双重宇宙的空白画布充满了球员的可能性

2019-09-23 643
站在玩家创造的城市的双重宇宙中,潜力是无限的。道路、建筑、市场、产业——上周科幻MMO开发人员Novaquark展示了Alpha 2的一些功能,所有这些元素都出现在一个演示城市中。在一个小时的演示中,展示了多个特性,展示了开发中的沙箱MMO。
对于外行来说,《双宇宙》是一款沙盒MMO游戏,于2016年推出,目前由法国工作室Novaquark开发。最近在7月份发布了Alpha 2,为MMO添加了很多新功能。我面前的世界是一幅空白的画布,等待着玩家在它的海岸上开始创造一种新的文明。
当你将《我的世界》和《星战前夜》混合在一起时,便会出现双重宇宙——你拥有《我的世界》的建筑和地形操控,但《我的世界》却意味着MMO是100%由玩家驱动的。这意味着玩家创造的城市,联盟,经济,战争等等。在我们的演示中所展示的建筑是由玩家自己创建的,他们唯一由开发者制作的方面是让每个结构都感觉完整的装饰。
从办公大楼到功能齐全的市场,一切都由玩家掌控。这就是双宇宙吸引我的地方。我们经常在游戏中听到“你能看到的任何东西你都能去”这句话,但我们多久会听到“你能看到的任何东西你都能改变”这句话呢?“《双宇宙》完全基于体素,这意味着它的每一个方面,无论是玩家建造的建筑还是山谷中的一座山,都可以使用《宇宙》的工具进行编辑。你可以夷平整个山脉,或者挖到行星的中心,或者建造一个从太空可见的结构来欢迎来访的玩家——最终的选择取决于你和你的想象力。
在我们的演示中,Oliver Derache和Frederic Samier带我浏览了Alpha特性,它们准确地展示了双宇宙是什么。提供给玩家的工具是强大的——从建造一座城市,夷平一座山或创建一个气垫船,到在你选择的星球上游荡,所有的一切都是使用这些体素工具构建的。
驾驶完全是基于物理原理的,这意味着如果你的飞船设计不完全适合飞行(在我们的演示中,Frederic创建了一个物质球,在上面加上一个燃料箱和引擎,并把它称为“飞船”),它很可能不会飞得很好。此外,由于船都受世界物理的影响,较重的船比较轻的船移动需要更长的时间。
飞行本身看起来并不那么容易——弗雷德里克驾驶着一架气垫船沿着山脊向下进入演示城市时,他四处乱飞,边飞边从山上跳下来。这是经过设计的——团队不想让飞行员过于随意。随着时间的推移,这是一种玩家必须磨练的技能——在某些方面,它可能会成为一种商品。作为一名飞行员而出名,人们可能会雇佣你来运送太空货物,进行空中巡逻,甚至在社交中心之间运送其他玩家。
我们在一座大型办公大楼前停了下来,弗雷德里克急于证明这不是一个预渲染的3D模型,而是完全使用控制世界上体素的建筑系统创建的。一旦有两个大的圆形块从世界上移除,他带我进入展示建造这个的玩家的技能。这栋楼里摆满了家具、灯光等等,让我觉得它真的属于这座城市——就像我曾经在里面工作过的每一栋办公楼一样。虽然建筑本身可能是完全定制的,但家具和固定装置是开发团队为玩家创建的3D模型。这些灯光是团队想要展示的东西,专门用来展示双宇宙中的连接系统。
每盏灯都由一个开关控制,开关与灯本身相连。如果没有链接,灯光就无法打开或关闭。这实际上就像我在《我的世界》中创造的红石电流——你可以在一个链中链接多个项目,也可以控制更复杂的用例。它非常健壮——由于这个链接系统,玩家已经在双宇宙中创建了自己的门户或Talos原理式的谜题。
说到在游戏中创建游戏,Dual Universe还允许玩家在游戏本身的终端中使用自定义Lua脚本。在我们的演示过程中,Frederic来到办公大楼的一个控制台,开始在对偶宇宙中播放《越狱》的一个版本。这为那些了解脚本并希望在游戏中获得乐趣的玩家增加了额外的细节层——但它也可以不仅仅用于创建旧的视频游戏。稍后,在一个建立了多个产业链的工业仓库中,附近的屏幕上运行一个Lua脚本,显示链条中随时处于活动和非活动状态的不同区域。这种类型的脚本可以在双宇宙的市场上出售,这为拥有这种现实世界技能的玩家提供了在双宇宙的玩家经济中创造收益的另一种途径。
Alpha 2带来了“工厂游戏”,或者在双宇宙中自动制作系统的方法。基本的工厂链是一个集装箱,里面装着输入的材料,例如铁矿石;精炼厂将输入的材料提炼成更高级的材料;以及包含精炼厂结果的输出容器。不过,由于使用了链接系统,您可以使用前一个链的输出容器作为另一个精炼过程的新输入容器来创建完整的供应链。只要输入容器中有所需的材料,这个系统就可以自动完成。这就是Lua董事会发挥作用的地方——我们可以实时监控供应链,并查看供应链的哪些部分在工作,哪些部分处于空闲状态。这是一个快速的方法,看看如何最好地自动化的过程,并创建最多的材料,要么使用为您自己的工艺目的或带到市场。
然而,它不会自己进入市场。弗雷德里克提到,他们希望所有玩家都能成为“太空卡车司机”。“作为他们在双宇宙社会中所扮演角色的一部分,他们将负责把材料运到每一个销售港。然而,你载了一艘载着一吨物质的货船,东西会飞得很慢。在一个启用PvP的区域(团队称该区域就在前方),货船很容易受到敌对派系或玩家的攻击,他们只是想快速赚钱。我现在明白了——雇佣兵可以被雇佣来进行空中巡逻,护送这些太空卡车司机把货物安全运到港口。这种水平的玩家代理,即玩家对他们所拥有的体验的控制是非常吸引人的。玩家需要一顶帽子才能将铁矿石安全地从一个星球护送到另一个星球,而这是一种能够有机地发芽的东西——这并不是因为双重宇宙的强制要求,而是因为它让这种体验成为我个人真正想要参与的一部分。
团队在演示中展示的每个功能都在游戏中——除了最后一点。在地球外的轨道上建立了一个太空站,以展示体素工艺的坚固性:太空站完全按照玩家创建它的方式制作,所以团队在太空中创造了一个2公里长的体素结构。玩家将无法创建我所看到的巨大的圆形车站,因为团队希望确保当他们将车站引入游戏时,不会因为一开始就让车站过大而意外破坏它。
停在空间站上的还有一些玩家制造的飞船:一些显然已经做好了战斗准备,等待PvP,而另一些看起来像是要模仿一艘住在里面的飞船,一直到厕所(尽管它们不工作——死亡的搁浅不是这样的)。
潜在的双宇宙是巨大的。如果操作正确,它将对mmo产生前所未有的影响:一种完全可定制的体验,与《星战前夜》相同的玩家代理。然而,现在还很难预测它一旦发布将会如何。有一件事是肯定的,当我们把火箭从空间站送到最近的月球时,我就已经在想我可以用很多方法来创造我自己的双宇宙。虽然它只是在它的第二个阿尔法,我渴望看到更多的它作为诺瓦夸克开始剥开面纱更多的道路。
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原文:
Standing over a player created city in Dual Universe, the potential feels endless. Roads, buildings, markets, industry – all these elements are present in a demo city with developer Novaquark as the sci-fi MMO dev showed off some of the Alpha 2 features last week. In an hour-long demo, multiple features were showcased, showing off the sandbox MMO in development.
For the uninitiated, Dual Universe is a sandbox MMO Kickstarted back in 2016 and is currently in development by French studio Novaquark. Having recently released its Alpha 2 back in July, adding a bunch new feature to the MMO. The world in front me was a blank canvas, just waiting for players to start creating a new civilization upon its shores.
Dual Universe is what happens when you mix Minecraft with EVE Online – you have the building and terrain manipulation of Minecraft, but the MMO is meant to be one hundred percent player driven. This means everything from player-created cities, alliances, and economy, wars and so on. The building shown off in our demo were created by players themselves, the only aspects of them that were developer-made were the decorations making each structure feel whole.
From office buildings to a fully functioning marketplace, players run it all. And that’s what makes Dual Universe so intriguing to me. Oftentimes we hear the phrase in gaming “anything you can see you can go to,” but how often do we hear “anything you see you can alter?” Dual Universe is entirely voxel based, meaning every aspect of it, whether it be a building a player constructed or a mountain across a valley can be edited using Universe’s tools. You can level whole mountain ranges or dig to the center of a planet, or build a structure visible from space to welcome visiting players -  the choice is ultimately up to you and your imagination.
In our demo, Oliver Derache and Frederic Samier, walked me through the Alpha features showcasing exactly what Dual Universe is about. The tools given to players are robust – everything from building a city, leveling a mountain or creating a hovercraft to galivant around your chosen planet are built using these voxel tools.
Piloting is fully physics based, meaning that if your ship design isn’t all that optimized for flying (in our demo Frederic created a ball of matter, slapped a fuel tank and engine on it and called it a “ship” as an example) it likely won’t fly well. Additionally, since ships are all influenced by the physics of the world, a heavier ship will take longer to move versus a lighter craft.
Flying itself didn’t look that easy – Frederic was all over the place as he drove a hovercraft down a ridge into the demo city, bouncing down the mountain itself as he went.  This is by design – the team did not want the piloting too casual. It’s a skill that players will have to hone over time – and in some ways could become a commodity unto itself.  Make a name for yourself as a pilot and people might be hiring you to truck space goods, fly patrols or even transport other players between social hubs.
We stopped in front of a large office building where Frederic was eager to prove that it wasn’t a pre-rendered 3D model, but rather fully created using the building system that manipulates the voxels in the world. Once there were two large circular chunks removed from the world, he took me inside showcasing the skills of the player who built this. The building was full of furniture, lights and more that it felt like it truly belonged in the city – it felt like every office building I’ve ever worked within. While the building itself may have been fully custom created, the furniture and fixtures were 3D models created by the development team for players to use. The lights were something the team wanted to show off specifically to showcase the linking system within Dual Universe.
Each light was controlled by a switch, which was linked to the light itself. Without the link, the light doesn’t turn on or off. This actually felt like the redstone currents I used to create in Minecraft – you can link multiple items in a chain as well to control more complex use cases. It’s pretty robust – players are already creating their own Portal or Talos Principle-esque puzzles within Dual Universe thanks to this linking system.
Speaking of creating games within a game, Dual Universe also allows players to use custom Lua script in terminals within the game itself. During our demo, Frederic went to a console within the office building and started to play a version of Breakout right there within Dual Universe. This adds an extra layer of detail to those players who know scripting and want to have a little bit of fun within the game – but it can also be used for more than just creating old video games. Later on in an industrial warehouse where multiple chains of industry were set up, a Lua script ran on a screen nearby showing the different zones in the chain that were active and inactive at any moment, in real time. This type of script could be sold on Dual Universe’s marketplace, giving players who have this real-world skill another avenue to create revenue within Dual Universe’s player economy.
Alpha 2 brought with it “factory gameplay,” or a way to automate the crafting system within Dual Universe. The basic factory chain is one container with the input material, for example iron ore; a refinery which takes the input material and…well, refines it into a more advanced form of the material; and the output container which contains the result of the refinery. Thanks to the linking system, though, you can create a full supply chain by using the previous chain’s output container as the new input container of another refining process. This system can automate itself so long as you have the materials needed in the input containers. This is where the Lua board came into play – we could monitor the supply chain in real time and see which portions of the chain were working and which were idle. This is a quick way to see how to best automate the process and create the most material to either use for your own crafting purposes or bring to market.
However, it’s not going to get to the market by itself. Frederic mentioned that they expect a full subset of players to essentially become “space truckers.” As part of their role in the Dual Universe society, they would be responsible for taking materials to each port of sale. However, you laden down a freighter with a ton of material, the things going to fly slow. On a PvP enabled area (which the team says is coming down the road), that freighter is rife for attacks by opposing factions or players just looking to make a quick buck. I can see it now – mercenaries could be hired  to fly patrol and escort these space truckers to get their cargo safely to port. That level of player agency, of player control over the experience they have is is incredibly enticing. The idea that players would need a CAP to escort iron ore safely from one planet to the next and it’s something that could sprout up organically – not because Dual Universe is mandating it makes the experience one that I really want to be a part of personally.
Every feature the team showcased in the demo was in the game currently – except for the last bit. A space station was erected in orbit above out planet to showcase both just how robust the voxel crafting truly is: The space station is fully made the same way players will have to create it, so the team essentially created a 2-kilometer-long voxel structure in space. Players won’t be able to create the giant circular station I witnessed off the bat as the team wants to ensure that when they introduce stations to the game that they don’t accidentally break it by allowing them to be too big from the start.
Parked on the station were a few more examples of player-made ships: some clearly combat ready and waiting for PvP, while another looked like it was meant to emulate a lived-In ship, right down to the toilets (though they don’t work – Death’s Stranding this is not).
The potential Dual Universe offers is huge. If done correctly it could have an impact on MMOs like no other before it: a fully customizable experience from the literal ground up with the same player agency as EVE Online. However, it’s difficult to tell today how it might fare once it’s released. One thing is certain, as we took a rocket from the space station to the nearest moon, I was already thinking of the many ways I could make Dual Universe my own. While it’s only in its second alpha, I am eager to see more of it as Novaquark starts peeling back the veil more down the road.
 
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