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拯救这个濒临破碎的世界【SXP:5K更新公告搬运】

2023-08-30 12:02 作者:Omger剑魂  | 我要投稿

Since the last major update released, we’ve had a couple of primary goals for Update 3!

CHAPTER SYSTEM

One of the biggest and most requested features for the game is better checkpoints — both for restarting on losing the game and for coming back to in a later session. While we do not plan on full-state saving, as this is a session-based game, for this update we are introducing a basic chapter-based system and splitting the current Area-12 map into two chapters. The map has been growing massively in a short amount of time, and in order to facilitate both narrative requirements moving forward, and a checkpoint system–the ominous task of splitting up Area-12 has finally been set in motion.

When joining a server for the Area-12 Campaign, you will be able to select (or vote for) between Chapter 1 or Chapter 2. You will also be able to select them from the Private Game section in the main menu.

战役章节系统

章节制度

游戏中最大和最受欢迎的功能之一是更好的检查点——既可以在游戏失败后重新开始,也可以在以后的游戏中重新开始。虽然我们不打算全状态保存,因为这是一个基于会话的游戏,但在这次更新中,我们引入了一个基本的基于章节的系统,并将当前的12区地图分为两个章节。地图在很短的时间内大量发展,为了促进剧情的发展,以及检查点系统——分裂12区这一不祥的任务终于启动了。当你加入服务器参加12区战役时,你可以在第1章和第2章之间进行选择(或投票)。你也可以从主菜单的私人游戏部分选择它们。【机翻】


POLISHING THE SCREEN ANOMALY

Our inception of SCP-7528 (the “Screen Anomaly”) was received well across the board, but while watching the community and content creators play the section, we noticed players consistently being confused or overwhelmed by the anomaly’s behavior. We’ve taken the time to do some more polish on the anomaly’s behavior and visuals.

Specifically:

  • The anomaly now chases players more consistently and less closely, only moving if its sightline is obstructed or if it is too far.

  • The anomaly is more likely to stick to one player at a time, picking each team member off, rather than getting confused by many pieces of stimuli.

  • The anomaly can now hear sound, based on the distance to the nearest screen. Sprinting through the area may not be such a good idea.



Additionally, we aim to make the objectives more clear in the Forde Education Center.

What’s Next?



打磨屏幕异常我们对【数据删除】-7528(“屏幕异常”)的初始化得到了广泛的认可,但在观看社区和内容创作者玩该部分时,我们注意到玩家一直对异常行为感到困惑或不知所措。我们花了一些时间对异常的行为和视觉效果做了更多的润色。具体地说:异常现在更持续地追逐玩家,距离更近,只有当它的视线被遮挡或太远时才会移动。反常的人更有可能一次只关注一个玩家,挑出每个团队成员,而不是被许多刺激弄糊涂。异常现在可以听到声音,根据距离最近的屏幕。在这个地区快速奔跑可能不是一个好主意。此外,我们的目标是使福特教育中心的目标更加明确。

接下来是什么?

【机翻】


总结:他们要修改游戏流程后面出现的7528,但愿能比现在游戏内容更好就是了




UPDATE 3

Update 3 (0.13.0) is all about the horror atmosphere and narrative. Additional game mechanics will also become more and more prominent, such as the aforementioned Chapter System, armories, and respawning. A lot of the atmospheric horror elements will tie directly into the narrative and build on audio and lighting substantially. We’ll begin mapping out our side objectives now that the map is split and restructuring beyond the initial Early Access iteration. There will now be a lot of lore and collectable items hidden throughout environments in the form of secrets. In terms of narrative this will begin our setup for Act 1 of the Area-12 campaign narrative. We’re working on a prologue that will tie into this later, but for now you’ll still get to experience our new starting area for Chapter 1 of Act 1.



更新3更新3(0.13.0)是关于恐怖气氛和叙事。其他游戏机制也将变得越来越突出,如前面提到的章节系统、军械库和重生。许多氛围恐怖元素将直接与故事联系在一起,并基于音频和灯光。我们将开始绘制我们的支线目标,现在地图已经分裂,并在最初的Early Access迭代之后进行重组。现在会有很多的爱和收集物品隐藏在整个环境的秘密形式。在叙述方面,这将开始我们为12区战役叙述的第一幕设置。我们正在制作一个与此相关的序言,但现在你仍然可以体验我们在第一幕第一章的新起始区域。【机翻】

总结:更新3可能更专注恐怖的氛围与故事等方面,游戏机制也会凸显,现在5K的游戏体验讲真算不上那种味道,更像一个有着战术与硬核成分的打僵尸游戏,所以我希望他们能做出一些,游戏体验上的改变,至少,可以让人感觉害怕吧?


貌似是新的改枪台?也可能是一个场景
结合上下图来看,应该是一个工作室内的场景

Beyond Update 3...


WORLD BUILDING

Future updates will continue expanding on narrative more quickly, adding in monsters that we’ve been developing behind the scenes as well as new environments. We will be moving into Act 2 much sooner than you think and beginning to meet not just the new monsters, but also characters and D-Class that will play a significant role in the SCP world we’ve been building at Area-12. Even in Act 1 players will have a chance to see and learn about this universe in a way that has never been done before.

ANIMATIONS AND TACTICAL GAMEPLAY

We’ve been beefing up our animation team as we move towards not just improved animations, but also adding things for the tactical experience such as vaulting and prone. All of which have been motion captured, cleaned up, and are currently being tested in-engine.



超越更新3…




世界建筑未来的更新

将继续以更快的速度扩展剧情,增加我们一直在幕后开发的怪物以及新的环境。我们将比你想象的更快地进入第二幕,不仅会遇到新的怪物,还会有角色和d级角色,他们将在我们在12区建立的【数据删除】世界中发挥重要作用。即使在第一幕,玩家也将有机会以前所未有的方式看到和了解这个宇宙。


动画和战术玩法

我们一直在加强我们的动画团队,因为我们不仅在改进动画,而且还增加了战术体验,如跳跃和俯卧。所有这些都经过了动作捕捉和清理,目前正在引擎内进行测试。


【机翻】


总结:制作组貌似要推进剧情方面,希望可以看到更多和【数据删除】相符合的体验吧,新的D级——希望能有点特色,现在无非就是个拿着枪的人形单位,和设施里的保安没什么区别就是了。

动画方面的进步是有目共睹的,换弹等动画得到了优化后确实眼前一亮,当然也提到了俯卧,相信不久能有更好的体验吧?现在就看GB和5K谁能更快趴下了【笑】


GEAR AND GAME MECHANICS

We also have exciting new developments coming to utilize the journal system more and account for new types of gear that will have an impact on both the respawn system, and how you interact with… weird stuff. Safe to say our mantra is currently “make it scary and make it weird”.


GAME MODES AND NEW MAPS

We haven’t forgotten about our other game modes though: we’re utilizing something we have been calling our “intermission maps” to help develop some of those other game modes without losing traction on finishing our narrative campaign, The sooner we finish the main campaign, the sooner we can focus on all the exciting DLC missions in the future. Intermission maps serve as a type of breather or scenery change to separate and transition between Acts of the Campaign. EX: Act 1, Intermission, and then Act 2

More specifically; our first intermission map will take place in an isolated and sterile landscape outside of the United States. Without spoiling too much, it will be very horror and SCP focused utilizing the concept behind the Wave Survival game mode. It’s a very special map to us taking direct inspiration from the works of John Carpenter. It’s also the first time players will get to see and play as a new faction other than the Unusual Incidents Unit (UIU).


CLOSING NOTES

That’s all for now, thank you for tuning in! Keep your eyes peeled for future update posts.

Ad astra.



装备和游戏机制

我们也有令人兴奋的新开发,更多地利用日志系统,并考虑到新类型的装备,这将对重生系统产生影响,以及你如何与…奇怪的东西。可以肯定地说,我们目前的口头禅是“让它变得可怕,让它变得奇怪”。



游戏模式和新地图

我们并没有忘记其他游戏模式:我们正在利用所谓的“间歇地图”来帮助开发其他游戏模式,而不会失去完成叙述战役的吸引力。我们越早完成主要战役,我们就能越早专注于未来所有令人兴奋的DLC任务。中场休息地图作为一种喘息或风景变化,在战役行为之间进行分离和过渡。第一幕,幕间休息,然后是第二幕更具体地说;我们的第一张中场休息地图将发生在美国以外的一个孤立而贫瘠的地方。在不剧透太多的情况下,它将是一个非常恐怖和【数据删除】的游戏,利用波浪生存游戏模式背后的概念。这是一张非常特别的地图,我们从约翰·卡朋特的作品中获得了直接的灵感。这也是玩家第一次看到并扮演一个除了异常事件单位(UlU)之外的新阵营。



关闭笔记

今天就到这里,谢谢收看!敬请关注未来的更新内容。致星星。


【机翻】


总结:装备与游戏机制那块我没看懂,不过应该会有点新东西?可能,声称会可怕与奇怪,但愿不是什么怪东西。至于新的游戏模式与新的地图,终于有新东西了,过度等地图倒也是个增加新鲜感的方法,美国以外更孤立贫瘠的地方……结合提到的恐怖的【数据删除】游戏,以及利用到了波次生存游戏模式的概念,我想到了在早期的路线图中,有提到在一个农舍内对抗3199的游戏路线计划,还提到了是根据约翰·卡朋特的作品提到的灵感,就不知道内容是怎么样的,不过也说了玩家首次看到并扮演一个UIU之外的新阵营……大概不会是GOC,在早期的计划路线图中,除了GOC与UIU外,就是毛子与日本人的阵营了,不过也不排除是个全新的阵营,拭目以待。【拍手】

记录关闭,但愿能看到更多更新更好的内容,保持缄默同伴们,让我们继续前进。

【PS:等更新3出来后我看看质量怎么样,如果真的让我满意,我不介意我掏100多买他们的支持DLC【笑】】

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