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前言:如标题
Size Matters: Travis Talks About Scale
游戏大小问题:Travis谈论游戏的规模
Continuing from his previous forum post on the state of the game, Travis takes a look at the scale of Torchlight II compared with its predecessor. No time to read? Then don't miss our infographic that captures the difference in a nutshell.
作为他的上一个谈论游戏状态的帖子(7月17日官网更新)的延续,Travis看了下下火炬2的规模并和它的前代作品做了下比较。没有时间阅读?那你一定不能错过我们的一张图片,里面把不同处都摘出来做了一个简要的概括。
===============================================(译者注:下面Travis开始发言)=======================================
Howdy again. It's time for this week's promised Not-A-Blog, so here we go!
hi,大家好。是这周的“不更新博客”时间了,我们开始吧!
Last week I talked at some length about what we're working on right now, what that actually means, and the process we go through to kick this out the door.
上周,我谈论了我们现在的工作进度,这些进度意味着什么,和我们怎么进行这些工作的详细过程,这些我们都和盘托出。
This week I want to talk a bit about some of the stuff that was accomplished over the week, because I know people want to hear it - but I also want to talk about scale, and I'm going to use Torchlight as a comparison. The numbers are pretty fun.
这周,我想谈一下过去的一周我们完成了哪些事情,因为我知道,大家想知道这些 - 但是我也想谈论一下游戏的规模,我会用火炬1做一个比较。比较的结果非常的有趣。
So, first things first - this week -
好,首当其冲 - 这周 -
I spent most of my time working on Act 2 monsters (the second half of the Act). I polished 13 different monsters, and added 12 new skills for them. I set up or revised spawnclasses for 6 different regions. I worked on destructible elements for a sewer area. I made several particle systems to supplement these things. I fixed some multiplayer boss battle issues in a previous area's boss battle, and various other bugs as they arose. I partially completed polish on one boss battle. For Act 2, I have about 4-6 more monsters to finish polish on, 4 or 5 more regions to spawnclass, and 3 boss battles left to touch. I also have various champion packs left to add.
我的大部分时间用在了场景2的怪物身上(这个场景的第2部分。译者注,上周Travis说过,第二幕分为两个独立的部分)。我打磨了13个不通的怪物,为它们增加了12种新的技能。我新设和修订了6个区域的出生类型(译者注,spawnclass不知道怎么翻译,后面还有很多,都这么翻译吧)。我为一个下水道区域弄了一些可以破坏的元素。我制作了一些碎片系统来完成这些元素。我修正了前一个区域的boss战的一些联机问题,和由这个问题产生的其他一些问题。我部分完成了打磨一个boss战。对于第二幕来说,我还有4到6个怪物需要打磨,4到5个区域的出生类型需要修改,还有3个boss战需要做。我也还有很多冠军怪物战需要添加。
Similar things are happening throughout the company. Marsh is churning through Act 3. He worked on 4 sidequests, completed work on 5 monsters (2 of them champs), set up 7 new skills for those monsters, and added two new major special events. He also added proximity based health and mana steal effects and damage reductions, and completed several region spawnclasses. Polish continues on every front - it's very satisfying to see the march to completion.
公司的人都在做着差不多同样的事情。Marsh正在第三幕摸爬滚打。他做了4个支线任务,完成了5个怪物的工作(其中2个为冠军怪),为这些怪物设定了4个新的技能,并且增加了2个新的主线特殊事件。他也增加了近战偷血偷魔效果和伤害减少效果,完成了许多区域的出生类型。各个方面都在打磨 - 看到我们正在向完成进军真的是非常的舒适。
So, I said I wanted to talk a little bit about scale. To satisfy my curiosity, I dug back through Torchlight 1's assets to get some statistics. We are often asked what the size difference between the two games is, and usually end up talking a bit about how the Act 1 content compares to Torchlight 1. I knew that Torchlight II was much bigger than Torchlight 1 - that's obvious - but I was still surprised at what I came away with. Here's a sample.
那么,我说过我想谈一下游戏的规模。为了满足我的好奇心,我挖掘了一下火炬1的数据做了一下统计。我们经常被问到,1代和2代大小上有什么不同,然后通常是拿火炬2的第一幕和火炬1作比较讨论下就完了。我知道火炬2远比火炬1要大的多 - 这很明显 - 但是当我知道了我们做到了什么程度时,我还是吃了一惊。下面就是几个例子。
Torchlight 1 has:
火炬1有:
7 Unique areas (not counting secret areas or Phase Beast areas, or random maps )
7个不同的区域(不包括秘密区域和Phase Beast区域,或者随机地图)(译者注:Phase Beast是一种4脚怪物,类似wow里面的鱼人,打死它可以开启一个传送门,里面有好东西)
52 Unique monster variants ( this does not count champion variants )
52个不同的怪物种类(不包括冠军怪)
47 total monster abilities ( this does not count boss abilities - this is for the rank and file )
47个怪物能力(不包括boss能力 - 只指普通怪物,译者注:原文是,只包括普通民众)
9 bosses/boss battles
9个boss 和boss战
About 33 unique wardrobe sets
大约33种唯一暗金装备
About 230 unique weapon models
大约230个唯一的武器模型
About 60 unique player skills ( not counting spells )
大约60种角色技能(不包括卷轴)
About 330 room layouts for assembling levels ( these are subrandomized as well )
大约330个房间布局不同的等级(这些也是随机的)
About 730 item affixes
大约730个物品前缀(译者注:玩过暗黑应该知道前缀,不同词缀对应不同的属性,比如闪光的等等)
About 3080 items ( although this includes the goofy 'replicated' elite items that we used to stretch out the content - so a more accurate number is probably about 2000 )
大约3080个物品(尽管这些包括一些傻瓜式的就像复制的一样的物品,我们用来扩展游戏内容 - 所以更确切的数字应该是2000个左右)
15 music tracks
15个音轨
About 83 monster models ( not counting bosses or NPCs - there are more models than unique monsters because this includes player pets, summons, variants, and a few other odds and ends )
大约83个怪物模型(不包括boss和npc - 比唯一怪物多‘译者注:前文提到有52个唯一的怪物种类’是因为这些包括玩家的宠物,召唤物,各种变体和一些零零碎碎的东西)
1860 room pieces ( the raw props used to build levels )
1860个房间碎片(未经加工的小东西用来建造高级物品)
1612 animation files
1612个动画文件
2778 texture files
2778个文本文件
Torchlight II has:
火炬之光2有:。。。不翻译了,自己对照火炬1的
44 Unique areas (not counting secret areas or Phase Beast areas, or random maps )
183 Unique monster variants ( this does not count champion variants, of which there are MANY more than Torchlight 1 )
148 total monster abilities ( this does not count boss abilities or champion abilities - this is for the rank and file )
27 bosses/boss battles
About 85 unique wardrobe sets
About 395 unique weapon models
About 120 unique player skills ( not counting spells)
About 1200 room layouts for assembling levels (these are subrandomized as well)
About 1344 item affixes
About 5773 items (no goofy item replication!)
62 music tracks
About 300 monster models - not counting bosses or NPCs (There are often visual variants to a single monster type, for spice, or champion variants)
5665 room pieces (the raw props used to build levels)
5329 animation files
5444 texture files
To highlight these number differences, we put together a quick little side-by-side infographic, take a look!
为了能明显展示这些不同之处,我们把这些弄到了一起,放到了一个图片中,来看一眼吧。
In terms of scale, Torchlight II is close to 4x the scale of Torchlight 1 as far as assets go, and probably close to that as far as playtime. Ideally, the multiplayer that everyone has asked for will further increase the longevity of the game (we certainly hope so!) These are all new assets as well ( some monsters and weapons return from Torchlight, but they have all been recreated, or in the case of some individual weapons and shields, updated and repainted )
在规模方面,火炬2的内容接近于火炬1的4倍,游戏时间也接近4倍。我们期望,大家一致呼吁的多人连线功能能够增加游戏的可玩性,使游戏的寿命延长(我们当然希望这样)。当然也有很多全新的内容(一些火炬1的怪物和武器也回到了2中,但是它们都被重新制作了,或者升级和重新绘制了一些专用的武器和盾牌)
At any rate, wow. That's a lot of stuff. It makes me tired just looking at it, seeing how far we've come - and makes the last push seem that much less daunting.
从各个角度来看,天哪。这真是不少的东西呢。光是看看这些东西,看我们走到今天这一步,就让我感觉要弄出这么一大堆东西要多累啊 - 这也让我们的最后的收尾工作多了很多的激情,少了些气馁(译者注:想了半天,想不起来一个好词。。我很想翻译好这段,感觉我们很常用,但是。。结果反正令我自己不是很满意)。
So, for anyone who has wanted some more-or-less hard numbers indicating the scale of the game, and what you can expect to get for your 20 bucks, hopefully this is interesting info.
所以,对于那些想要些能表明游戏规模的具有说服力的数字的人,和想知道你应该期待你的20刀能得到什么的人来说,希望这些信息能让你感兴趣。
Cheers!
干杯!
Travis
ps:我很好奇,看帖子的有人比我注册早么?哈哈
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