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标题: Bashiok 23号对近来的一些问题的回答 [打印本页]

作者: ruiyanchun    时间: 2008-7-29 09:08     标题: Bashiok 23号对近来的一些问题的回答

Bashiok 今天只在BN上发了一个帖子,但是他涉及了很多方面。我现在简单的总结一下这些问题,当然会完整的引用他的原话:

在WWI上演示的游戏中,野蛮人跳过那座断桥,那么其他职业怎么处理这个呢?

Quote:
While the crumbling bridge could be taken quite literally, it was intended to get the idea across that Diablo III will have more interactive and responsive environmental hazards. Of course if such obstacles existed in the way they were displayed every class would need some way to proceed. At this time we aren't announcing any additional class abilities though.  
断桥的问题都能简单的处理掉,它告诉我们D3里将会出现更多的交互类的环境设定。当然了,这些路中的障碍将会给角色带来一点小麻烦,但是每个角色都有办法克服它们。但是现在我们不能公布更多关于新职业的细节。

我们看到的Demo中的Tristram地下城和我们能玩到的一样吗?

Quote:
It used the same "tile set" as the Tristram Cathedral dungeon including a specially made entry room. It was a static and specifically crafted dungeon especially for the demo, so yes it includes the look for Tristram Cathedral, but it's not a true piece of the game as you would play through it.  
它用了和Tristram大教堂相同的设定,包括一个特别制作的入口。但是那是为了Demo而特意制作的静态地下城,所以,是的,它看上去像Tristram大教堂,但是并不是你们将会玩到的正式版。

剩下的职业会是怎么样的?新的还是保留原来的?

Quote:
Hey, are you kind of kid who reads the last page of a mystery first? Who pesters the magician to tell you his tricks? Who sneaks downstairs to peek at his Christmas presents? Nooooo... of course you're not. That's why I'm noooot goooonna teeeeell yoooou!  
嘿,你是一上来就看小说最后一页结局的小p孩吗?或者缠着魔术师要他告诉你他的把戏?再或者偷偷摸摸下楼去偷看你的圣诞礼物?不。。。你肯定不是。那就是为什么我不会告诉你~~~~~~!(汗)

有没有职业专属装备?

Quote:
What I said was: "... we don't plan nor have any armor items at the moment that are class specific - although the bonuses and stats may be better suited to a certain class - anyone can pick up any chest/shoulder/leg/etc item and wear it. However, there are some weapons/off-hand items that are class specific."

No changes to this yet, there just weren't any drops that were class specific. We essentially "hand placed" every drop that happened in the video. We knew people were going to dissect and scrutinize every detail, and everything that drops in that video was purposefully and specifically chosen to be dropped... everything.

Fun fact: I played as the female barbarian for the recording.  
我之前说的:“我们现在暂时没有职业专属的装备和类似的计划,尽管有可能它对某职业的加成更好,任何人都能获得胸/肩膀/腿/等等部位的装备并且装备上它们。但是,有些武器/副手确实是职业限定的。”

这些暂时没有任何改变。没有掉落是职业限定的。在演示里,我们是“手动设定”了每件掉落。我们知道人们会解析检查每一个细节,在演示里的每一件掉落都是有目的的精心设定的,每一件……

有趣的是,我自己玩的是女性野蛮人。


演示里Siegebreaker的斩首和游戏里的一样吗?还是仅仅存在于Demo里?

Quote:
Well the way we imagined the final fight going down when thinking about the flow of the presentation was to have a few heroes killed off, and thought it would be cooler to see someone get ripped in half by a giant demon than just fall down. While it was an event made for the presentation it could definitely be worked in to the actual end-product. We try not to spend time on anything that can't be incorporated in some way. If there's a mockup or some cool flavor added in somewhere to show something off, we want to build it so that it can actually be used.  
我们理想中的最后一战的方式是想让几个英雄被杀,而让他们在中途被一个大恶魔撕碎要比仅仅倒下死去酷多了。在最后的成品中,这个仍会被保留。我们不想在不能成行的东西上花时间。如果以后还有什么新的酷的模型或者新的要素被加入,我们都会希望它们能最终出现在成品里。

户外场景是随机的还是静态的?

Quote:
They're for the most part static. With the outdoor environments we felt we could get a lot more out of them by crafting large and visually impressive scenes, which random map generation really just doesn't allow for all that well. By that same token one of the main goals with Diablo III is to flesh out Sanctuary, to make it feel more like you're in this living and breathing world. With towns shifting around everywhere you do sort of lose a sense of cohesion, and an attachment to the places you're visiting.

On a very slight technical note - for random map generation you're essentially creating a bunch of rooms that can all fit together in various ways. It works quite well for a dungeon which is essentially a series of rooms any way. For an outdoor environment though it tends to make it either fairly bland, or fairly linear just by how the edges have to line up. You're either running zig-zag patterns to find the map edges, or you're running down a narrow pathway. Neither are extremely compelling, and at the same time you're losing the visual grandness that could come from a fully hand-crafted and artistically realized environment.

That said, the outdoor areas aren't completely static.
大部分是静态的。就户外环境来说,我们觉得我们可以创造出更大更棒的视觉效果,但是随机地图实在没法让我们在这点上做到那么好。D3的主要任务之一是建立出避难所世界,使之让人感觉更像一个活生生的世界。由城镇连接各处,让你不会觉得失去合作或者通往之前到过的城镇的连接。

一个很小的技术提示:随机地图实质上创造出了一系列可连接的空间。在地下城生成上,它很适用,因为地下城本身就是连续不断的空间连成的。而户外环境,尽管我们更倾向于把它变得更平滑线性(只划划边界线之类),你仍然需要走锯齿形才能找到地图的边界,或者通过狭窄的小路来达到目的地。但是这些并不是必需的,这样你会发现你失去了宏伟的由手工制作出的视觉效果和艺术化的环境。

所以说,我们不会把户外环境做得完全静态化。

注:这里说的静态不是指画面感上的不动,而是指相对于动态随机生成的静态处理。




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