希铁石z
本帖最后由 希铁石z 于 2022-7-26 00:15 编辑


SUMMER 2022 DEVELOPMENT UPDATE
2022 年夏季开发日志


Hi everyone! In this year’s summer post, we’re going to provide an update on the far-reaching technical investigations that we’ve been undertaking over the last year. We’ll also share more information about how our vision for Hytale is evolving, take a look at the changing face of Orbis, and introduce some powerful new tools for builders. This is going to be a long one!
大家好!今年的夏季更新来了!在本帖中,我们会说说我们在过去一年里立下的承诺现在进展如何了,也会与你们分享我们对于 Hytale 的愿景是如何发展的,看看 Orbis 的面貌又有了哪些新变化,还有方便创作者,强而有力的工具。这些东西可不少!


TECH CHANGES
技术性修改


In our
winter 2021 development update, we explained that we were undertaking a deep investigation into all aspects of Hytale in order to ensure that the game lives up to the expectations of our community, both at launch and beyond. A great deal of this investigation has been focused on the technology that supports the game. Today, we are going to outline where these technical explorations have led us and why we believe the choices we’ve made are going to make a huge difference to both Hytale’s longevity and the health of its community.
在我们的
2021 年冬季开发日志中,我们提到过「我们正在深入探索 Hytale 的方方面面以求游戏无论是发布时还是发布后都能是一款令社区满意的游戏」。这种「探索」很大程度上是专注于游戏所使用的技术。今天,我们将总结这些技术上的探索是如何一步一步把我们带到现在的情况的,以及为什么我们认为这些选择都能对 Hytale 的游戏寿命以及社区健康做出很大改变。

We’re aware that some eagle-eyed community members have already spotted that we’ve stopped listing Java and C# in our job descriptions. This is because we’ve made the decision to redevelop Hytale’s engine—both the client and the server—in C++. Doing so provides several major benefits:
我们知道已经有部分眼尖的社区成员发现,我们不再在招聘需求中列出 Java 和 C# 了。这是因为我们做出了使用 C++ 重新开发 Hytale 引擎的决定 - 这点同时适用于客户端和服务端,这样做有以下几点好处:

  • It makes it easier for us to release Hytale across multiple platforms. This is one of the most common requests we receive, and we want to deliver on it without compromising on quality. We also wish to avoid a situation where our community finds themselves split up based on the platform they play on.
  • 这样做方便在多平台上发布 Hytale。这件事是我们最常收到的建议,我们希望能在不降低质量的前提下做到这一点。我们也希望避免玩家社区根据平台分出不同的板块这种情况出现。

  • It provides performance benefits.
  • 这样能够提升性能。

  • It will make it easier for us to patch and maintain the game in the future, and establishes a stronger foundation for the future development of Hytale.
  • 这样能够让我们将来更新和维护游戏的时候更加简单,并为 Hytale 后续的开发工作打好强大的基础。

We appreciate that this might be a source of concern for some, particularly those who have come to us from the Minecraft creator community. However, we strongly believe that this is the right choice, and we plan to include best-in-class systems for scripting and configurability while investigating other forms of moddability as development continues.
我们理解,一部分人,特别是从 Minecraft 创作社区来到这里的人可能会不喜欢这种改变,但我们仍然坚信这是正确的选择,我们同样计划在继续开发的同时,引入一流的脚本和配置系统,并探索怎样让游戏在其他方面更方便修改。


The happiness of both players and creators is vital to Hytale’s long-term success. We want to ensure that players enjoy a game that performs well, is widely accessible, and makes it as easy as possible for them to play with their friends—wherever they are, however they play games. Creators, in turn, require an audience for their creations. Modding and other forms of content creation isn’t a nice aspect of Hytale, to be encountered only on certain versions or in certain circumstances. It is a core part of the experience, and we want to ensure that we’re providing creators with the best possible ecosystem—one where their work can be encountered by any player.
玩家和创作者的乐趣是 Hytale 长期成功的重要条件。我们希望确保玩家享受的是一个运行效果极佳,广泛普及,并且能够非常简单地与朋友同乐的游戏 - 无论是在何时何地,都能与朋友同乐。就算是创作者,也同样需要观众作为作品的必要条件。Mod 以及其他各种类似形式的内容并不是很适合 Hytale,因为这些内容只能在特定的版本,特定的条件下才能见到。这是游戏体验的一个核心部分,我们希望能够为创作者提供最好的生态 - 在这种环境下,他们的作品应当是任何玩家都能无门槛见到的。

Our previous engine was built at a time when we had fewer resources and we hadn’t yet come to terms with the scope of what we were trying to achieve with Hytale. Over the last year it became clear that if we kept on going as we were, we would hit a range of technical challenges in areas like scaling, compatibility, and the speed at which we could deliver patches and updates. It would also have been untenable to support a number of popular platforms without creating specific versions of the game for each of them, which would be a huge amount of work—and those players would find themselves unable to play or share their creations with friends on the ‘core’ version of the game.
我们之前的引擎是在缺少资源的条件下开发的,并且那时候我们也没有想好我们希望通过 Hytale 达到怎样的目标。在过去的一年中,我们清楚认识到,如果沿着老路继续走下去,我们将会面临一系列技术难题,例如缩放,兼容性,以及我们制作补丁和更新的效率。在旧引擎下,不为高人气的平台单独开发专有的游戏版本就想运行它们,也是一件很困难的事,但是如果开发,工作量就会增加很多 - 玩家也会发现他们无法在「主要」版本下游玩和与朋友分享作品。

Strasbourg-based artist Stom500 provided this amazing mural for our office. Also pictured: Cosmo’s dog, Mixy.
斯特拉斯堡的艺术家 Stom500 为我们的办公室提供了这副漂亮的壁画。图中另有:Cosmo 的狗和 Mixy。

Two other questions we expect are ‘how does this impact the game’s minimum system requirements?’ and ‘does this change the timeline for Hytale’s release?’
另外两个我们认为会经常被问到的问题是「这会对游戏的最低系统需求造成什么影响吗?」以及「这会影响 Hytale 发布的时间吗?」

To the first question, we’ve not established a new minimum spec yet. However we’re building the new engine to perform well on a wide range of platforms and low-spec PCs are part of that consideration.
对于第一个问题,我们现在还没有定好最低系统需求。不过我们开发新引擎是为了在多平台上提供最好的运行效果,低配置的 PC 也在考虑范围之内。

To the second question—it definitely has an impact, but the redevelopment of the engine is proceeding quickly and we're hitting our internal milestones. However, the game will not be ready to launch in 2023, which was the earliest possible launch window we outlined last year.
对于第二个问题 - 绝对是有影响的,但是引擎的重新开发工作现在进展很快,并且我们也在内部的里程碑上取得了很大的进展。尽管如此,游戏并没有准备好在 2023 年内发布,这是我们去年公布的最早可能发布时间。

It’s inevitable that this news provokes mixed emotions—we’re very confident that we’re doing the right thing for the game and our players, but we also know that our community has been patiently waiting for Hytale for a long time. We sympathize: it has been a long road for us too, with many rewarding moments but also many difficult decisions.
这条新闻会引起复杂的情感,这是不可避免的事情 - 不过我们很自信我们在为我们的游戏和玩家做正确的事,我们也知道我们的社区已经耐心地等待 Hytale 很长时间了。我们也感同身受:我们同样也有很长的路要走,有值得纪念的时刻,但也同样要面对艰难的抉择。

Earlier this year, we were able to meet up as a studio for the first time. It’s amazing to see how much the company has grown—and this isn’t even everybody!
今年早些时候,我们终于在工作室里见到了彼此。见证公司的成长真的很棒 - 这些人甚至还不是我们的所有人!

At the end of the day, though, releasing a game that meets (or ideally exceeds!) expectations means everything to us, and that takes time. More time than we could ever have anticipated when we announced Hytale as a 30-person team of indie devs and modders. There are over 100 of us now, and more are joining us every month. We’ve been blessed with an extraordinary influx of talent over the last couple of years, and we’re investing all of it in making Hytale better.
最后,虽然说发布一个符合(最好是超出!)预期的游戏就是我们唯一要做的事情,这也是需要时间的。这个时间比我们作为一个由独立开发者和 mod 制作者组成的 30 人小团队宣布 Hytale 的时候预期的时间要长的多。我们现在已经有 100 多个人了,并且每个月都有新人加入。这两年我们有很多人才涌入,我们把这些资源不遗余力地投放到 Hytale 的制作中,只为让它更好。

As the engine redevelopment project has proceeded, we’ve had an opportunity to revisit our vision for Hytale as a whole—from its core design to its fiction to the way we think about each of the traditional pillars of the game. In the next section of this update, we’ll dig into this a little further.
在重新开发引擎的工作进行的同时,我们也有了机会从整体上回顾我们对于 Hytale 的愿景 - 从核心设计到剧情,再到我们构思核心元素的方式。我们将会在本文的下一部分更加深入地探索。


OUR VISION FOR HYTALE
我们对于 Hytale 的愿景



Traditionally, when we’ve explained Hytale, we’ve done so by splitting the game into three ‘pillars’: creative, competitive multiplayer, and adventure. Instead of pillars, let’s think about these as doorways to different experiences.
从传统意义上来说,当我们解释 Hytale 是一款什么样的游戏时,我们通常将这款游戏分为三个「层次」:创造、多人竞技,以及冒险。摒弃这三个层次,我们这次将它们当作通往不同体验的大门。



Step through the door on the left and you find yourself in creative play. Here you can spin up custom, procedurally generated worlds and experience them as an adventurer, a creator, or something in between. You can install mods and take advantage of a diversity of block and prefab styles to change the look and feel of the game.
步入左侧的大门,你会发现自己进入了一个充满创造性的游戏空间。在这里,你是一名冒险家,是一个创造者,或是在此之间的其他身份 - 由此,你在这里可以探索自定义的、由程序生成的世界。同时,你可以安装 Mod,可以利用各式各样的方块,以及使用各种预设风格,改变游戏的外观与气氛。

We think of the creator’s journey as beginning at ‘creative play’ and leading ultimately to ‘creator pro’. A player who starts out building with blocks might graduate to more advanced building tools (more on those later) before branching out into scripting, asset creation or animation using tools that are powerful enough to fulfill the needs of professional modders while offering accessible entry points to newcomers.
我们认为创作者的发展历程,始于「创造性的娱乐」,终于「专业性的创作者」。一个使用各类方块进行建造的玩家,可能逐渐地去使用各种高级的建筑工具(见下文),在此之后会接触更多领域的内容,脚本、资产创建或动画,所使用的工具十分强大,足以满足专业的模组开发者,同样也能为新用户提供使用工具的切入点。



The door in the middle leads to Hytale’s first-party online component: an evolution of the traditional Hypixel social play and minigames experience. Here, players gather in a shared hub space to show off their achievements across the breadth of the game, compete in the latest minigames, and express themselves through both their Avatar and their creations.
中间的门通向 Hytale 的官方线上内容:一个传统 Hypixel 的社区游戏和小游戏体验的进化版。在这里,玩家可以聚集在开放的大厅空间,展示他们在广阔游戏世界中所获得的各种成就,在最近的小游戏中比赛,同样也能够通过自己的化身和创造来表达自身。

In many ways, this is the heart of Hytale, a collective environment for the whole community to come together in. We’re working to pack it with activities, events and interactions to surprise and delight players. However players leave their mark on Hytale, it’ll be here that they come to celebrate their accomplishments and those of their friends.
在各种方面,这是 Hytale 的核心,一个为全体社区加入所准备的集体环境。我们正致力于将其整合为一体,包括活动、事件和互动,以带给玩家们惊奇而愉快的体验。玩家在 Hytale 中留下了自己的印记,而印记就在那里,等待着玩家们 - 或是他们朋友的,去庆祝他们的成就。



Finally, through the rightmost door, lies adventure on Orbis. This is our first-party sandbox RPG experience, which tasks players with braving the wilds of a world in peril in order to uncover its secrets and change the fate of its inhabitants. Unlike the custom worlds that players generate for themselves as part of creative play, Orbis is a ‘curated’ experience—something that we’ve carefully crafted to offer a meaningful challenge and narrative experience for our players, while taking advantage of selective randomization to ensure a diverse and interesting experience.
最终,穿过右侧的大门,通往 Orbis 的冒险世界。这是我们的官方沙盒 RPG 游戏体验,要求玩家勇敢面对充满危机的世界,探索未知的荒野,揭示隐藏的秘密,改变原住民的命运。和自定义世界不同的是,自定义世界中玩家可以为玩家生成地形,作为创意性玩法的一部分;而 Orbis 是一个「精心组织」过的体验 - 我们仔细地进行创作,为玩家门提供了一个具有意义的挑战和记叙性质的体验,加以精心选择的随机性来确保一个充满多样性和趣味性的体验。

Here’s the thing, though: our goal isn’t for each of these doors to lead you to a different game, disconnected from all of the others. Whichever door you choose, we want you to end up in the same place: playing Hytale.
尽管如此,事情是这样的:我们的目的并不是说让每一扇门都通往一个不同的游戏,在此之间断绝所有的联系。无论你的选择是什么,我们希望你能走向同一个地方:游玩 Hytale。



Hytale isn’t three different games: it’s one. As we’ve re-approached the core tenets of the game, we’ve taken on the challenge of ensuring that each aspect of Hytale supports the others—and that players feel empowered whether they go deep in one area or dabble in many different game modes.
Hytale 并不是三个不同的游戏:它是一个游戏。正如我们重新审视游戏的信条,我们已经经历并接受了这个挑战:确保每一个层次的 Hytale 游戏体验都能支撑其他的层次 - 因此玩家无论是深入进某一个领域或是涉猎很多不同的游戏模式,玩家们都会拥有连贯的游戏体验。

We’re working to establish a sense of coherence across the breadth of Hytale while ensuring that the game supports a wide variety of forms of creative expression. This is a multi-disciplinary effort, with every aspect of creative development involved—from art to audio, gameplay design to narrative—contributing in their own way. Our UI/UX team are currently in the process of rebuilding Hytale’s interface from the ground up with these goals in mind. We’re not quite ready to share the results of their work, but can provide a little teaser:
我们也在致力于在整个游戏内的广泛领域内建立连贯的体验,与此同时也需要确保游戏能够支撑起宽领域、多层次的创意表达。这是一个跨学科的事情,每个层次的开发都需要参与进来。从艺术到音频处理,从游戏玩法设计到情节设计 - 每个层次都起到了不可或缺的作用。我们的 UI/UX 团队目前正在从头开始重新设计 Hytale 的视觉界面,最终的效果当然自在人心。我们目前并没有准备好去分享他们最终的成果,但可以放出来一点点剧透:







The UI/UX team is building a visual language for Hytale’s UI that will help unify the various experiences you—and your in-game persona—have. Next, let’s talk a bit more about that persona…
UI/UX 团队正在建立起一套视觉语言,用以 Hytale 的 UI 创作,可以帮助统一你和你的游戏角色多种的游戏体验。接下来,我们来介绍一下游戏角色……


A UNIVERSE OF AVATARS
化身之宇宙



Your character in Hytale is a powerful creative being known as an Avatar. Avatars focus raw creative energy into everything from simple contraptions to entire worlds as they express their individual personalities. We’ve talked a little bit about Avatars before, but in this post we’d like to highlight how they help us to create a sense of coherence across Hytale. Every part of the game reflects a different aspect of life as an Avatar.
在 Hytale 中,你的角色是一个强大的、富有创造力的人类,被称为「Avatar」(化身)。化身在表达自己那独一无二的个性时,会将原始的创造能量,转化为其他事物 - 从简单的小东西,乃至整个世界的一切事物。之前我们谈论过一点关于化身的内容,但在这篇帖子里我们要强调他们是如何帮助我们在整个 Hytale 中创造连贯感。游戏的每个部分都反映了化身所生活的不同层面。

The power of an Avatar varies according to the domain they find themselves in. They are at their most powerful when in command of a world of their own creation. Here, Avatar power is truly unbound, with their only limitations being those that they impose upon themselves. Some Avatars invest themselves deeply in the worlds they create, and scarcely involve themselves in the business of the wider cosmos (at least one Avatar that you’re already aware of fits this description…).
化身所拥有的能力随着其周遭的环境而变化。当他们的创造之物充盈整个世界时,他们对整个世界发号施令,此时他们是最强大的。在这里,化身的能力是真正的无所拘束,他们的唯一约束便是他们本身。有一些化身发现自己已经深深地陷入了他们自己所创造的世界,同时几乎不去参与其他更广阔宇宙的事务(至少有一个你已经知道的化身是符合上面所说的……)。

Many Avatars seek each other out in shared social environments. Here, Avatars moderate their power level in pursuit of exciting new experiences. They’re especially drawn to new forms of competition and creativity, actively drawing influence from one another and the various worlds they encounter. The spaces that Avatars share reflect their eclectic personalities. We’re still developing the visual style for this part of Hytale, but here’s a peek at a recent exploration:
在公共的社区坏境中,许多化身都在寻找着彼此。在这里,化身为了追求激动人心的崭新体验,不由自主地调节自己的创造能量。他们对竞赛与创造的新形式尤为感兴趣,活跃地对彼此和他们所加入的不同世界造成影响。化身所共享的空间反映了他们不拘一格的个性。我们依然在开发这部分的视觉效果,但是这里展示了近期进展的一部分:



You may have seen one or two of these new visual elements—such as the low-fi neon signs—crop up in a recent screenshot!
在这其间的视觉元素中,你可能已经看到过的一个或两个 - 比如 Low-fi(低保真风格)霓虹灯设计 - 就在最近的截图里!

Things change when Avatars visit each other’s worlds, however. Here, they only have the powers that they’re granted by their host. Avatars may choose to freely share their creative freedom with their guests—but that isn’t always the case!
但是,当化身们彼此拜访他们 的世界时,事情就会发生一些变化。在这里,他们只能拥有由主人所赋予的能力。化身们可以选择去和访客们一起自由地分享其创造的自由 - 但情况并非总是如此!

In Hytale, many Avatars are drawn to the world of Orbis—a world that has lost its Avatar under mysterious circumstances. When they arrive on Orbis, they find themselves subject to many mortal limitations. Where elsewhere they can effortlessly channel their creativity, here they must develop practical skills if they’re going to survive, establish themselves, and ultimately uncover the secrets of this vibrant, storied world.
在 Hytale 中,Orbis 世界吸引了许多的化身 - 这是一个在神秘情景下失去其化身的世界。当他们到达 Orbis 世界时,他们发现自己受到了许多知名的限制。在其他的世界里,他们可以毫不费力地发挥创造力,但是在这里,如果他们想要生存下去、发展自己,乃至最终揭示这充满活力的世界,他们就必须练习实用的技巧。

Speaking of which…
也就是说……


REDISCOVERING ORBIS
重新探索 Orbis

Our Encounter and Level Design team has been hard at work over the last year undertaking a thorough reevaluation of the biomes and landscapes of Orbis. Our worldgen technologies and techniques have been a source of pride for us for a long time, but we always know that we can do better—and we’re taking advantage of the additional time that we’re taking with the game to ensure that every part of Orbis feels meaningful.
在最近的这一年里,我们的交互和关卡设计团队下了许多功夫,来处理和重新评估 Orbis 的群系与的地貌。我们的世界生成技术和技巧确实也是我们长期以来引以为傲的源头,但我们也知道我们可以做得更好 - 同时我们也在利用额外的时间,来确保 Orbis 的每一个部分都充满着其存在的意义。



These thumbnail concepts provide a sense of the mood and palette we’re exploring for Orbis’ coldest regions. Let's take a look at how these new biomes are developing.
这些概念缩略图提供了一种情绪和色调上的感觉,而我们正在探索 Orbis 的最冷区域。让我们来了解一下这些新群系是如何开发的吧。



This misty forest by Baxter demonstrates how we can start to introduce colder elements into regions that might flow naturally from warmer, more temperate areas. The low-lying mist and drifting ice floes let you know what you’re in for if you keep moving upstream…
由 Baxter 创作的迷雾森林表现了我们是如何能将更加寒冷的元素加入到过渡区域中,使其能自然地从比较温暖温和的区域过渡到寒冷的区域。这些低层的迷雾和浮冰能让你知道,如果你继续逆流而上,将会发生什么事情。



Even in the snowiest areas, however, there are pockets of warmth—as this concept for a hot springs biome shows. We don’t know if Trorks will actually do this, by the way. But we’re glad this one appears to be enjoying themselves.
然而,即使进入了积雪最多的区域,这里也有温暖的区域 - 正如这个温泉群系概念图上所表现的那样。Trorks 是否真的会做这个,我们不得而知。但是这个群系看起来很值得人去享受。



Here’s that same biome in-game, courtesy of Amber. The use of custom VFX for geysers helps us create the sense that there’s hot water bubbling away just underneath the surface.
这里也是游戏里相同的群系,由 Amber 提供。为温泉所使用的自定义视觉效果帮助我们创造了一种氛围感,热水就在水下咕噜冒泡。



Now we move into a much more extreme environment, as this concept illustrates. In the coldest regions, snow gives way to blocks of sheer, jagged ice as the environments become more fantastical.
现在我们来到一个更加极端的环境下,正如上图所展示的概念。在最寒冷的地区,随着环境变得愈加奇异,形状各异、参差不齐的冰柱取代了积雪。



Here’s that frosty biome again, brought to life by Sarc. This is a good demonstration of how the landscape plays a role in establishing the challenge level of an area.
这里同样也是霜冻群系,由 Sarc 创造。这个概念图很好地展示了地貌是如何在提高区域挑战等级中所起到的作用。



This concept takes a different spin on the idea of a fantastical frozen landscape, imagining a series of colossal waves flash-frozen at the moment they crested the surface of an icy sea.
对于奇幻的冰霜之地这种概念,这个概念图采取了不同的方式。想象一下汹涌澎湃的海面瞬间冻住,如同冰雪海洋中的海峰。



Here’s Greater’s prototype of a biome built on these principles. We want to mix in moments of wonder like this to ensure that there’s always something new to discover as players press further and further into the wilds of Orbis.
这是基于上述概念所制作出的一个群系原型。我们希望将这些奇幻的场景像这样融入在一起,以确保作为一名玩家,在更加深入地探索 Orbis 荒野的时候,总是能发现一些新鲜的东西。

Next, we’re going to head to a very different part of Orbis for a look at a reimagined desert biome.
接下来,我们会展示 Orbis 另一个不尽相同的地方 - 看看我们重新构想的沙漠群系吧。





These salt flat concepts show one of the ways that we’re trying to add diversity and interest to Orbis’ hottest regions. The red rocks and white sands help set the area apart, while the coral-like vegetation suggests that this region might once have been underwater.
我们尝试为 Orbis 最热的地区添加多样性和兴趣点,而这个盐滩的概念图展示了这种方式。红色的岩石和白色的啥子将这片区域分离,而且这些珊瑚状的植被也暗示了这片区域可能曾经存在过地下水。



Here’s Roddan’s initial pass at worldgen for this new biome. As you can see, it comprises both highly exposed, barren plateaus and winding canyons with many caves and outcrops. Each poses their own dangers, and players will want to equip themselves accordingly.
这是Roddan对新群系世界生成的初次尝试。正如你所看到的那样,它包含了高度暴露且贫瘠的高原、蜿蜒的峡谷下还有许多的洞穴暴露其中。在这里所有人都会面对危险,而玩家们往往需要去为之武装自己。


EVOLVING VFX
继续发展的视觉效果


VFX artist Polina has been hard at work expanding our arsenal of particle effects and related techniques. These are proving to be a powerful tool when it comes to adding detail, atmosphere and personality to every part of Hytale—from special weapon attacks to magic to environmental effects and more.
视觉效果艺术家 Polina 为扩充我们的粒子效果和相关技术的资产立下了汗马功劳。在为 Hytale 中的所有部分里添加细节、烘托氛围和塑造个性上,这些资产是十分强力的工具 - 无论从特殊的武器攻击,到法术施放,或是环境效果,亦或是其他方面。

We’re going to continue to invest in VFX research as a way to add immersive spectacle to Hytale while retaining its low-fi stylings. In the next clip, you can see an example of new VFX applied to an older dungeon environment, providing a much spookier and more compelling atmosphere…
在保持 Hytale 的 low-fi(低保真)风格的前提下,我们希望继续去钻研视觉效果的相关研究,作为一种增添沉浸式画面的一种方式。在下面的视频片段中,你可以看到一个新的视觉效果的例子,这个例子为一个老旧的地牢环境添加了视觉效果,提供了一个更加恐怖和以假乱真的氛围……



ADVANCED BUILDING TOOLS
高级建筑工具



In the screenshot above, you can see an elaborate custom build: a pair of ruined buildings surrounded by a partially-destroyed curtain wall and flanked by chasms of molten lava. Of this entire build, only one of the two buildings was built the traditional way, by placing blocks. Every other aspect was created using some of the advanced creator tools and techniques that we’ve been working on over the last year.
在上面的截图中,你可以看到一个精心制作的建筑:墻屋颓圮、断壁残垣,熔岩烧灼了地表。在整个建筑中,两座建筑里只有一座是通过传统的方式进行建造的,那就是搭方块。其他的景物则是使用了一些高级的创作者工具和技术,也就是我们在最近一年里所进行开发的。

In the clip below, you can see how the build was made. Please bear in mind that these tools are still work-in-progress: you’ll see bugs, you’ll see placeholder UI, and you’ll see some incongruous visual elements and performance issues. However, we’re excited to share an early look at this expansion to the Hytale creator toolkit.
在下面的片段中,你可以看到建筑是如何制作的。请记住,这些工具还依旧未完工:你会看到 bug,你会看到临时的 UI,你也会看到一些不协调的元素和性能问题。但是,我们十分兴奋地向大家展示这个 Hytale 创作者工具的拓展用途。


At the beginning of the clip, Propzie starts by building one of the structures before using a new selection tool to pick out the whole build, duplicate it, rotate it, and finally set it down a short distance away.
在整个视频片段的开头,Propzie 先建造了一个建筑结构,之后使用了一个新的选择工具来选择整个建筑,复制了这个建筑,然后旋转,最后将这个建筑放在了原建筑的旁边。

Next, we see the first example of something that we’re calling a ‘scripted brush’. These are brushes with an attached script or macro that can be used to perform custom build operations. This first one is a combination of wall brush and pathing brush. First Propzie uses the wall component to create the outer curtain wall. The walls themselves are self-generating according to how they’re configured in the brush itself, and are linked together using prefab corner pieces.
接下来,我们能看到第一个工具的例子,我们称之为「脚本笔刷」。这些笔刷绑定了脚本或者宏,可以用来进行一些自定义的建筑操作。第一个演示的是墙体笔刷和路径笔刷。首先,Propzie 使用了墙体元素来创建整个幕墙。这些墙体是通过笔刷内自己的设置来进行生成的,然后使用了预设的部件来创建角落的墙体。

Then, Propzie adds the paths with the other half of the brush. These are painted directly onto the landscape, with dynamic variations in texture to create variety. When the brush detects that a painted path has collided with one of the walls, it automatically adds a prefab gateway!
之后,Propzie 使用其他的笔刷添加了路径。这个笔刷直接刷在了地形上,使用了动态的不同纹理来确保小径不那么单调。当路径笔刷检测到和墙面相交后,它会自动添加一个城墙大门的预设!

We’ve created dozens of scripted brushes ourselves, and we intend for players and creators to be able to make and share their own. It’s an incredibly flexible system.
我们自己已经创建了不少的脚本笔刷,我们也打算让玩家和创作者们可以制作和分享这些笔刷。这会是一个是十分灵活的系统。

Next, Propzie uses the ‘plane lock’ tool to set his brush to a particular height, which is useful for what comes next. Using the lava brush—another example of a scripted brush—he created dynamic magma rifts that have an even depth, but that use random nodes to create cracks and provide a more natural look.
之后,Propzie 使用了「平面锁定」工具来将他的笔刷设定在一个恒定的高度,对后来的操作而言,这个操作十分有用。使用熔岩笔刷 - 另一个脚本笔刷的例子 - 他创建了动态的岩浆裂隙,拥有一个固定的深度,而它同样使用随机节点来创建破碎的效果,提供一个更加自然的外貌。

The last scripted brush that Propzie uses is the ‘destruction brush’. When used, the destruction brush deletes chunks of the target area before scattering debris over the floor nearby to simulate dynamic destruction.
Propize 使用的最后一个脚本笔刷是「破坏笔刷」。在使用的时候,这个笔刷会删除刷取的区块,然后将这些区块分散成碎片,散落在周围的地上,来模拟一个动态的瓦解。

We’re really excited about the potential of scripted brushes and we’ll have much more to share about how creators will be able to configure and share them in the future.
我们对脚本笔刷的无限可能性十分地期待,我们也将会在未来向大家展示创作者们如何来配置这些笔刷,然后将笔刷分享的方式和方法。


ONE MORE THING…
还有一件事......

This has been a long update! Thank you for reading, and for your interest in Hytale. As has become tradition, we’ll leave you with another track from the Hytale OST. This one is called ‘Heroes of Orbis’.
这次的更新日志真长!感谢你的阅读,感谢你对 Hytale 依旧充满兴趣。正如我们以往的传统,我们将会分享另一首 Hytale 原声带。这个曲目被称作「Heroes of Orbis」(Orbis的英雄)。

https://www.bilibili.com/blackboard/newplayer.html?playlist=false&crossDomain=1&aid=258841072&page=1

To download a .zip containing the new video clips featured in this post, click here!
如果想要下载这个帖子新视频片段的压缩包,点击这里!





【希铁石z 及 ETW_Derp 译自 Hytale 官网 2022 年 7 月 22 日 发布的 SUMMER 2022 DEVELOPMENT UPDATE
在 HytaleBBS(Hytale 中文社区)阅读本文

ETW_Derp
本帖最后由 ETW_Derp 于 2022-8-10 18:31 编辑

漏翻译了一段,就是壁画往上的两段,我发文章粘贴图片的时候才发现, 急着发帖就用deepl润色然后糊了一版上去——这两段要重新翻译,我先进行一个烂的摆;
另外我还给你的翻译微调了一点,比如"Also pictured: Cosmo’s dog, Mixy.",这里应该是表修饰,意思是有一只叫做Mixy的狗,这只狗的主人是Cosmo,而不是有一人一狗。这还算比较明显的问题(
最后我翻译的内容没校对过,现在看了下貌似有不少问题,甚至还有错别字,可以帮我改一下(

顺便UI/UX那段的视频是怎么搞下来的,可以教一下我(

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