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StarMade Devblog 2017年7月11日 最终计划Part1

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Greetings, citizens ~
A few months ago, we planned to release our End-Goals document but never really got around to make a public version. As announced in the previous post, this dev blog contains
几个月之前,我们计划发布我们的最终计划但是从未真正发布过,正如上一次说道,这个博客将包括如下这些东西:
End Goals Introduction
最终目标的介绍
Our “End Goals” document...is not a list of features. Although a simple feature list is useful to get an overview of what’s next, it is not a great way to show the public what our game is about and where we’re going with it. New feature ideas get added, changed or removed all the time which only makes it more important to not depend on them when we’re talking about the final product.
我们的“最终目标”实际上并不是列举特性。尽管一个简介的特性列表对于了解后来的更新将是非常有用的,但这并不是一个好的方式来向大家展示我们的游戏关于什么以及我们正在做什么。新的特性不断被添加、改变或是删除,只会让他不是非常的依赖于我们正在讨论的最终产品。
Not to mention that as a player, you can only see what’s in the game right now and how that all ties together. You do not see what we want to achieve at the very end, making it impossible to give accurate feedback when the big picture is simply not there for you to see.
更不用说作为一名玩家,你只能看到游戏目前有的内容以及他们之间的联系,你并不能看到我们最终想要达到的目标,当你看到大场景并没有的时候,你也不可能给出准确的反馈。
When we talked about how to write this document, we simply put ourselves into a specific play role/play style, defining what we would like to be able to do in the finished game. Coming up with ideas was easy, but getting rid of just as many to form a solid, cohesive game was not. StarMade is after all, a sandbox game. A type of genre where you’re allowed to discover a complete world and do whatever you want.
当我们讨论如何去写这个文章时,我们简单的将自己放入一个特殊的游戏角色或是游戏风格,来定义我们在完成的游戏中希望能够做什么。想出这些点子会很简单,但是要摆脱同样多的东西来形成一个坚实、浓缩的游戏就不是这样了。StarMade毕竟是沙盒游戏:一种游戏类型,允许你去探索整个世界并去做任何你想做的事情。
It’s unlikely that we’re going to change our end goals significantly, but the features leading up to it are subject to change. A destination often has multiple roads leading to it, which one we pick depends on our personal opinion and the community’s feedback on it.
这并不意味着我们将会过多的改变我们的最终目标,但是那些特性将会产生显著的改变,条条大路通罗马,但我们选择的道路将会取决于我们的个人意见以及社区反馈。
As for the document itself, we’ve divided it up into several player roles which coincidentally gives us some time to make a nicer public version of it as we can release it in parts. Of course at the end, we’ll bundle it up in a single thread so that you don’t have to piece it all together yourself.
至于这篇文章本身,我们把它分成了几个不同的角色,这将给我们更多的时间来写一个更好的公众版本,因为我们可以分成几部分发布。当然在最后,我们会把这些东西写进一个单独的主题当中,这样你就不必把他们都放一起了。
All of this is based on a base goal, which is purposely kept very simple:
StarMade is a space sandbox game where you start with very little and work your way up to the top.
You are put in a galaxy for you to explore. How you want to go about it and what your final role is going to be, is left to the player. The driving force behind it all is progression, without restricting creativity and freedom.
所有的这些都基于一个基本目标,可以简单的概括为:
StarMade是一个你可以从很小开始然后发展到顶端的沙盒游戏。
你将在一个银河中探险,你想干什么、你的目的和你想当什么,这些都取决于玩家。它背后的驱动力是进步,没有任何创造力和自由性的限制。
The roles we will talk about are the following:
我们讨论的角色将分为如下这些:
~ Builder 建造者
~ Explorer 探索者
~ Industrialist 工业家
~ Trader 贸易者
~ Fighter 战士
~ Imperialist 统治者
Some of the roles of course overlap and/or have sub-roles, which will be reflected in the other parts of this document.
当然可能有些角色是重叠或是有相应的子角色,这将在本文其他部分提到。


1楼2017-07-12 13:10回复
    Builder 建造者
    Our first player role to be addressed is also the one with the most work put into it: the Builder. From all roles, this one is probably also the most realized in the game already.
    我们要讲的第一个有些角色是最重要的一个:建造者。在所有的角色中,这将是最可能实现的。
    Starting from close to nothing, you’ll have to do some form of building first to at least travel where you want to go. While you’re doing that, you get to know what StarMade’s backbone has to offer. Mining, simple early game trading, basic ship building and travelling around the universe would all come to light in the first few hours. As soon as you have a functional ship, you can focus on anything that you’ve liked so far.
    从身无长物开始,你必须从建造特定形式的建筑物开始,至少可以旅行到其他地方,当你这样做的时候,你就会知道StarMade的主干是什么,挖矿、早期的简单贸易、基本建造和探索宇宙都将在几个小时中清楚。当你有了一艘特定功能的船的时候,你就可以去集中做任何你想做的事情了。
    If you, up till now, prefer building above anything else, you will most likely continue in that direction. Your ultimate goal is a never ending one, to make better and more creations. This on its own, is already a form of progression which is limited by your own player experience. However, this might not be enough for most players and we need a more controlled form of progression on the game’s side to help with that.
    目前为止,如果你更喜欢去做其他事情,你很可能继续朝着这个方向发展。你的终极目标是永远不要结束,来创造更多更好的作品。这本身就是一种进步,并由你自己的游戏体验所限制。然而这还不够,我们想要一种更可控的形式来帮助玩家进步。
    We want to slowly open up this building aspect to the player, not only to make sure there’s still things left to explore later on...but also to make sure the player isn’t overwhelmed at the very start. Later, when you’re base of operations is well established, you slightly shift your focus from building to selling and marketing. Your goal isn’t necessarily to get rich, but to get known as a reliable ship builder that is capable of doing anything. Not only are you better at building now, but your ship/station producing speed is much faster after upgrading and maintaining your own shipyard(s) along the way.
    我们希望能慢慢的向玩家展示建筑方面的东西,不仅仅是确保后面还有东西去探索,而且是确保玩家一开始就没有被困扰。接着,当你了解游戏的基本内容时,你会渐渐的吧你的目光从建筑转移到经济,你的目标并不是成为土豪,而是成为可以做任何事情的造船者,你现在不但对于建筑有更好的了解,而且你在升级和维护你的船厂之后,船只和空间站的生产速度也会大大提高。
    Several features, as well as redesigning or tweaking existing systems will make this vision a reality.
    一些特性将会会被调整或是重新设计来让这一目标成为现实。
    Block Availability
    方块可用性
    At the moment, all blocks can be easily bought or made in large quantities with only a few small steps. Every resource you need can be gathered in almost any star system which is concern when you try to get more progression into the game. Base blocks such as power, basic hull and thrusters still need to be easily crafted no matter where you are, yet more advanced systems that you don’t need from the start, such as effects and the future reactor chamber blocks, could definitely use some changes.
    目前,所有的方块可以被很容易的买到或是通过几个小步骤生产出来。你需要的资源也几乎集中在一个恒星系中,但这样当你想更进一步是会感到担心。像是电力、装甲和推进器这样基础的方块仍然能简单的造出来,但是一开始你不需要高级系统,例如特效和未来将要更新的反应堆方块,都可以有一些改变。
    By fine tuning the crafting recipes and universe resource allocation system, we can create an unique world where, as a builder, you’ll have to play differently every time you generate a new universe. If certain block resources are tied to specific locations, you won’t be able to immediately build any block in large quantities. Those resources could still be found anywhere, but just in small quantities to allow small scale experimentation and open your mind to new possible ways.
    通过调整制作配方和资源分布系统,我们可以创造一个独特的世界,作为建造者,每次生成新的宇宙时你都需要以不同的套路来玩,如果特定的方块资源只在特定的区域,你就无法立即获得大量方块,这些资源仍然可以在任何地方找到,只是数量有限,但这样你可以进行试验并且去创新出新的套路。
    The idea here is that the player will have to adapt to the resources they have at their base and fully explore the functional blocks they can create there before moving on.
    我们的目的是,玩家必须适应附近拥有的资源,并且能充分探索这些功能性方块,在他们离开之前。


    2楼2017-07-12 13:11
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      Block Progression
      方块处理
      Most decorative blocks should always be available and cheap to build, as they only function to make things look better and barely affect ship/station performance in any significant way.
      大多数装饰方块应该是有用的,而且很便宜,因为他们可以让东西变得更好而且不会影响到重要的系统。
      Rails, logic and other similar systems, are just like decoration when it comes to performance. These already provide a large amount of end-game content which can only be fully utilized by players that are experienced with it. There is no need to add additional progression here.
      轨道、逻辑和其他类似的系统,就像装饰方块一样,他们已经可以让玩家去探索,这些将没有必要去改进了。
      Some functional blocks do need some extra depth to lengthen the amount of time needed to achieve this endgame build quality. The key could be in the balance between efficiency versus longevity. Longevity is where your ship can survive a decent amount of incoming damage and is still able to fight back afterwards. Efficiency is where you get the most statistical value out of your ship compared to its build cost and mass. Balancing these 2 out is a never ending task and depends on the ship’s purpose and its potential opponents. Right now we already have this in multiple ways, but it could be way more prominent by changing how some systems work.
      一些功能方块确实需要更多的深度来延长实现最终游戏质量的时间,关键在于平衡效率和寿命,寿命是指当船体收到伤害时,那些方块的存活时间。而效率是指你的船从中获得的价值,而不是成本和质量,平衡这两项是一个永远不会完成的任务,这也取决于船只的目的和它潜在的问题,现在我们已经有了很多方法,但是通过改变一些系统的工作方式这将变得更突出。
      Rebalancing systems will also provide more defined roles for differently sized ships. Small ships, while they never should be as powerful as a considerably larger ship in a 1 vs 1 fight, would still be extremely useful when used in larger numbers. In addition to that, some weapon systems could benefit greatly depending on the ship type and role.
      再平衡系统将会为不同大小的船只提供更明确的角色,小船虽然在1v1的战斗中不如大船那样强大,但在数量很大时是非常强大的,除此之外,一些武器可能也会因船只大小和角色而受益。
      Shipyards
      船坞
      More immersion should be provided by private and public shipyards. It also gives access to creative mode and several build tools without breaking immersion of plopping down thousands of real blocks out of nowhere. The player should be made familiar with this feature as soon as possible, it’s why public shipyards and a proper UI are important. For this goal to be realized, several smaller features have to be implemented first in order to get a fully usable and reliable build method without relying on the “spawn whole ship anywhere” blueprint system.
      私有和公有的船坞应当有更多的浸入式教学,它还可以提供创造模式和更多的建筑工具,而不是让你淹没在数千个方块中,玩家应该尽可能快速的学习这个特性,这也是为什么公有船坞和适当的UI是非常重要的。为了实现这个目标,我们必须先实现几个小特性,
      来获得一个完全可用可靠的建筑方法而不是需要依赖“随处生船”这一蓝图系统。
      Shipyards also make it possible to build and maintain more than one ship. That combines nicely with the fleet mechanic to open up a lot more gameplay possibilities for the builder Suddenly all of your previously build ships get a different purpose if you put them together in a fleet. This would change your perspective and your way of building ships, adding even more progression for the player to explore.
      船坞也能将制造和维护不止一艘船成为可能,这将会与舰队机械师很好的结合起来,为建造者开放了更多的游戏可能性,如果你把他们放在一个舰队里,这将改变你的视角和造船的方式,增加更多的东西来让玩家去探索。
      Shipyards would also be the gateway to open up trading for more than just a bunch of blocks, as instead, you will trade real ships or their designs for other people to make more. Before we can get to that stage though, the blueprint system would need to support this form of trading and security.
      船坞也能作为开放贸易的渠道,不仅仅是一堆方块,你可以交易实实在在的船只或是船只设计,让他人建造更多,在我们进入这一阶段之前,蓝图系统需要支持这一形式的交易和安全。
      Of course, there is still a lot of work to be done on shipyards to have them fully fulfil their role.
      当然,我们还有很多工作要做,来让船坞充分发挥它的作用。
      Expandability
      拓展性
      As building is StarMade’s backbone, it’s important to keep that part interesting by expanding on it from time to time. Its user interface would need to allow for that, to avoid adding complexity to a system that is meant to be simple and easy to use.
      建造是StarMade的重要部分,重要的是不断拓展他来保持其趣味性,它的UI需要这样去做,来避免添加复杂性。
      We could add more build tools, decorative blocks and smaller UI elements. All of that needs to be based on something the player already knows. If something entirely new is introduced, it should be applied on existing systems too where applicable to keep everything consistent with each other, streamlining the player experience even more.
      我们会增加更多的建筑工具,装饰方块和轻量级UI元素,所有这些基于玩家已经知道的,如果增加了新的元素,它将被应用于现有系统中老保持一致,从而优化玩家的体验。
      Preparing the UI for further expansion is a necessity even in an alpha stage, but non essential additions would be more useful for the beta stage or post release.
      即使在alpha阶段,进一步拓展UI也是必要的,但是对于beta阶段或是release版本,非必要的添加也会很有用。
      That was it for the builder part, we hope this gives you some more insight to our gameplay decisions and the road we’re taking. Stay tuned for the next part, where we will go more into roles that aren't as prominent yet in the current game version.
      我希望你们能对于我们的游戏计划和道路有一个更深的了解。请继续关注下一部分,我们将会更多的扮演那些不太突出的角色。


      3楼2017-07-12 13:11
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        What’s next?
        Currently we’re refining our pre-release candidate and fixing its remaining bugs. If all goes well, we will be able to release this week and move on to the power update.
        目前我们正在完善我们的pre-release版本并修复剩余的bug。我们将在本周发布并继续电力系统更新。
        If you’re interested of helping us out with testing, make sure to check out our pre-release post here. Remember to always use a separate installation for preview builds as they may potentially include game-breaking issues.
        如果你对于帮助我们测试游戏有兴趣,确保你已经阅读了之前的pre-release帖子:https://www.star-made.org/news/9b265c20-22db-42b9-91b7-e7aab4a762f2
        务必记住,准备一个单独的游戏目录来安装测试版本,因为它们可能有一些严重的问题导致游戏的损坏。
        If you come across anything new that doesn’t work or you believe you’ve located a new bug, report that here to help us out: Report a Bug (Release Candidate)
        如果你遇到任何问题或者认为你找到了新的bug,请在这里汇报:https://phab.starma.de/maniphest/task/edit/form/16/
        As always, thank you for playing StarMade!
        ~ The Schine Team


        4楼2017-07-12 13:11
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          5楼2017-07-12 13:12
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            最近3個月也沒怎樣玩STARMADE了XD
            先感謝翻譯


            IP属地:中国香港6楼2017-07-18 02:34
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