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《暗黑破坏神3》GC 2008: Jay Wilson 访谈录 (共7篇)

2010-02-04 14:47:52 角色扮演RPG 人气值:加载中...


The team has been working on Act I for nearly two years now, but dont be alarmed - the other three acts wont require the same amount of development time. Act 1 has been the focus of massive tests, and the team has scrapped all art work and started all over again several times, because they werent satisfied. Thats why they are sure theyve hit the right art style for the game.
翻译:目前D3团队做第一幕已经花了将近两年的时间,但是别担心——其它三幕不会花那么长的时间去制作。做第一幕的重要目的是做大量的测试,而D3团队已经将全部的艺术设定推倒重来了很多遍,因为他们不满意。所以这就是为什么他们如此确定他们已经为游戏选择了合适的艺术风格的原因。

 

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Another reason for the long development time is the games random content generator, which required a ton of work from the arts guys. They had to create 10 times as much content, but once its all done, the maps can be created extremely fast.
The developer has also decided on using five classes, of which the four are implemented in the game at the moment.
翻译:造成开发过程如此漫长的另一原因是游戏的随机内容生成器,这个东西需要花费美工们大量的劳动。他们需要创造10倍的游戏内容,不过一旦生成器完成,游戏地图就可以很快的生成。
开发者在开发早期就已经决定使用5名角色而目前已有4名角色可以使用。

Jay Wilson- We made the decision to go for five classes pretty early in the game design, which had to be really unique and challenging in their own ways. Actually I announced that at a presentation by a mistake, I simply got a little carried way by all the excitement, Wilson says with big smile on his lips.
翻译:我们在游戏设计早期就决定使用5名角色,这些角色都会非常独特并且具有各自的挑战性。实际上这一点我已经在之前的报告中说漏了嘴,坦白说,我当时被兴奋弄的有些飘飘然。JAY说着嘴上浮现出笑容。


An important part of any Diablo III game is of course loot - which apart from the story itself is the reason to fight foes (story? theres a story? I only ever thought about the loot, sweet sweet loot, ed.). In Diablo III loot will drop individually for every player. That means that even in co-op you cant see what the others got. But if they decide to drop their loot, you can pick it up afterwards. This actually lead to an unexpected social element.
翻译:D3的重要内容之一当然是打装备——这是除了剧情意外与怪物战斗的唯一动机(剧情,还有剧情?我从来只考虑打装备,啊,极品的装备。)在D3中每个人的掉落都是独立的。这意味着即使在多人游戏中,你都看不见别人捡了什么。但是如果他们决定把战利品丢到地上,你就可以把这些东西捡起来了。这一定会导致一种无法预料的社会性元素的产生。

Jay Wilson- During tests players would suddenly gather around a player who was dropping items on the ground. Even if he couldnt use it, others could. Thats a nice side-effect and shows you that we as developers cant always predict the consequences of our own choices.
翻译:在测试中,玩家们也许会忽然包围一个玩家收集他抛出的战利品。即使他们用不了这些东西,其它人也总会用到的。这是一个很好的副产物,这让你明白了作为设计师的我们也不总能预测出我们做出的选择所造成的后果。

Our 20 minutes were over, so now we have to look forward to BlizzCon to get more information. Perhaps we will be told what the final class will be?
翻译:我们的20分钟用完了,所以我们现在不得不期待在暴雪佳年华上获得更多的消息。也许最后的那个职业将会被公布。

 

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上市时间:2012-05-15
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