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钢铁雄心4开发日志 | 2/9 2022年战备计划——想法与路线图

2022-02-22 21:35 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Hoi4 Dev Diary - Thoughts & roadmap

Arheo, Game Director - Hearts of Iron



Greetings all!

大家吼哇!


As you'll no doubt be aware, the launch of the No Step Back expansion last year was the climax of a busy year of development for the HoI team, and it continues to be one of our best received releases to date.

如各位所知,去年落地的绝不后退NSB扩展包毫无疑问是钢铁雄心团队忙碌一年后的至高成果,而且它仍然是我们迄今为止最受欢迎的拓展包之一。


Of course, the last year also saw the departure of @podcat as Game Director who was reassigned to Siberia (crossed off) greater things at Paradox. Many of you will also have read the roadmap document that was produced towards the beginning of HoI4 development, and are asking questions as to the veracity of that plan under a new director, and whether I have any different ideas or plans to announce.

当然,去年我们同样见证了游戏开发总监@podcat离任,他被调往西伯利亚(划掉)……调去做Paradox旗下更劲爆的东西。很多人也读过钢铁雄心4在刚开发时的路线图文章,并且也想问在新总监领导下这篇文章是否还有真实性,以及我是否打算宣布不同的理念或计划。


Looking Forwards

展望未来


I mentioned at the beginning of my tenure that both @podcat and I see HoI4 in broadly similar terms. This hasn't changed, and you can expect to see many of the parts of the previous roadmap make an appearance at some point in the future.

我在上任时提到,@podcat和我对钢铁雄心4的看法大体上相同。这一点不会改变,你可以期待之前路线图里的很多内容会在未来个时间点出现。


My approach to a 'Grand Plan', however, may be somewhat different. I have a preference for leaving plenty of space for reactive development (something that served us well on Imperator), and while there are many things that I feel are ripe for future development, I am also keen to leave a lot of space for changing course and acting on community sentiment.

但我对如何实现“大计划”的看法可能有些不同。我倾向于给“随机应变式的开发”留出足够余地(在帝皇:罗马的开发中这样做给我们带来了很大好处)。虽然我觉得有不少东西已经成熟到可以在未来开发中落地,但我也喜欢留出些空间来调整航线和关注社区感受。


There are two main points I want to raise before we get to details, however. Firstly, we intend to up the tempo of our releases a little. This is, of course, an ambition, and not a promise, however it informs some further decisions related to the development of HoI. Namely, that we are considering ways to change how and when we release information on development to you folks. Since faster development is the goal, this also means getting ideas into public view slightly faster, for feedback and conversation. We’re not exactly sure how this will look yet, but it is likely that there'll be a reorganization of the traditional dev-diary schedule into something that feels less like a milestone delivery. This comes in tandem with a need to shift the community's expectations on what 'in development' means: getting fans accustomed to seeing placeholders, WIP balance, and half-built systems in early phases, and seeing things develop as time goes on.

但在讨论细节前,我得提出两点:首先,我们打算稍微加快新版本的发布节奏。当然这是预想而非承诺,但它会为钢铁雄心的未来开发决策做注脚。这也就是说,我们在考虑改变向大家发布开发信息的方式和时间节点。由于我们要做到更快开发,所以得让点子更快地进入大众视线,以取得反馈并保证交流。我们还没确定这该怎么整,但很可能重组一贯以来的开发日志时间表,让它不再像是里程碑式地交作业。这也就需要改变社区对“开发中”的印象:让我们的粉丝们习惯于看到开发初期的占位符、开发中的平衡内容、半成品系统,并看着它们随时间不断完善。


The last major point here is that we recognize a need to maintain the game as well as to develop it, especially if development pace is picking up. We're still considering how best to achieve this, and I'm watching initiatives such as the Custodian team on Stellaris with curiosity. For the time being, what this is likely to manifest as, is the inclusion of older system maintenance into our patch planning - you may start to see patch bulletin features including things such as minor focus tree revamps, as well as attention paid to older systems and expansion content.

最后,我们也意识到,开发游戏的同时也要维护游戏,尤其在开发节奏加快的情况下。我们还在考虑如何最好地实现它,而我正满怀好奇地观察相应措施,比如Stellaris的守护者团队计划。目前来说,这可能会是指将旧系统维护加入补丁规划中:你可能会开始看到补丁会出现诸如小型国策树改动、关注旧系统、扩展内容这样的特性。


Roadmap

路线图


As mentioned above, the 2020 roadmap for HoI4 included many things which have now either been completed or rendered unnecessary. This leaves several from podcat’s list which I believe are still important for the future of the game:

如前所述,钢铁雄心4在2020年的路线图包含了许多现在已经做到或者不再必要的东西,来自podcat的清单里还留下了几项我认为对游戏未来仍然重要的东西。


- Improvements to frontline stability (progress in NSB, more to come)
- 改善前线稳定性(NSB中已有进展,未来继续)

- Long term goals and strategies to guide ai (progress in NSB)
- 指导ai的长期目标和战略(NSB中已有进展)

- Improving peace conferences
- 完善和平会议

- Update core national focus trees with alt-history paths and more options (Italy)
- 架空历史路线和更多选项来完善主要国家国策树(意大利)

- Wunderwaffen projects
- 奇迹武器工程

- More differences between sub-ideologies and government forms
- 子意识形态和政府形式之间的更多差异

- More National Focus trees
- 更多国家的国策树

- Make defensive warfare more fun
- 让防御性战争更有趣

- Adding mechanics to limit the size of your standing army, particularly post-war etc
- 增加限制常备军规模机制,特别是战后

- Have doctrines more strongly affect division designing
- 让学说对师编制设计的影响更强烈

- Strategic and tactical AI improvements
- 战略和战术AI改善


In addition to these items, I will of course add some of my own personal intentions:

撇开这些以外,我当然也会加入一些我个人的想法:


Great Power Diplomacy

大国外交


This is one area that I feel doesn't need much explanation. More diplomatic tools are a clear area for expansion, and a careful look at how this module can be developed without interfering with the overarching global war, is likely to happen.

这是我觉得不需要做过多解释的领域。扩展包中明显可以加入更多的外交工具,仔细研究如何不干扰全球战争的前提下开发该模块,这很有可能实现。


Economic Decision Making

经济决议


The economic system is very abstracted in HoI, and I do not foresee ever making it a major part of the game loop. This said, there are elements of an industrial economy that I feel could do with being part of decision making in HoI.

经济系统在钢铁雄心中非常抽象,我不期望它能成为游戏循环的主要部分。但在此基础上,我觉得工业经济中的一些元素能成为钢铁雄心游玩决策的一部分。


Immersive/Roleplay Elements

沉浸式/角色扮演元素


Optional tools for making your mark on a game, and/or development of further building blocks to enhance attachment to a HoI campaign. Bring the simulation to life.

能在游戏中留下个人元素的可选内容,并能/或是开发进一步的组件以增加与钢铁雄心的联系。让虚拟内容更生动。


And of course, many more that I feel do not need as much of an explanation:

当然还有很多我觉得不用细嗦的东西:


- Battleplanner improvements
- 战斗规划器改进

- Advisors/internal politics improvements
- 顾问/内政改进

- Ideological distinctions
- 意识形态区分

- Multiplayer & social layer improvements & support
- 多人游戏与社交层面的改进与支持


I like to remain as open as possible to the needs of the community, and the inclusion or omission of any particular item above should not be considered 'set in stone'.

我想对社区需求尽可能保持开放态度,并且以上任何特定项目的加入与否都不应该认为是“已成定局”。


As we look at how we plan on structuring future communications, there may be some space for a few more dev diaries on what you've all been getting up to in NSB in the near(ish) future!

在我们考虑如何组织未来的交流时,可能还有些空间能让我们在接下来的一段时间再写几篇你们在NSB中活动的开发日志!


/Arheo

Arheo敬上



翻译:月蚀

校对:zzztotoso 三等文官猹中堂


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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。

钢铁雄心4开发日志 | 2/9 2022年战备计划——想法与路线图的评论 (共 条)

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