestone in game development, if you will). Later on, you stop adding and revising (heavily) features when you get closer to Beta - another milestone I'm sure you are all familiar with. Once you reach the last two months before release day, you have little (if not any) room to include super-critical changes to your game. The only thing you can do is iron-out the stability of the game, ensure that everything is localized and that the AI knows how to play the game, and what game to play.

当开发一款游戏时,你首先要将项目中所有确定要做的内容塞进A测/Alpha版本(这是游戏开发过程中的里程碑,如果你要做的话)。接下来,你停止加入新东西,并(充分彻底)审视已经加入的内容,这样你就接近B测/Beta版本——我清楚你们都知道这是游戏开发中另一里程碑。一旦到了发售日之前两个月,你将只有很小(如果不是丝毫没有的话)的余地去对你的游戏进行极具争议性的改动。此时你唯一能做的就是打磨游戏的稳定性,确保所有内容都已本地化,AI知道如何玩这款游戏并且要游玩哪部分的游戏。



You may have noticed that after the first few sessions of Dev Clash (the grand multiplayer held internally that we broadcast on Twitch every Tuesday), there were no major changes made to the game. In a nutshell: the game was locked down for a final polish before release.

你可能已经注意到,在最初的几次开发组大战Dev Clash(我们每周二在Twitch上放送的内部大型多人游戏局)之后,这款游戏就少有大的变动。简而言之:这款游戏已经在发售之前被基本确定下来,进入最终的打磨工作。



The 1.1 patch (Pompey) that will get out in June started developing around the same time - that is, two months before release. The people in charge of said patch included team members that were not busy with AI development, stability issues or localization. We gathered an enormous amount of ideas that we wanted to implement when the time was right, and we started working on them (along with potential issues to be fixed).

将于六月放出的1.1版本号补丁“庞培Pompey”大约也在同一时段开始开发——也就是说,发售之前的两个月。负责该补丁开发的人员包括团队中尚未忙于AI开发、解决稳定性问题或本地化问题的人员。我们收集了极大量的当时机成熟时想要实施的想法,并且开始忙于实现它们(以及潜在的问题修复)。



All the features for Pompey are, so to speak, "done". However, the version of the game tied to the Pompey patch is currently unstable, the AI is not aware of the changes we made yet, and the graphics as well as the UI are still provisional. In addition, most balance numbers are off.

庞培Pompey补丁中所有的内容,大体上可以说,是都已经做完了的。尽管如此,目前版本的游戏和庞培Pompey补丁之间的联结仍不稳定,AI仍不能了解我们做出的改动,图形和UI仍然是临时的,此外,大多数平衡性数值还没有跟上。



When the Demetrius patch is done and out (the 1.0.1 that will release next week), our team will start working on Pompey, and it should be ready for release about five to six weeks later. Meanwhile the design-team has to juggle with the fine-tuning of Pompey, and… writing up the design for the expansion and free update that will come afterwards… ;)

当德米特里Demetrius补丁制作完成并放出(1.0.1版本号将于下周放出),我们的团队将开始庞培Pompey补丁的工作,它将在5-6周后放出。与此同时,设计团队不得不绕过庞培Pompey补丁的微调,并...为之后的扩展包和免费更新包编写设计。



And so it continues… Hope you enjoyed this post!

就是这样...希望你喜欢这篇日志!





翻译:zzztotoso 安然

校对:三等文官猹中堂
页: [1]
查看完整版本: 帝皇:罗马开发日志 | 4/27 当前路线图与游戏开发说明