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《星界边境》8月1日日志任务永远的朋友

2016-08-02 17:25:37 动作游戏ACT 人气值:加载中...

  《星界边境》中更新了日志——任务,永远的朋友。下面小编就为大家带来玩家“印斯茅斯:温馨”分享的《星界边境》8月1日日志任务永远的朋友,一起来看看吧!

  标题Quest friends forever!化自Best friends forever,永远的朋友

  这篇日志主要是介绍呵呵鱼的开发经验,对游戏相关的部分就看molly的那一段就好

  Quest friends forever!

  任务,永远的朋友

  Evening, folks!

  大家,晚上好!

  We’re aware of a crash bug effecting OS X users since v1.0.3 and we’re working on a fix – we’ll let you know more as soon as we can! In general, at the moment we are working on another patch containing some fixes and small adjustments, and we’ve started working on our first post-1.0 content update.

  我们已经知悉了OS X用户从1.0.3版开始的崩溃错误,而我们正在修正——一旦弄好我们会尽快让你们

  知道!总地说,现在我们正在为另一个包含了修复和微调的补丁工作,同时我们也开始着手后1.0的第一个内容升级了。

  It’s been a while since we had a real technical dev blog, though, so for tonight Tccoxon’s written up a post about how he built Starbound’s procedural quest system!

  已经很久没有技术方面的开发日志了,那么,今晚Tccoxon写了个关于建立SB的随机任务生成系统的文

  章。

  ~Mollygos

  ~玩梗狂魔·呵呵鱼社区与市场负责人molly

  Since Starbound hit 1.0, I’ve found myself looking back over my contributions over the last couple of years. I feel incredibly lucky to have had the chance to work on Starbound, and be a part of the community. I know the rest of the team here in the office does too.

  随着SB1.0 的发布,我发现我自己在回顾过去几年我的贡献。我越发地为能参与开发SB和成为这

  个社区的一分子感到幸运。我知道在这个办公室里的其他成员也是这么认为的。

  One of my favorite features in Starbound is procedural generation – the way it produces endless distinct planets to explore, the way every weapon you find is different, and every NPC has a unique appearance. I know that from a design perspective, procedural generation is often inferior to hand-designed content… but designing a procedural system that produces pleasing results is still an interesting puzzle that fascinates me. (And has been central to the concept of one of my other projects,(http://bytten-studio.com/devlog/ ... ld-overview-part-1/) Lenna’s Inception.)

  SB里我最喜欢的特性之一就是随机生成——能够产生无数不同的星球来探索,你找到的所有武器都是不一样的,而甚至NPC们都有着不同的外貌。(译者:其实这玩意最大的缺陷是……太过随机导致没有特性而易于厌倦。反正都是差不多的……)我知道从设计的角度上看,随机生成常常是不如手动设计的内容的…但是设计一套随机系统来产生有意思的结果仍然是吸引着我的有趣的问题。(同时这也是我以前另一个工程,Lenna’s Inception的核心内容(http://bytten-studio.com/devlog/ ... ld-overview-part-1/))

  So I jumped at the chance to build a procedural quest system for Starbound!

  因此当有在SB开发随机任务系统的机会时,我就跳槽过来了!

  We had three main goals for a procedural quest generation system. The first goal was encouraging the player to explore more, playing to Starbound’s strengths. Exploring in Starbound is fun. Walking across the surface of a new planet, you’ll encounter monster fights, treasure, new building and crafting materials, dungeons to clear out, friendly NPCs with something to say, and occasionally hostile NPCs to engage in combat with. So to make the best use of Starbound’s other features, the quest system should encourage you to explore the planet you’re on.

  我们的随机任务生成系统有3个主要的目标。第一个是鼓励玩家更多地探索,去玩SB所擅长的部分。SB里的探索很有意思。漫步于一个新星球表面,你会遇到怪物而作战、宝物、新的建筑和制作材料、要去清的地下城、友好的有话想说的NPC,偶尔也会碰到敌对的NPC要和你交火。所以为了充分利用SB的其他特性,任务系统需要鼓励你们探索所在的星球。

  Second to that, distant parts of a planet in Starbound often don’t have anything to connect them. For example, a planet can have a floran village and an avian temple on it. You might wonder about how these two groups interact and relate, but the chances are they’re distant enough that the NPCs that live in them never see each other. A good procedural quest system that involves both of these places can provide more context and story. If you rescue a floran that has been kidnapped by avian fanatics from the temple, you can read into that and determine that there is some tension between these two groups.

  第二,SB中星球的不同部分并没有被联系起来。比如,一个星球可以同时有叶族人村庄和翼族神庙在。你可能会好奇这两群人的互动和联系,但是事实是他们离得太远,使得他们并不能见到彼此。一个优秀的随机任务系统能够把这些地方包含进来,并提供更多的内容和故事。如果你拯救了一个被神庙中的狂热翼族人绑架的叶族人,你可以深入了解并确认他们之间关系很紧张。

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星界边境Starbound
上市时间:2016-07-22
游戏平台:PC
游戏类型:动作游戏ACT
制作公司:Chucklefish Games
游戏语言:中文,英文
发行公司:Chucklefish Games
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