本帖最后由 ETW_Derp 于 2021-7-13 19:14 编辑
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Hello everyone! In today’s post, we’re going to provide an update on the progress we’ve made in the last six months, explain how our plans for Hytale have evolved, and take a look at some new and updated aspects of the game including weapon-specific combat styles, character customization, and AI.
各位好!在今天的博文中,我们将会讲述我们进六个月以来进行的开发工作,说明我们对Hytale之后的发展进行的一系列计划,之后再来看一些崭新的游戏设计部分,比如特定的武器锁产生的不同的战斗风格、人物自定义以及AI设计。
The first half of 2021 has been a period of significant change, both for Hytale and for Hypixel Studios. We’ve continued to recruit new team members, whose talents and unique perspectives have expanded our sense of what Hytale can be. We’ve changed the way we work, steadily moving away from the exploratory approach that has defined the project’s first few years towards more efficient, targeted production milestones. At the same time, our design for Hytale has been evolving. Some parts of the game have undergone radical change, while in other areas we’ve expanded on established groundwork.
2021年的上半年可以说是充满变化的一个阶段,无论是对Hytale游戏还是对Hypixel Studio来说。我们还在继续召集新人加入我们的团队,他们的才华和独一无二的视角也拓展了我们对Hytale游戏的一些感觉。我们也改变了我们工作的方式,从最初几年,定义整个项目的探索性尝试,逐步地转变成更加有效率的、目标明确的开发的方式,可以说是一个里程碑了。于此同时,我们对Hytale的设计也是一直在进步的。游戏的一部分产生了彻底的改变,同时游戏的其他部分,我们也在其基本的方面进行了一些新的拓展。
At the core of all of this is a commitment to creating the best game we possibly can—to making a contribution to the genre that surprises and delights players while empowering creators for many years to come.
以上所有的核心,可以说就是一份承诺了:我们会创作自己能力所及的最好的游戏——能让玩家啧啧称奇,沉浸在美妙的世界中;还能在接下来的几年来为创作者们提供创作的空间。
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Our plan for Hytale is ambitious, and we’re very fortunate to be in a position where we have the time, people and resources that we need to get it right. However, “getting it right” involves a ton of experimentation, iteration, and change. This introduces a lot of uncertainty to the development process, and while we believe this is healthy—it’s been good to challenge our assumptions!—it has also meant that we’ve been less open than we used to be. We’ve needed space and time to make major decisions about the project.
我们对Hytale的计划是富有野心的,同时我们也十分庆幸我们能拥有足够的时间、人手与资源——这也是我们现在正需要的,可谓天时地利人和了。但是,“这些需求”可包含很多很多试验、迭代与变化。而这就产生了一些开发进度的不确定性,我们认为这其实是十分正常的——挑战我们的假设并不是件坏事!——这也意味着我们并不像以前那么开放了。对于这个工程,我们需要时间与空间来进行重要的决定。
Even so, we know that half a year is a long time to wait for an update. The reason that answers have not been more forthcoming this year is because, until recently, we did not have them. We have spent this time considering many possible approaches to launch, factoring in many different perspectives, doing a ton of research, and developing a better understanding of what we need to do in order to meet our goals.
尽管如此,我们也知道,对于开发进展报告而言,半年的等待的确是十分漫长的一段时间。(译注:这段内容是开始找原因搪塞了,不想翻译了。)
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What has become increasingly apparent is that we have several more years of work ahead of us before Hytale is ready to launch. We don’t want to provide another estimated launch window that turns out to be incorrect. However, we no longer expect to be ready to launch Hytale before 2023 at the earliest, and it could very well take longer.
越来越明显的一件事情是,在Hytale准备发布之前,我们依然需要进行几年的开发。我们并不想再画一个不切实际的大饼,信誓旦旦地说估计什么时候会发布,然后再狠狠地打脸。虽然但是,我们也并不期望能在2023年或之前准备好Hytale的发布,并且也可能会需要更长的时间。
There are two key considerations driving this assessment. The first is that our capabilities as a studio have significantly improved and the scope of what we can do has expanded. Put simply: we’re better at making games than we used to be, but taking full advantage of this takes time.
还是有两个关键的考虑才得出了上面的估计。首先,作为一个工作室,我们的能力得到了长足的发展,我们能完成的事请也更多了。简而言之,在制作游戏这方面,我们比之前更加擅长了,但是这需要我们花时间来充分利用这个优势。
The second consideration is the need to develop Hytale in a way that allows us to bring it to multiple platforms as rapidly as possible. It’s always been our goal to eventually release Hytale on mobile and consoles as well as PC, but it has become apparent that we were heading for a scenario where our community would ultimately find itself split across versions and devices. We think it is enormously important to avoid this—to create an ecosystem where as many players as possible can play together and share their creations. However, this means making major changes to Hytale’s engine and our approach to launch, and this extends development time.
第二点,我们需要考虑一个需求,那就是寻找能够将Hytale带到其他平台的开发方式,越快越好。将Hytale发布在移动端、主机端与PC端,这也是我们一贯的目标,但越来越明显的事情是,我们正在接近一个环境,那就是我们的社区最终会发现他们由于版本与设备所割裂。我们认为拒绝这种情况的发生是十分必要的——建立一个良好的生态,能让尽可能多的玩家可以一起玩耍,并且分享他们的造物。但是,这意味着需要对Hytale自研的引擎与我们发布游戏的计划做出重大的改变,而这需要大量的开发时间。
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Arriving at this decision has been a challenging process. None of us expected this to be such a long project, and we’re aware that this approach brings its own risks and costs. We’re mindful of the dangers of ‘scope creep’, and we’re working to ensure that we proceed with a strong sense of what ‘done’ means.
做出这个决定,是十分充满挑战的一个过程。我们之中没人意料到这会发展成为一个如此巨大的工程,同时我们也意识到了这种决定会带来自己的风险与成本。我们也已经注意到了“范围蔓延”的危险,同时我们也在确保我们对”完成“的意义有着强烈的意识。
We also know that prolonged development is going to be unwelcome news for the Hytale community. We stated back in December that we didn’t believe it was fair to allow anticipation to remain at fever pitch, however we’re aware that reduced communication over the last six months has allowed speculation to bubble back up again, and that news of a longer wait is likely to be a shock to many. Even so, we strongly believe that the choice to spend longer in development will serve our community best in the long run.
我们也知道,延长自己的开发周期对于Hytale社区而言会是一个负面的新闻。在上次的12月的博文中我们也说过,给予过高的期望的确不是一件公平的事情,但我们也注意到了近六个月以来交流的萎缩也让一些流言蜚语四处冒出,而且对于要等待更长时间的消息而言,会让很多人感到震惊。尽管如此,我们还是强烈地认为,在开发中投入更长的时间,会在更长时间的范围内以最好的方式服务我们的社区。
It’s worth reiterating that we won’t release Hytale as a surprise. When we’re on the final approach to launch, we’ll let everybody know in plenty of time. There will undoubtedly be new job listings, updates to our website, and changes to our back-end systems in the intervening period: while we understand the temptation to interpret these as a sign that launch is imminent, they’re a normal part of our working process and not an indication that our plans have changed.
值得再次重申的一件事情是,我们不会突然一下子就发布Hytale,好像要整个(大)新闻似的。当我们准备发布游戏的时候,我们会在足够的时间内让所有人知道。毫无疑问的是,在这段时间内,依然会有新的职位招聘、我们的网站更新,以及我们后端系统的变化:我们当然理解那些将这些改变认为是游戏即将发布的征兆,但是这些只是我们平时工作的日常进程,并不是代表我们的计划会发生变化。
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Another consequence of this approach is that weekly screenshots are no longer a viable way for us to update the community. The major technical changes that we’re making will mean that, for a time, it will be more complicated to produce screenshots and clips that accurately reflect the experience that players will have when Hytale launches. We’re also looking at a longer production process, and we want to make sure that Hytale has some surprises left in store when players get their hands on it.
这种政策的另一个后果,则是每周截图不再是我们向社区更新的一种可行方式了。在一段时间内,我们进行的、技术性的变化意味着,用截图或视频片段来展示Hytale是更加复杂的事情,尤其是这些多媒体能否准确地反映在Hytale发布后玩家的体验。我们也在寻找一个时间更长的制作过程,同时我们要确保玩家们接触Hytale后,能给玩家们留下一些惊喜。
However, as has already been said, our need for privacy over the last six months has been driven by the tough decisions that we needed to make. Now that those decisions are made, and our broader plans announced, it’s possible for us to open up a little bit more and be more engaged with the community. In that regard, you can expect our approach to communication to change: we’ll post fewer, more substantial official updates, interspersed with increased engagement from the team as we go about the day-to-day work of building Hytale.
尽管如此,就像前面已经说过的,我们在这六个月里的保密,是由这个艰难的决定所造成的,而这个决定我们不得不下定决心。现在已经决定延期了,而且也公布了更远的计划,我们也就有可能更多更开放地参与社区讨论。而在这方面,你也能期待我们的交流方式会发生变化:我们会发布官方信息,但是频率更低,重要程度更高,在此之间穿插团队在制作Hytale时的更多日常工作。
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This has been a challenging set of decisions to make, but the position we’re in is extremely fortunate. We’re in this position because of the huge response to the Hytale announcement, as well as the energy and enthusiasm that the Hytale community has subsequently invested in our project. We are enormously grateful for that investment, and it’ll be at the forefront of our minds when we’re finally ready to share Hytale with you all.
做出一系列如此的决定是十分充满挑战性的,但是我们所处于的阶段还是十分幸运的。我们之所以处在这个位置,不仅是因为Hytale公布的巨大反响,而且还缘于整个Hytale社区所投入的活力与热情,
In the meantime, let’s take a look at some new stuff.
好啦。现在我们点好康的。
EXPANDED CHARACTER PERSONALIZATION
人物自定义再再再次扩展
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The personalization of your player character is a central theme of Hytale. We're making a game that offers a lot of different ways to play, from solo or co-op adventure to minigames and other social activities. Your character is at the heart of all of these, a living expression of your choices, experiences, and achievements.
个性化角色是Hytale里的一个核心主题。我们制作一款游戏,当然能提供很多不同的方式去游玩,从单人游戏,到合作冒险,再到小游戏,以及其他的社交活动。你所游玩的人物是这些要素的核心,是你的选择、你的经验、你的成就的鲜活体现。
We want to ensure that players feel unconstrained in their creativity and self-expression, and that has meant taking a new approach to the player character—who they are, what they can be, and how they fit into the world of Hytale.
我们需要确保玩家能够自由地发挥他们的创造力与自我表达能力,同时这也意味着需要一个新的途径来考量玩家角色——他们是谁,他们能做什么,他们是怎么适应Hytale世界观的。
https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=1
Our player characters are Avatars—the powerful, playful and protean denizens of a boundless realm known as the Alterverse. Drawn to Orbis by a mysterious cosmic event, many Avatars find themselves adopting forms influenced by this emergent world. However, others manifest unique forms inspired by the infinite diversity of the wider Alterverse—and all Avatars are free to adjust their appearance as the mood strikes them.
我们的玩家角色被称为“Avatars”——生活在一片无尽领域中的充满力量的、热爱游玩的、变化不定的居民。那片无尽领域就是所谓的“Alterverse”。被神秘的宇宙事件吸引到Orbis,很多Avatars发现他们所体现出的外表由这个世界所影响。但是,其他人那独一无二的外观则是由Alterverse那无穷的多样性所决定——因此所有的Avatars都能自由地调整他们的外观,只要被某种情绪所影响。
You are free to mix and match basic components like faces, eyes and hair, layer on additional fantastic elements like horns, pointy ears or tusks, and combine these with modern fashions, adventuring garb, or cosplay. We’re continually working to expand the options available, while also extending our layering system to allow for more sophisticated customization of clothing and gear. We want players to feel free to carve out their own identities, and to feel supported in doing this both by the suite of options on offer and by the story of Hytale itself. Creativity and change are the lifeblood of the Alterverse, and Avatars are its living expression.
你可以自由地组合与配对基础的元素,比如面部、眼睛与头发,或是在额外的层级上加入一些幻想元素,比如角、尖耳朵或者象牙,然后将这些装饰相结合成潮流时尚、冒险装束或者是简单的Cosplay。我们还在致力于将更多的选项开放,同样也在扩充我们的层级系统,允许更多更复杂的自定义服饰与配件。我们希望玩家能够自由地刻画出自己的形象,同时也希望玩家能在装束设置或者Hytale的故事中找到相关的指引与提示。创造与改变是Alterverse的根源,而Avatars则是其鲜活的表达。
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The name 'Avatar' captures the double role that every player character fulfills, both as a character in a high-fantasy adventure story and as an expression of their player's online identity. We know from experience how important it is to let players create personas that follow them seamlessly not just between the various game modes of Hytale, but beyond to their social media accounts and creator channels. These are all forms of creative expression, at the end of the day!
Avatar这个名字体现了所有玩家的双重角色,不仅是奇幻冒险故事中的一个角色,也是一个玩家在线游戏的独特表达。我们在过往的经验中十分明白,让玩家们创造一个角色,不仅让这个角色在不同的Hytale游戏模式中无缝跟随,还能让这个角色跳到游戏之外,在社交媒体上和创作者的频道里相互交流,这是多么重要的一件事情。从根本上讲这些都是创造力表达的一种方式。
A NEW APPROACH TO COMBAT
战斗系统的新鲜尝试
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We've begun completely rebuilding Hytale's combat system over the course of the last year, prototyping and testing several revisions before adopting our current approach. At the heart of these changes are the weapons that each Avatar carries.
在过去的一年中,我们就已经开始对Hytale的战斗系统进行了从上到下的翻新。在目前我们所进行的尝试之前,我们做了一些机制的原型和一系列修改的测试。而所有这些改变的核心,则是Avatar所持有的武器。
Which weapons you carry forms the cornerstone of your combat playstyle, providing you with a set of abilities specific to that weapon type. We want to make sure that weapons feel distinct from one another, offering more than simple changes to attack speed or damage.
你所持有的武器是你战斗方式的基石,而这会给你提供一系列由武器类型所决定的能力。我们希望确保相比于其他武器,每一种武器都能有其独一无二的感觉,提供不止于攻速和伤害之外的改变。
Alongside these changes, we've also overhauled the audio and VFX for combat to emphasise the power of each blow. The UI is also undergoing significant changes to support the new combat system, including dedicated UI elements for new features like stamina, blocking, and signature moves (more on those in a bit!) We're not ready to share these changes just yet, which is why we've disabled the UI in the clips below.
除了这些改变之外,我们同样也大幅修改了战斗的音效系统与视觉效果,给人以更加酣畅淋漓的打击感。用户界面也在进行一些至关重要的改变,以支持当前崭新的战斗系统,包括为一些新特性提供专用的UI元素,比如耐力值、格挡,以及特殊动作(等会儿会展示更多内容!)。我们目前还没准备好展示这些改变,这也是我们在下面的片段中禁用UI的一个原因吧。
Let's take a look at two examples!
让我们看看以下两个例子!
https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=4
In this clip, we run through the fundamental moveset of the one-handed sword. Basic attacks take the form of a three-hit combo, striking from the right and left followed by an overhead chop. The sword's special attack is a charged lunge, which incorporates a short dash and applies knockback to the target.
在这个片段中,我们正在进行一个单手剑的基本攻击节奏。基础攻击是一种三连击,左挥击到右挥击,然后再接一个劈击。这把剑的特殊攻击是一个冲刺攻击,能进行一段距离的冲刺,然后给予攻击目标一个击退效果。
The sword's signature move, which is charged by landing blows and blocking incoming strikes, is a dramatic spin followed by another powerful lunge. This does damage in an area while rewarding good positioning with the ability to deal sudden damage to a key foe.
而这把剑所有的特殊动作,则是通过跳劈和格挡攻击进行充能的,这个动作能进行一个巨大的旋转攻击,最后还带有一个强力的冲刺攻击。这个动作会对一个区域内的敌人造成伤害,同时也能够对关键敌人造成即时伤害,对玩家而言是作为一个良好身位的奖励。
The sword is a weapon that favors defensive and reactive play, offering good utility in the form of lunges and knockback while providing steady damage output. It pairs well with a shield, which provides the ability to block frontal attacks as long as the wielder has sufficient stamina. Good stamina management allows sword and shield users to safely charge their signature move by blocking blows, allowing them to follow up with a powerful precision strike.
单手剑是一类更倾向于防御与即时反应的一种武器,能够在一些冲刺与击退方面提供一些比较实用的效果,同时也能供提供持续的伤害输出。它一般与盾牌搭配,而盾牌能够提供正面攻击的格挡,只要装备者拥有足够多的耐力。良好的耐力管理允许剑盾玩家能够安全地给自己的特殊动作充能(通过格挡攻击进行),也能让他们对敌人进行一个精确的打击。
In PVP, sword and shield users are difficult to pin down and overwhelm—they can achieve surprising mobility with their charged lunge, and can control the pace of a fight with their shield. However, baiting out unnecessary blocks and outlasting their stamina leaves them vulnerable and reduces their ability to flee.
在PVP中,剑盾玩家不容易被控住——他们可以通过使用充能冲刺技能来进行一些出其不意的移动,同时也能利用他们的盾牌来对战斗的节奏进行控制。但是,骗出来不必要的格挡,然后耗尽他们的耐力,就可以让他们轻易地被攻击,同时也会降低他们逃跑的能力。
[https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=3
Here's a very different weapon: the mace. Mace strikes are slow, consume a chunk of stamina, but do plenty of damage and knockback. Basic attacks take the form of steady right-left swings, while the alternate attack provides a high-knockback hilt bash. The mace can be charged to perform a powerful special attack, and its signature is a devastating leaping slam that deals massive damage and knockback to all enemies near its impact zone.
然后这里则是另一种不同的武器:钉头锤。钉头锤的攻击十分缓慢,会消耗掉一格耐力,但是能造成大量的伤害和击退效果。基础攻击是持续不断的左右挥击,另一种攻击方式则提供了一种较高击退的猛击。钉头锤可以蓄力攻击,以完成一个强力的特殊攻击,同时它的特殊动作是极具毁灭性的劈击,能够对其冲击区域周围的所有敌人造成巨大的伤害和击退效果。
Good mace players are always aware of the timing and direction of their strike and avoid wasting stamina on wild swings. Their defensive power comes entirely from managing the flow of battle with knockback, so positioning and situational awareness are key. It's certainly less safe than hiding behind a shield, but makes a mace-wielder significantly more dangerous when fighting near an environmental hazard like a cliff or lava.
优秀的钉头锤玩家往往都十分注意他们的击打时间与方向,同时避免出现胡乱挥打以浪费耐力的行为。他们的防御能力完全来自于战斗中击退的节奏,所以身位与战场意识是十分重要的事情。的确,相比于躲在盾牌后面,这样的装备相比而言还是缺少一些安全感,但是这却让装备钉头锤的玩家在靠近一些危险环境(比如悬崖或岩浆)的时候更加具有威慑力。
These are two of the weapon types that we’ve been working on. We've also been testing new playstyles for daggers, which favor hit-and-run attacks and provide a ton of bonus mobility, and battleaxes, which build up powerful damage boosts by landing successive hits, encouraging all-in aggression.
这两种武器的设计就是我们目前所进行的工作。我们同样在测试新的武器种类,比如匕首,它更倾向于打完就跑,然后跑得还贼快的那种;比如战斧,它能够通过连续的攻击来进行强力的伤害加成,鼓励完完全全的战斗与侵略性攻击。
The next step is to extend this depth and variety to ranged weapons, while giving players additional ways to customize their playstyle through the use of armor and trinkets. The overall goal of this system is to encourage players to compose their own approach to combat by combining a wide array of meaningfully distinct elements.
我们的下一步计划就是拓展远程武器的种类与其深度,除此之外,还有其他的能给予玩家更多的自定义他们游戏风格的自由,比如通过护甲和饰品来达到这一点。这套系统的目标就是鼓励玩家去通过组合各种独立的元素来进行一系列有意义的尝试,同时形成自己的战斗风格。
AI ADVANCEMENTS
AI增强
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In the last six months, the team has made substantial additions to Hytale's modular AI system in order to add depth, interest, and variety to PVE combat. The new system, which we've been calling the 'Combat Action Evaluator', allows NPCs to make smarter decisions about targets, weapons, and approaches to battle.
在最近的六个月中,为了增强PVE战斗中的深度、乐趣和多样性,我们的创作团队对Hytale游戏的AI模块系统进行了一系列重大的补充。新的系统——我们称之为“战斗行为评估”,能够让一个NPC对目标、武器与战斗行为做出更加明治的决定。
The system allows specific creatures to express their personalities through the way they fight. NPCs assess various conditions—including number and behaviour of foes—in order to guide their next action. These range from the target and timing of their basic attacks to the execution of specific actions, like switching weapons, using a special attack, or fleeing.
这套系统能够让特定的生物能够以其个性来决定战斗的方式。NPC能够评估各种各样的条件——包括敌人的数量与行为——来引导他们接下来的行动。而这些行动包括他们的目标、他们的普通攻击与特定的动作,比如切换武器、使用特殊攻击,或者直接溜之大吉。
The system is built to be configurable and allows for a variable degree of 'fuzziness'—just because the system can choose an optimal move, that doesn't mean that NPCs have to use them. We've built it in this way in order to prevent NPCs from becoming predictable—we've found that characters have a greater sense of life when they're allowed to make mistakes!
这套系统也是可以进行自定义的,也能够造成一些不同程度的“模糊”——这是因为这套系统可以选择一个最佳的行为,但是这并不代表NPC就一定要执行这个行为。我们这样做的原因,是因为防止NPC的行为变得可以预测——我们发现了如果允许他们犯错误的话,那么这个角色的行为就会变得更加像个人一样!
Here's an example of the new system in action. The following clip shows a duel between two Avatars armed with swords and shields. One of these characters is being controlled by a player, and the other is an AI.
这是新系统的一个例子。下面的视频片段展示了两个Avatar之间的决斗,都装备了剑盾。其中的一个角色是由玩家控制的,而另一个则是由AI控制的。
https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=2
Our goal wasn't necessarily to create an AI that could perfectly mimic a player—but we've gotten closer than we expected! This duelling AI has proved useful for testing new weapon designs, and it's claimed its fair share of victories against some of the better PVPers on the team!
我们的目的并不一定是创造一个AI,能够完全像一个真人一样——但是我们确实比我们所预期的更靠近的了一些。这场决斗中,AI也是证明了其对测试新武器设计的实用性,同时AI也能在一些团队战斗中,公平地分享与(比AI)更好的PVP玩家们胜利的喜悦。
...AND FINALLY
…以及写在最后
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We know that this has been a long post, with a lot of new information to digest, and we want to reiterate how grateful we are for the passion and enthusiasm of the Hytale community. The development of Hytale continues to be a long, exciting, challenging journey, and it’s not always been easy—particularly when we’ve had to make tough decisions. At the end of the day, however, what motivates us is a desire to do right by our team and by our community.
我们知道,这是一篇很长的博文,有很多新的内容需要去消化,与此同时,我们也希望重申一下我们对Hytale社区热情且热切的感激和感谢。Hytale的开发工程是一个漫长的、激动人心的、富有挑战性的旅程,而且这条旅程并不是一马平川的——尤其是我们不得不去做出艰难的决定。 但是,归根结底,鼓励我们继续向前的是一种信念,一种正确的、对我们的团队与我们的社区而言正确的信念。
We’ll leave you with a new track from the Hytale OST—Adventure and Chill, by Hytale composer Oscar Garvin. This track was composed as an introduction to Hytale as a whole, branching out from the main theme to touch on all of the different elements of the game we’re creating: an immersive and inviting world, a welcoming social space, and a creative sandbox with boundless opportunities for self-expression. Bringing this world to life has turned out to be more challenging than any of us expected, but we’re more confident than ever that we’re heading in the right direction.
接下来我们会留下一个Hytale OST的新曲目——Adventure and Chill(冒险与恬淡),由Hytale作曲家Oscar Garvin所撰写。这首曲目所描述的是Hytale整体介绍,从主旋律到所有我们创造的游戏元素:一个身临其境的、诱人的世界,一个有爱的社交场所,以及一个没有边界的、能够表达自己的沙盒世界。让这个世界能和我们所联系起来的羁绊是十分每美妙的事情,但是这种羁绊却比我们所预期的更加具有挑战性。但是我们比以往的任何时间都要更加自信,因为我们正在朝着正确的方向前进。
https://www.bilibili.com/html/player.html?aid=846507948&wmode=transparent&as_wide=1&page=1
译者:ETW_Derp
原帖地址:https://www.hytale.com/news/2021/7/summer-2021-development-update
原帖作者:Hytale Team
发布日期:2021.07.01
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SUMMER 2021 DEVELOPMENT UPDATE
2021夏季开发进展报告
2021夏季开发进展报告
Hello everyone! In today’s post, we’re going to provide an update on the progress we’ve made in the last six months, explain how our plans for Hytale have evolved, and take a look at some new and updated aspects of the game including weapon-specific combat styles, character customization, and AI.
各位好!在今天的博文中,我们将会讲述我们进六个月以来进行的开发工作,说明我们对Hytale之后的发展进行的一系列计划,之后再来看一些崭新的游戏设计部分,比如特定的武器锁产生的不同的战斗风格、人物自定义以及AI设计。
The first half of 2021 has been a period of significant change, both for Hytale and for Hypixel Studios. We’ve continued to recruit new team members, whose talents and unique perspectives have expanded our sense of what Hytale can be. We’ve changed the way we work, steadily moving away from the exploratory approach that has defined the project’s first few years towards more efficient, targeted production milestones. At the same time, our design for Hytale has been evolving. Some parts of the game have undergone radical change, while in other areas we’ve expanded on established groundwork.
2021年的上半年可以说是充满变化的一个阶段,无论是对Hytale游戏还是对Hypixel Studio来说。我们还在继续召集新人加入我们的团队,他们的才华和独一无二的视角也拓展了我们对Hytale游戏的一些感觉。我们也改变了我们工作的方式,从最初几年,定义整个项目的探索性尝试,逐步地转变成更加有效率的、目标明确的开发的方式,可以说是一个里程碑了。于此同时,我们对Hytale的设计也是一直在进步的。游戏的一部分产生了彻底的改变,同时游戏的其他部分,我们也在其基本的方面进行了一些新的拓展。
At the core of all of this is a commitment to creating the best game we possibly can—to making a contribution to the genre that surprises and delights players while empowering creators for many years to come.
以上所有的核心,可以说就是一份承诺了:我们会创作自己能力所及的最好的游戏——能让玩家啧啧称奇,沉浸在美妙的世界中;还能在接下来的几年来为创作者们提供创作的空间。
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Our plan for Hytale is ambitious, and we’re very fortunate to be in a position where we have the time, people and resources that we need to get it right. However, “getting it right” involves a ton of experimentation, iteration, and change. This introduces a lot of uncertainty to the development process, and while we believe this is healthy—it’s been good to challenge our assumptions!—it has also meant that we’ve been less open than we used to be. We’ve needed space and time to make major decisions about the project.
我们对Hytale的计划是富有野心的,同时我们也十分庆幸我们能拥有足够的时间、人手与资源——这也是我们现在正需要的,可谓天时地利人和了。但是,“这些需求”可包含很多很多试验、迭代与变化。而这就产生了一些开发进度的不确定性,我们认为这其实是十分正常的——挑战我们的假设并不是件坏事!——这也意味着我们并不像以前那么开放了。对于这个工程,我们需要时间与空间来进行重要的决定。
Even so, we know that half a year is a long time to wait for an update. The reason that answers have not been more forthcoming this year is because, until recently, we did not have them. We have spent this time considering many possible approaches to launch, factoring in many different perspectives, doing a ton of research, and developing a better understanding of what we need to do in order to meet our goals.
尽管如此,我们也知道,对于开发进展报告而言,半年的等待的确是十分漫长的一段时间。(译注:这段内容是开始找原因搪塞了,不想翻译了。)
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What has become increasingly apparent is that we have several more years of work ahead of us before Hytale is ready to launch. We don’t want to provide another estimated launch window that turns out to be incorrect. However, we no longer expect to be ready to launch Hytale before 2023 at the earliest, and it could very well take longer.
越来越明显的一件事情是,在Hytale准备发布之前,我们依然需要进行几年的开发。我们并不想再画一个不切实际的大饼,信誓旦旦地说估计什么时候会发布,然后再狠狠地打脸。虽然但是,我们也并不期望能在2023年或之前准备好Hytale的发布,并且也可能会需要更长的时间。
There are two key considerations driving this assessment. The first is that our capabilities as a studio have significantly improved and the scope of what we can do has expanded. Put simply: we’re better at making games than we used to be, but taking full advantage of this takes time.
还是有两个关键的考虑才得出了上面的估计。首先,作为一个工作室,我们的能力得到了长足的发展,我们能完成的事请也更多了。简而言之,在制作游戏这方面,我们比之前更加擅长了,但是这需要我们花时间来充分利用这个优势。
The second consideration is the need to develop Hytale in a way that allows us to bring it to multiple platforms as rapidly as possible. It’s always been our goal to eventually release Hytale on mobile and consoles as well as PC, but it has become apparent that we were heading for a scenario where our community would ultimately find itself split across versions and devices. We think it is enormously important to avoid this—to create an ecosystem where as many players as possible can play together and share their creations. However, this means making major changes to Hytale’s engine and our approach to launch, and this extends development time.
第二点,我们需要考虑一个需求,那就是寻找能够将Hytale带到其他平台的开发方式,越快越好。将Hytale发布在移动端、主机端与PC端,这也是我们一贯的目标,但越来越明显的事情是,我们正在接近一个环境,那就是我们的社区最终会发现他们由于版本与设备所割裂。我们认为拒绝这种情况的发生是十分必要的——建立一个良好的生态,能让尽可能多的玩家可以一起玩耍,并且分享他们的造物。但是,这意味着需要对Hytale自研的引擎与我们发布游戏的计划做出重大的改变,而这需要大量的开发时间。
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Arriving at this decision has been a challenging process. None of us expected this to be such a long project, and we’re aware that this approach brings its own risks and costs. We’re mindful of the dangers of ‘scope creep’, and we’re working to ensure that we proceed with a strong sense of what ‘done’ means.
做出这个决定,是十分充满挑战的一个过程。我们之中没人意料到这会发展成为一个如此巨大的工程,同时我们也意识到了这种决定会带来自己的风险与成本。我们也已经注意到了“范围蔓延”的危险,同时我们也在确保我们对”完成“的意义有着强烈的意识。
We also know that prolonged development is going to be unwelcome news for the Hytale community. We stated back in December that we didn’t believe it was fair to allow anticipation to remain at fever pitch, however we’re aware that reduced communication over the last six months has allowed speculation to bubble back up again, and that news of a longer wait is likely to be a shock to many. Even so, we strongly believe that the choice to spend longer in development will serve our community best in the long run.
我们也知道,延长自己的开发周期对于Hytale社区而言会是一个负面的新闻。在上次的12月的博文中我们也说过,给予过高的期望的确不是一件公平的事情,但我们也注意到了近六个月以来交流的萎缩也让一些流言蜚语四处冒出,而且对于要等待更长时间的消息而言,会让很多人感到震惊。尽管如此,我们还是强烈地认为,在开发中投入更长的时间,会在更长时间的范围内以最好的方式服务我们的社区。
It’s worth reiterating that we won’t release Hytale as a surprise. When we’re on the final approach to launch, we’ll let everybody know in plenty of time. There will undoubtedly be new job listings, updates to our website, and changes to our back-end systems in the intervening period: while we understand the temptation to interpret these as a sign that launch is imminent, they’re a normal part of our working process and not an indication that our plans have changed.
值得再次重申的一件事情是,我们不会突然一下子就发布Hytale,好像要整个(大)新闻似的。当我们准备发布游戏的时候,我们会在足够的时间内让所有人知道。毫无疑问的是,在这段时间内,依然会有新的职位招聘、我们的网站更新,以及我们后端系统的变化:我们当然理解那些将这些改变认为是游戏即将发布的征兆,但是这些只是我们平时工作的日常进程,并不是代表我们的计划会发生变化。
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Another consequence of this approach is that weekly screenshots are no longer a viable way for us to update the community. The major technical changes that we’re making will mean that, for a time, it will be more complicated to produce screenshots and clips that accurately reflect the experience that players will have when Hytale launches. We’re also looking at a longer production process, and we want to make sure that Hytale has some surprises left in store when players get their hands on it.
这种政策的另一个后果,则是每周截图不再是我们向社区更新的一种可行方式了。在一段时间内,我们进行的、技术性的变化意味着,用截图或视频片段来展示Hytale是更加复杂的事情,尤其是这些多媒体能否准确地反映在Hytale发布后玩家的体验。我们也在寻找一个时间更长的制作过程,同时我们要确保玩家们接触Hytale后,能给玩家们留下一些惊喜。
However, as has already been said, our need for privacy over the last six months has been driven by the tough decisions that we needed to make. Now that those decisions are made, and our broader plans announced, it’s possible for us to open up a little bit more and be more engaged with the community. In that regard, you can expect our approach to communication to change: we’ll post fewer, more substantial official updates, interspersed with increased engagement from the team as we go about the day-to-day work of building Hytale.
尽管如此,就像前面已经说过的,我们在这六个月里的保密,是由这个艰难的决定所造成的,而这个决定我们不得不下定决心。现在已经决定延期了,而且也公布了更远的计划,我们也就有可能更多更开放地参与社区讨论。而在这方面,你也能期待我们的交流方式会发生变化:我们会发布官方信息,但是频率更低,重要程度更高,在此之间穿插团队在制作Hytale时的更多日常工作。
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This has been a challenging set of decisions to make, but the position we’re in is extremely fortunate. We’re in this position because of the huge response to the Hytale announcement, as well as the energy and enthusiasm that the Hytale community has subsequently invested in our project. We are enormously grateful for that investment, and it’ll be at the forefront of our minds when we’re finally ready to share Hytale with you all.
做出一系列如此的决定是十分充满挑战性的,但是我们所处于的阶段还是十分幸运的。我们之所以处在这个位置,不仅是因为Hytale公布的巨大反响,而且还缘于整个Hytale社区所投入的活力与热情,
In the meantime, let’s take a look at some new stuff.
好啦。现在我们点好康的。
EXPANDED CHARACTER PERSONALIZATION
人物自定义再再再次扩展
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The personalization of your player character is a central theme of Hytale. We're making a game that offers a lot of different ways to play, from solo or co-op adventure to minigames and other social activities. Your character is at the heart of all of these, a living expression of your choices, experiences, and achievements.
个性化角色是Hytale里的一个核心主题。我们制作一款游戏,当然能提供很多不同的方式去游玩,从单人游戏,到合作冒险,再到小游戏,以及其他的社交活动。你所游玩的人物是这些要素的核心,是你的选择、你的经验、你的成就的鲜活体现。
We want to ensure that players feel unconstrained in their creativity and self-expression, and that has meant taking a new approach to the player character—who they are, what they can be, and how they fit into the world of Hytale.
我们需要确保玩家能够自由地发挥他们的创造力与自我表达能力,同时这也意味着需要一个新的途径来考量玩家角色——他们是谁,他们能做什么,他们是怎么适应Hytale世界观的。
https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=1
Our player characters are Avatars—the powerful, playful and protean denizens of a boundless realm known as the Alterverse. Drawn to Orbis by a mysterious cosmic event, many Avatars find themselves adopting forms influenced by this emergent world. However, others manifest unique forms inspired by the infinite diversity of the wider Alterverse—and all Avatars are free to adjust their appearance as the mood strikes them.
我们的玩家角色被称为“Avatars”——生活在一片无尽领域中的充满力量的、热爱游玩的、变化不定的居民。那片无尽领域就是所谓的“Alterverse”。被神秘的宇宙事件吸引到Orbis,很多Avatars发现他们所体现出的外表由这个世界所影响。但是,其他人那独一无二的外观则是由Alterverse那无穷的多样性所决定——因此所有的Avatars都能自由地调整他们的外观,只要被某种情绪所影响。
You are free to mix and match basic components like faces, eyes and hair, layer on additional fantastic elements like horns, pointy ears or tusks, and combine these with modern fashions, adventuring garb, or cosplay. We’re continually working to expand the options available, while also extending our layering system to allow for more sophisticated customization of clothing and gear. We want players to feel free to carve out their own identities, and to feel supported in doing this both by the suite of options on offer and by the story of Hytale itself. Creativity and change are the lifeblood of the Alterverse, and Avatars are its living expression.
你可以自由地组合与配对基础的元素,比如面部、眼睛与头发,或是在额外的层级上加入一些幻想元素,比如角、尖耳朵或者象牙,然后将这些装饰相结合成潮流时尚、冒险装束或者是简单的Cosplay。我们还在致力于将更多的选项开放,同样也在扩充我们的层级系统,允许更多更复杂的自定义服饰与配件。我们希望玩家能够自由地刻画出自己的形象,同时也希望玩家能在装束设置或者Hytale的故事中找到相关的指引与提示。创造与改变是Alterverse的根源,而Avatars则是其鲜活的表达。
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The name 'Avatar' captures the double role that every player character fulfills, both as a character in a high-fantasy adventure story and as an expression of their player's online identity. We know from experience how important it is to let players create personas that follow them seamlessly not just between the various game modes of Hytale, but beyond to their social media accounts and creator channels. These are all forms of creative expression, at the end of the day!
Avatar这个名字体现了所有玩家的双重角色,不仅是奇幻冒险故事中的一个角色,也是一个玩家在线游戏的独特表达。我们在过往的经验中十分明白,让玩家们创造一个角色,不仅让这个角色在不同的Hytale游戏模式中无缝跟随,还能让这个角色跳到游戏之外,在社交媒体上和创作者的频道里相互交流,这是多么重要的一件事情。从根本上讲这些都是创造力表达的一种方式。
A NEW APPROACH TO COMBAT
战斗系统的新鲜尝试
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We've begun completely rebuilding Hytale's combat system over the course of the last year, prototyping and testing several revisions before adopting our current approach. At the heart of these changes are the weapons that each Avatar carries.
在过去的一年中,我们就已经开始对Hytale的战斗系统进行了从上到下的翻新。在目前我们所进行的尝试之前,我们做了一些机制的原型和一系列修改的测试。而所有这些改变的核心,则是Avatar所持有的武器。
Which weapons you carry forms the cornerstone of your combat playstyle, providing you with a set of abilities specific to that weapon type. We want to make sure that weapons feel distinct from one another, offering more than simple changes to attack speed or damage.
你所持有的武器是你战斗方式的基石,而这会给你提供一系列由武器类型所决定的能力。我们希望确保相比于其他武器,每一种武器都能有其独一无二的感觉,提供不止于攻速和伤害之外的改变。
Alongside these changes, we've also overhauled the audio and VFX for combat to emphasise the power of each blow. The UI is also undergoing significant changes to support the new combat system, including dedicated UI elements for new features like stamina, blocking, and signature moves (more on those in a bit!) We're not ready to share these changes just yet, which is why we've disabled the UI in the clips below.
除了这些改变之外,我们同样也大幅修改了战斗的音效系统与视觉效果,给人以更加酣畅淋漓的打击感。用户界面也在进行一些至关重要的改变,以支持当前崭新的战斗系统,包括为一些新特性提供专用的UI元素,比如耐力值、格挡,以及特殊动作(等会儿会展示更多内容!)。我们目前还没准备好展示这些改变,这也是我们在下面的片段中禁用UI的一个原因吧。
Let's take a look at two examples!
让我们看看以下两个例子!
https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=4
In this clip, we run through the fundamental moveset of the one-handed sword. Basic attacks take the form of a three-hit combo, striking from the right and left followed by an overhead chop. The sword's special attack is a charged lunge, which incorporates a short dash and applies knockback to the target.
在这个片段中,我们正在进行一个单手剑的基本攻击节奏。基础攻击是一种三连击,左挥击到右挥击,然后再接一个劈击。这把剑的特殊攻击是一个冲刺攻击,能进行一段距离的冲刺,然后给予攻击目标一个击退效果。
The sword's signature move, which is charged by landing blows and blocking incoming strikes, is a dramatic spin followed by another powerful lunge. This does damage in an area while rewarding good positioning with the ability to deal sudden damage to a key foe.
而这把剑所有的特殊动作,则是通过跳劈和格挡攻击进行充能的,这个动作能进行一个巨大的旋转攻击,最后还带有一个强力的冲刺攻击。这个动作会对一个区域内的敌人造成伤害,同时也能够对关键敌人造成即时伤害,对玩家而言是作为一个良好身位的奖励。
The sword is a weapon that favors defensive and reactive play, offering good utility in the form of lunges and knockback while providing steady damage output. It pairs well with a shield, which provides the ability to block frontal attacks as long as the wielder has sufficient stamina. Good stamina management allows sword and shield users to safely charge their signature move by blocking blows, allowing them to follow up with a powerful precision strike.
单手剑是一类更倾向于防御与即时反应的一种武器,能够在一些冲刺与击退方面提供一些比较实用的效果,同时也能供提供持续的伤害输出。它一般与盾牌搭配,而盾牌能够提供正面攻击的格挡,只要装备者拥有足够多的耐力。良好的耐力管理允许剑盾玩家能够安全地给自己的特殊动作充能(通过格挡攻击进行),也能让他们对敌人进行一个精确的打击。
In PVP, sword and shield users are difficult to pin down and overwhelm—they can achieve surprising mobility with their charged lunge, and can control the pace of a fight with their shield. However, baiting out unnecessary blocks and outlasting their stamina leaves them vulnerable and reduces their ability to flee.
在PVP中,剑盾玩家不容易被控住——他们可以通过使用充能冲刺技能来进行一些出其不意的移动,同时也能利用他们的盾牌来对战斗的节奏进行控制。但是,骗出来不必要的格挡,然后耗尽他们的耐力,就可以让他们轻易地被攻击,同时也会降低他们逃跑的能力。
[https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=3
Here's a very different weapon: the mace. Mace strikes are slow, consume a chunk of stamina, but do plenty of damage and knockback. Basic attacks take the form of steady right-left swings, while the alternate attack provides a high-knockback hilt bash. The mace can be charged to perform a powerful special attack, and its signature is a devastating leaping slam that deals massive damage and knockback to all enemies near its impact zone.
然后这里则是另一种不同的武器:钉头锤。钉头锤的攻击十分缓慢,会消耗掉一格耐力,但是能造成大量的伤害和击退效果。基础攻击是持续不断的左右挥击,另一种攻击方式则提供了一种较高击退的猛击。钉头锤可以蓄力攻击,以完成一个强力的特殊攻击,同时它的特殊动作是极具毁灭性的劈击,能够对其冲击区域周围的所有敌人造成巨大的伤害和击退效果。
Good mace players are always aware of the timing and direction of their strike and avoid wasting stamina on wild swings. Their defensive power comes entirely from managing the flow of battle with knockback, so positioning and situational awareness are key. It's certainly less safe than hiding behind a shield, but makes a mace-wielder significantly more dangerous when fighting near an environmental hazard like a cliff or lava.
优秀的钉头锤玩家往往都十分注意他们的击打时间与方向,同时避免出现胡乱挥打以浪费耐力的行为。他们的防御能力完全来自于战斗中击退的节奏,所以身位与战场意识是十分重要的事情。的确,相比于躲在盾牌后面,这样的装备相比而言还是缺少一些安全感,但是这却让装备钉头锤的玩家在靠近一些危险环境(比如悬崖或岩浆)的时候更加具有威慑力。
These are two of the weapon types that we’ve been working on. We've also been testing new playstyles for daggers, which favor hit-and-run attacks and provide a ton of bonus mobility, and battleaxes, which build up powerful damage boosts by landing successive hits, encouraging all-in aggression.
这两种武器的设计就是我们目前所进行的工作。我们同样在测试新的武器种类,比如匕首,它更倾向于打完就跑,然后跑得还贼快的那种;比如战斧,它能够通过连续的攻击来进行强力的伤害加成,鼓励完完全全的战斗与侵略性攻击。
The next step is to extend this depth and variety to ranged weapons, while giving players additional ways to customize their playstyle through the use of armor and trinkets. The overall goal of this system is to encourage players to compose their own approach to combat by combining a wide array of meaningfully distinct elements.
我们的下一步计划就是拓展远程武器的种类与其深度,除此之外,还有其他的能给予玩家更多的自定义他们游戏风格的自由,比如通过护甲和饰品来达到这一点。这套系统的目标就是鼓励玩家去通过组合各种独立的元素来进行一系列有意义的尝试,同时形成自己的战斗风格。
AI ADVANCEMENTS
AI增强
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In the last six months, the team has made substantial additions to Hytale's modular AI system in order to add depth, interest, and variety to PVE combat. The new system, which we've been calling the 'Combat Action Evaluator', allows NPCs to make smarter decisions about targets, weapons, and approaches to battle.
在最近的六个月中,为了增强PVE战斗中的深度、乐趣和多样性,我们的创作团队对Hytale游戏的AI模块系统进行了一系列重大的补充。新的系统——我们称之为“战斗行为评估”,能够让一个NPC对目标、武器与战斗行为做出更加明治的决定。
The system allows specific creatures to express their personalities through the way they fight. NPCs assess various conditions—including number and behaviour of foes—in order to guide their next action. These range from the target and timing of their basic attacks to the execution of specific actions, like switching weapons, using a special attack, or fleeing.
这套系统能够让特定的生物能够以其个性来决定战斗的方式。NPC能够评估各种各样的条件——包括敌人的数量与行为——来引导他们接下来的行动。而这些行动包括他们的目标、他们的普通攻击与特定的动作,比如切换武器、使用特殊攻击,或者直接溜之大吉。
The system is built to be configurable and allows for a variable degree of 'fuzziness'—just because the system can choose an optimal move, that doesn't mean that NPCs have to use them. We've built it in this way in order to prevent NPCs from becoming predictable—we've found that characters have a greater sense of life when they're allowed to make mistakes!
这套系统也是可以进行自定义的,也能够造成一些不同程度的“模糊”——这是因为这套系统可以选择一个最佳的行为,但是这并不代表NPC就一定要执行这个行为。我们这样做的原因,是因为防止NPC的行为变得可以预测——我们发现了如果允许他们犯错误的话,那么这个角色的行为就会变得更加像个人一样!
Here's an example of the new system in action. The following clip shows a duel between two Avatars armed with swords and shields. One of these characters is being controlled by a player, and the other is an AI.
这是新系统的一个例子。下面的视频片段展示了两个Avatar之间的决斗,都装备了剑盾。其中的一个角色是由玩家控制的,而另一个则是由AI控制的。
https://www.bilibili.com/html/player.html?aid=716539424&wmode=transparent&as_wide=1&page=2
Our goal wasn't necessarily to create an AI that could perfectly mimic a player—but we've gotten closer than we expected! This duelling AI has proved useful for testing new weapon designs, and it's claimed its fair share of victories against some of the better PVPers on the team!
我们的目的并不一定是创造一个AI,能够完全像一个真人一样——但是我们确实比我们所预期的更靠近的了一些。这场决斗中,AI也是证明了其对测试新武器设计的实用性,同时AI也能在一些团队战斗中,公平地分享与(比AI)更好的PVP玩家们胜利的喜悦。
...AND FINALLY
…以及写在最后
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We know that this has been a long post, with a lot of new information to digest, and we want to reiterate how grateful we are for the passion and enthusiasm of the Hytale community. The development of Hytale continues to be a long, exciting, challenging journey, and it’s not always been easy—particularly when we’ve had to make tough decisions. At the end of the day, however, what motivates us is a desire to do right by our team and by our community.
我们知道,这是一篇很长的博文,有很多新的内容需要去消化,与此同时,我们也希望重申一下我们对Hytale社区热情且热切的感激和感谢。Hytale的开发工程是一个漫长的、激动人心的、富有挑战性的旅程,而且这条旅程并不是一马平川的——尤其是我们不得不去做出艰难的决定。 但是,归根结底,鼓励我们继续向前的是一种信念,一种正确的、对我们的团队与我们的社区而言正确的信念。
We’ll leave you with a new track from the Hytale OST—Adventure and Chill, by Hytale composer Oscar Garvin. This track was composed as an introduction to Hytale as a whole, branching out from the main theme to touch on all of the different elements of the game we’re creating: an immersive and inviting world, a welcoming social space, and a creative sandbox with boundless opportunities for self-expression. Bringing this world to life has turned out to be more challenging than any of us expected, but we’re more confident than ever that we’re heading in the right direction.
接下来我们会留下一个Hytale OST的新曲目——Adventure and Chill(冒险与恬淡),由Hytale作曲家Oscar Garvin所撰写。这首曲目所描述的是Hytale整体介绍,从主旋律到所有我们创造的游戏元素:一个身临其境的、诱人的世界,一个有爱的社交场所,以及一个没有边界的、能够表达自己的沙盒世界。让这个世界能和我们所联系起来的羁绊是十分每美妙的事情,但是这种羁绊却比我们所预期的更加具有挑战性。但是我们比以往的任何时间都要更加自信,因为我们正在朝着正确的方向前进。
https://www.bilibili.com/html/player.html?aid=846507948&wmode=transparent&as_wide=1&page=1
译者:ETW_Derp
原帖地址:https://www.hytale.com/news/2021/7/summer-2021-development-update
原帖作者:Hytale Team
发布日期:2021.07.01
期待期待,不过听说Hytale跳票了
不愧被誉为Minecraft2.0 ,连跳票都学得那么逼真
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有一说一这视频里的人物感觉跟迷你有点神似