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战锤:末世鼠YI2·2023·3·26开发日志机翻【搬运工】

2023-03-25 03:48 作者:情白皮  | 我要投稿

Dev Blog: Level Design Lookback

开发博客: 关卡设计回顾

Heroes,

英雄、

Today, we speak with Mikael, one of our level designers in the shark tank, as we look back at some of the most iconic maps in Warhammer: Vermintide 2, and the thought process behind their development in celebration of our fifth anniversary.

今天,我们与鲨鱼池中的关卡设计师之一Mikael交谈,我们回顾了《战锤》中一些最具代表性的地图: Vermintide 2中一些最具代表性的地图,以及为庆祝我们的五周年而开发这些地图背后的思考过程。

Hi, my name is Mikael, and I'm an experienced Level Designer who's been at Fatshark since 2016. I started working on four of the levels for the main game and have been involved with all of the adventure levels since then, particularly focusing on level art. And of course, level design can be a process until we get to something we’re happy with. Here are a few of my favorite stories from the past five years of development.

大家好,我叫Mikael,我是一名经验丰富的关卡设计师,从2016年开始在Fatshark工作。我从主游戏的四个关卡开始工作,之后参与了所有的冒险关卡,尤其是专注于关卡艺术。当然,关卡设计也是一个过程,直到我们得到我们满意的东西。下面是我在过去五年的开发过程中最喜欢的几个故事。

Against the Grain

逆水行舟,不进则退

The end event here was originally intended to be an open arena, but it was confusing and hard to balance, so we made it a linear event with a number of smaller “arenas” instead. This way, we could balance the event and control the experience better.

这里的终点活动原本是一个开放的竞技场,但它令人困惑,难以平衡,所以我们把它变成了一个有许多小 "竞技场 "的线性活动。这样一来,我们就可以平衡这个事件,更好地控制体验。

The boss in the barn was originally always a Rat Ogre, but as we added more bosses to the game, we added randomized bosses to the barn as well. But for a long while, the concept art with the Ogre in the barn was an accurate depiction of that section.

谷仓里的老板最初总是一个老鼠食人魔,但随着我们在游戏中加入更多的老板,我们也在谷仓里加入了随机的老板。但在很长一段时间内,谷仓里的食人魔的概念图是对该部分的准确描述。

The Skittergate

抖动门

When we originally started designing the Skittergate, it was not intended to be a normal level that would be part of the regular quickplay mission rotation, and Rasknitt was not initially meant to be the focus of the mission. Originally, the idea was that players could only choose the level at will.

当我们最初开始设计Skittergate时,它并不打算成为常规快速游戏任务轮换中的一个普通关卡,而且Rasknitt最初也不打算成为这个任务的重点。最初,我们的想法是,玩家只能随意选择关卡。

Normally, all level missions were made to be replayable, as if the story repeated itself, so we couldn’t make changes to an area that would be too substantial to logically be rebuilt, but this was a unique level, and a lot of the story points fit into it—Rasknitt, the Skittergate, the journey to Norsca, and how the Uberserik Five were supposed to destroy it all. So we decided that it would be okay that we’d have to basically tear down a huge chunk of the city during it, even if it was a definite conclusion to the campaign maps.

通常情况下,所有的关卡任务都是可以重玩的,就像故事重演一样,所以我们不能对一个区域进行改动,因为它的内容太多,从逻辑上讲是无法重建的,但这是一个独特的关卡,而且很多故事点都适合它--拉斯克尼特、Skittergate、前往Norsca的旅程,以及Uberserik Five应该如何摧毁这一切。所以我们决定,在这期间我们基本上要拆掉一大块城市,即使这是对战役地图的一个明确的结论,也是可以的。

Back to Ubersreik

黑暗预兆

When we decided to remake some levels from Warhammer: Vermintide-The End Times to Warhammer: Vermintide 2, we chose the levels that we felt would work best with the new game. A lot of the levels in the first game were too short, and there were discussions about potentially combining them, but we ultimately went for some of the most popular and that would work best with the new game mechanics.

当我们在制作《黑暗预兆》时,我们觉得U5走进兽人的陷阱有点不伦不类,但我们也觉得这是一个介绍兽人的好方法,所以我们还是选择了它。我们曾一度开玩笑说:"如果玩家能以某种方式伏击等待中的兽人呢?"但我们觉得实施起来有点太麻烦了,所以这只是关卡设计师之间的玩笑话。几个月后,我们有了一个想法,让玩家绕着陷阱走。但它需要有自己的危险,因为我们不希望玩家每次都绕道而行,而不权衡这样做的风险。最初,这些危险应该有两个你必须避开的巡逻队,但由于性能的原因,我们在发布前不久用特技代替了它们。

The Curse of Drachenfels

德拉亨费尔斯的诅咒
We wanted to keep these similar to the Drachenfels level these were based off of in the original game, as they were already a player favorite, but still give some fresh looks and things to discover. It was important for us to give the player the feeling of entering a grand castle in Enchanter’s Lair, so we added a longer entrance section, but at the same time, we wanted to start the level deep in the castle catacombs, so we needed a solution to get players from the entrance floor down to the basement as fast as possible. We actually wanted to add an elevator here, but for lore reasons, elevators aren’t allowed in castles, so instead we decided to add a trap door that dumped the player into the basement, which felt more in-line with the story.
我们想让这些关卡与原始游戏中的Drachenfels关卡相似,因为它们已经是玩家的最爱,但仍然提供了一些新鲜的外观和可以发现的东西。对我们来说,让玩家在Enchanter's Lair中感受到进入一个宏伟的城堡是很重要的,所以我们增加了一个较长的入口部分,但同时,我们希望在城堡地下墓穴深处开始这一关,所以我们需要一个解决方案,让玩家尽快从入口层下到地下室。实际上,我们想在这里添加一个电梯,但由于传说中的原因,城堡里不允许有电梯,所以我们决定添加一个陷阱门,把玩家扔到地下室,这感觉更符合故事的要求。

While Castle Drachenfels in the original game was originally more maze-like, we decided to streamline and make the rooms more unique so it would be easier to understand where you are and find your way around, and balconies were added to a give a sense of progression upwards from the basement as you went through the level.
虽然原版游戏中的德拉肯费尔斯城堡原本更像迷宫,但我们决定精简,使房间更加独特,这样就更容易理解你所在的位置并找到你的路,而且还增加了阳台,让你在通过关卡时有一种从地下室往上走的感觉。

The voices the Uberserik Five hear speaking to them was inspired by Bram Stoker’s Dracula by Coppola. In the movie, there were lots of whispering voices and disturbing noises, and we wanted to do something similar. But since games are an interactive medium, we felt we could make it more personal by having the voice speak to the player character, hinting at some dark secret from their past that only the player could hear.

Uberserik Five听到的对他们说话的声音是受科波拉的布拉姆-斯托克的《德古拉》启发的。在电影中,有很多窃窃私语的声音和令人不安的噪音,我们想做类似的事情。但由于游戏是一种互动媒介,我们觉得可以通过让声音对玩家角色说话,暗示他们过去的一些黑暗秘密,使其更加个性化,而这些秘密只有玩家才能听到。


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