克劳福在新采访中讨论了神之战的里程碑到公会对公会的战斗

2019-09-27 406
克劳福团队最近与重达10吨的Hammer坐下来接受采访,采访范围从神之战的里程碑到公会对公会的战斗。
克劳福创意总监j·托德·科尔曼描述了上帝的里程碑对他和他的团队来说是多么重要,
“对我们来说,这可能是最关键的里程碑,因为它建立在我们的基础上提出了在过去的几年里:程序世界,动态布置的建筑物和道具,我们的城市和城堡围攻系统和非常深刻的性格发展系统(我们有大约1500独特的权力分布在成千上万的独特的种族/类/子类组合)。
所有这些都已经开始运作了。现在我们只需要添加一些元素来让Crowfall变得独一无二:城市的发展,公会对公会的支持,以及神的眷顾(即众神之战)。”
下一个版本也进行了讨论,Coleman解释了这对于类、种族和坐骑的意义,
当然,下一个版本带来了我们一直在等待的最后一个类:Frostweaver。这意味着我们将拥有所有种族和职业(以及升级职业、技能树和多职业学科)并将其考虑在内。这一版本还引入了坐骑、大篷车和精炼厂等功能……许多其他功能都是游戏循环的核心,但并不像程序生成世界或动态添加、移动和摧毁建筑那样重要。”
现在,开发的困难部分似乎已经过去了,团队在展望未来。然而,TTH向科尔曼提出了未来的困难,提到了承诺的五个竞选活动和他们被落在后面的风险,
“这绝对是一个风险。Crowfall的设计范围非常广。我一直试图回到过去,简化世界的选择,确保每一个选择都是独一无二的。
我们已经支持:
•永恒王国是玩家创造的、玩家管理的世界,扮演着市场、住房区和社会中心的角色
•上帝之手是一个只有pve的“新手世界”,供玩家学习游戏,
•受感染的是一个传统的黑暗时代或行星侧的3派PvP世界,
在这最后的里程碑中,我们将添加一些渣滓,公会vs公会PvP战役。
(我仍然不确定我们是否想要运送影域;我们有支持它的工具,但我不相信会有足够的兴趣来保证它。让我们看看渣滓测试进展如何,然后问问我们的玩家,他们是否觉得另一种世界类型的游戏会受欢迎。”
公会对公会战斗也进行了讨论。由于其本质,实现这样一个功能并不简单,Coleman讨论了一个潜在的解决方案,
“我提到的神的偏爱系统,就是这个问题的答案。这个系统使用了桌面策略游戏中常见的机制,比如Catan中的特殊卡牌,它会因为你拥有“最长的道路”或“最大的军队”而给你加分。《采访》读起来很吸引人,结尾是阿尔法的潜在时间轴,科尔曼对约会的承诺仍然含糊其辞,
“我想这次发布我们会在内部正式将其命名为Alpha,但我不希望在外部对此做太大的改动,因为我认为没有人真正在意我们将其命名为什么。我们将在今年年底完成这一里程碑式的工作,并在2020年初启动。最重要的是:这是我们在将整个团队转移到bug修复和优化之前进行的最后一次重大更新。”
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原文:
The Crowfall team sat down with Ten Ton Hammer recently for an interview ranging from the War of the Gods milestone to guild vs guild combat.
Crowfall Creative Director, J. Todd Coleman, described how crucial the Gods milestone was for him and his team,
“This is probably the MOST critical milestone for us, because it builds on the foundation that we’ve laid out over the last few years: procedural worlds, dynamic placement of buildings and props, our city & castle sieging system and the incredibly deep character advancement system (we have about 1500 unique powers spread across thousands of unique race/class/sub-class combinations).
All of that is already in and working. Now we just need to add the elements to make Crowfall really unique: city advancement, guild-vs-guild support, and divine favor (i.e. the War of the Gods).”
The next release was also discussed, with Coleman explaining what this means for classes, races, and mounts,
“Absolutely, this next release brings in the final class that we’ve been waiting for: the Frostweaver. That means we will have all races and classes (and promotion classes, skill trees, and multi-classing disciplines) present and accounted for. This version also brings in things like mounts and caravans and refineries… a host of other features that are core to the game loop, but not as critical as procedural world generation or the ability to dynamically add, move and destroy buildings.”
For now, it seems, the difficult part of development is behind them, with the team looking forward. However, TTH pushed Coleman on future difficulties by referencing the five promised campaigns and risk of them being left behind,
“That’s absolutely a risk. Crowfall has a very wide scope in terms of design. I’ve been trying to go back and streamline the world choices, to make sure each one is a unique offering.
We already support:
•the Eternal Kingdoms, are player-created, and player-managed worlds that act as markets, housing zones and social hubs
•God’s Reach is a PvE-only “newbie world” for players to learn the game,
•The Infected is a 3-Faction PvP world in the tradition of Dark Ages or Planetside,
…and, with this final milestone, we’ll add the Dregs, Guild-vs-Guild PvP campaigns.
(I’m still not sure if we’ll want to ship the Shadowlands; we have the tools to support it, but I’m not convinced that there will be enough interest to warrant it. Let’s see how the Dregs testing goes and then ask our players for if they feel like another world type would be popular.)”
Guild vs guild combat was also discussed. Because of its nature, implementing such a feature isn’t straightforward, with Coleman discussing a potential solution,
“The Divine Favor system, that I mentioned, is the answer to that problem. This system uses a mechanic common in table-top strategy games, like the special cards in Catan that give you points for having “the Longest Road” or “the Largest Army”.
The interview is a fascinating read, ending on a potential timeline for alpha, with Coleman remaining coy about committing to a date,
“I suppose that with this release we’ll officially call it Alpha internally, but I’d rather not make a big deal of that externally because I don’t think anyone really cares what we call it. We’ll be working on this milestone through the end of the year and launch it in early 2020. The most important thing is: this is the last major update that we’ll do before we move our entire team onto bug fixing and polish.”
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