家园3目前开发进度的总结之一(带翻译)
这是我前段时间在贴吧发的文章,现在发到B站来。
前言:备受期待的家园3自项目公布以来已经过去了一年多,其制作组BBI也时不时的在众筹网站FIG上发布他们的开发日志,自本文发布以来已有16篇之多。
不过国内还有相当多的玩家不了解家园3的开发进度,甚至还有人不知道家园3项目的存在。
本文的目的即是给这些玩家一些能够快速了解到家园3目前状况的渠道。
前排感谢孤狼和群友们给予的翻译协助。
第一部分:前期准备 2019.9.11-2019.9.28
2019年的8月31日,gearbox以及合作方BBI工作室在PAX west展会上正式公布了家园3项目的启动以及家园手游的一个预告片。(手游目前来看质量很好,不必担心)
同时他们还决定将会在FIG网站上开启一个为期一个月的家园众筹项目,这里就不过多赘述。
9月11日,第一个日志发出,主要内容关于众筹进度与放出一些概念图。

仅仅一个星期后的9月18日,第二篇日志放出,这篇日志的内容相比上一篇来说就有了不少的干货。


(弹道系统)
众所周知有相当多的老玩家对家园2抛弃一代与外传灾难中所使用的“真实弹道”系统而转变为“概率击中”这个问题十分的不满,这里先不评价两种系统的利弊,不过这确实引发了玩家间不少的争论。

很显然,BBI注意到了这点的存在,并把这个问题的优先级提的相当高。(毕竟是游戏底层机制之一)
很快在官方dc频道以及各大社区玩家强大的舆论攻势下这篇更新日志表示他们将在三代中重新使用老家园的真实弹道系统。9月19日,第三篇日志发出,本篇跟第一篇一样是关于众筹进度的。(贼贵的设定集)

9月24日,第四篇日志,这篇日志跟第二篇一样是关于实际游戏中的内容,不过在我看来并没有什么有效信息。

本次内容是关于船体破坏以及残骸,BBI表示他们将会为战舰制作内部结构和被不同武器所击中带来的损伤效果,像是小口径火炮、防空炮之类的轻武器或是离子炮和导弹之类重武器他们都会为其制作不同的损伤效果。(还有精细的内构)

我想那两张动图和内构细节图大家都看过了,这里就不发上来了。感兴趣的可以自行去家园3FIG界面查看。
自28日到10月11日的这几篇的内容就合起来讲吧,也是关于众筹,没什么好说的。(很荣幸成为8414位支持者中的一位)

直到这里,项目的前期准备工作已经完成,接下来则是游戏正式开发的部分了。
第二部分:正式开发报告2019.12.10——2020.12.19(截止最后一篇)
下一次的更新则是在两个月后的12月10日了,这篇的内容是关于玩家意见的总结以及未来剧情的一些走向,哦对了,他们还在这里提出了一个他们魂牵梦绕的概念:巨构(后面一大堆更新日志都是围绕着这玩意写的)。

第一部分是关于玩家意见,接下来我们就挑一些重要的内容来详细解读吧。
游戏特性(Characters)
对我们来说找出游戏中角色、派系、船只对粉丝来说哪个更加的重要是一件相当重要的事情,我们收到了相当多的反馈,一些东西在我们的意料之中,还有一些完全出乎我们的意料!
It was important to us to find out howimportant characters, factions, and ships truly are to the fans of Homeworld,and we received a ton of awesome feedback - some of it expected, and somepleasantly surprising!(原文)
我们都知道,卡伦·斯叶特是家园中不可缺少的元素所以,(除开人物之外),我们更想看看哪个势力对玩家们的意义更加重大。正派赢得了胜利,调查中喜欢西瓜、本图希和先祖的人完全占据了上风,远远领先了海盗、泰坦人那样的反派。
我们相信这份报告向我们展示了玩家间的情感联系(与各种族间)的重要性,这是我们想要进一步关注的,希望我们能够重建玩家与游戏中种族例如西瓜与本图希人那样独特的联系。
· We all know Karan S'jet is an integralpart of the Homeworld flavor, so instead we wanted to look at what factionidentity means to you. The good guys won out, with the Hiigarans,Bentusi, and Progenitors coming out on top - farahead of the pirates, and even the Taiidan. We believe this shows us just howimportant the role of emotional connection is, and it's something we want tofocus on further with the hope that we can re-create that same uniqueconnection you have built with the Bentusi and Hiigarans alike.(原文)
更令人惊讶的是,对于各位玩家来说,各类船只的重要程度不亚于每一位角色,在最重要的叙事元素投票中母舰紧随卡伦其后。
· More surprisingly, it appears that ships are just as importantto you as characters, with the Mothership coming a closesecond to Karan for most important narrative elements.(原文)
家园的视觉沉浸感对每一位玩家来说都非常的nice,以及你们对战舰的热爱,我们一直在努力的设计令人惊叹的各类新式战舰,这些设计将给玩家建立强烈的性格和认同感(不知道怎么翻这一句)。
· What with the visual immersion of Homeworld being soexciting for you, as well as your love for the ships, we've been busy creatingamazing new ship designs that will build a strong sense of character andidentity.(原文)
这段简单的概括一下大概就是:我们正在给你们整好活,大的要来了。
接下来我们要进入本篇中最重要的部分,关于剧情战役方面。
Story(故事剧情)
家园的故事剧情始终就像面包与黄油一样,但我们想知道这些故事对你来说意味着什么。
调查问卷的数据给予了我们很大的帮助——不仅为我们阐明了未来的方向而且启发了我们对家园系列对你们所有人的思考。
Homeworld's story has always been its bread and butter, but we wanted to get a better idea of what this means to you. The survey responses were a great help - not only to clarify our direction, but to inspire us the way Homeworld has inspired all of you.(原文)
我们认为故事情节是家园系列不可缺少的一部分-我想你们也百分百同意。单人模式的游戏体验是我们计划里重中之重的开发内容,这也让我们对玩家想要的内容产生巨大信心。令人欣慰的是单人模式的优先级一直是家园3开发项目里最高的。
· We believed that the narrative was absolutely integral to the franchise - and you overwhelmingly agreed. The single-player experience is something we always planned to focus heavily on, and it gives us huge confidence to hear and read this is what you want too. What makes this comforting from a production perspective is that prioritizing single-player has always been the case for Homeworld development.(原文)
我们一直都在研究家园系列的前作,以便真正的了解是什么样的核心元素让家园系列显得如此的独特。我们也问过你们游戏中最重要的主题是什么,而最重要的答案则是:探索、救赎、和出埃及记(种群的迁徙)。我们同意,所以我们正在努力制作一个这样的故事,所以我们正努力制作这样一个原汁原味家园体验、能吸引你们所有人的故事。
· We have been looking closely at previous Homeworld games to really get an idea of the core elements that make it so unique. We also asked you what the most important themes were in the franchise, and the top answers were: exploration, redemption, and exodus. We agree, and we are working hard to craft a narrative that really speaks to the true Homeworld experience - and to all of you.(原文)
作为调查的一部分,我们调查了你们哪些叙述元素最能打动你们,其中最突出的则是:巨构(monoliths),这些报告告诉我们玩家不仅发现了环境故事叙述的乐趣,而且也是家园体验的基本组成部分。我们的目标是把这个系列比以往任何时候都要深入,我们很高兴能与你们分享,我们一直在使用巨构构建巨大的可交互环境,这些巨构将让玩家们真正地沉浸于游戏世界和故事之中。
· As part of the survey, we asked you what narrative elements spoke to you the most. Among the top were monoliths, which told us that you found environmental storytelling to be not only exciting, but a fundamental part of the Homeworld experience. We aim to take this franchise further than ever before, and we're excited to share that we've been busy building massive interactable environments using monoliths that will truly immerse you in the universe and the story.(原文)
总结:上面这些文章可以说是开发日志里第一个能给我们带给有效信息的内容。
从这里面我们可以看出BBI确实在对玩家社区方面的意见十分重视,而且也确实很懂玩家想要什么(没有人比他们更懂家园)。
这些内容所透露出来的信息来看剧情是他们项目里的重中之重,其次则是那所谓的巨构,而且从之后的开发日志中可以看出对所谓巨构的利用将会是家园3的核心玩法。
一些老玩家可能知道,在2001年的E3展上那震惊所有人的家园2宣传CG,视频里宏伟的巨型太空建筑和在其中战斗厮杀的画面我想会让所有看过的人印象深刻。

可惜的是由于技术原因当时的制作组不得不将当时的“dust war”版本的家园2全盘推翻重做,在缩减了无数内容后成为了今天的家园2。
巨构的概念也许就是从那个时候深深的植入了这些家园人的心中,他们说不定每天晚上做梦都想把他们心中最完美的家园2呈现给大家。
现在,他们的机会来了。从这点来看家园3甚至可以说是真·家园2(家园2完全体)。
接下来我将会带来该篇报告中关于游戏玩法的部分,这里面也有一些有趣的东西。
接下来的部分则是该篇报告中关于游戏玩法的部分,这里面也有一些有趣的东西。
Gameplay(游戏玩法)
我们想知道家园系列的游戏玩法是如何吸引到玩家的。作为一款世界上绝无仅有的全3D即时战略游戏,家园并没有模仿其他许多的游戏——我们觉得了解是什么样的东西驱使你们一直在玩家园是很重要的。
We wanted to get an idea of how the gameplay in Homeworldspoke to you. As a non-traditional, 3D RTS, the game doesn't mirror many others- and we feel it's important to know what drives your wish to keep playing.)(原文)
我们发现玩家更喜爱包含了策略性和思考性的玩法元素,例如抓船和隐身。我们很高兴听到这个消息,因为我们正在做一些超级令人兴奋的功能,很抱歉虽然现在还不能详细讨论,但我们认为你们会非常喜欢这些新活。
· We were curious to see how important certain gameplayfeatures were to your experiences - and what we found was a love of strategicand thoughtful playstyles, such as salvaging and cloaking.We’re thrilled to hear that, because we’re working on several super excitingfeatures that are too early to discuss in detail today, but we know you’regoing to love!(原文)
当我们进一步推进玩家与环境的互动时,我们逐渐意识到这对游戏玩法意义重大。结合我们正在开发的弹道学系统,它将在游戏中为玩家提供更多的战略选择,因为他们可以利用环境本身来隐蔽和隐藏或获得对敌人有利的位置。我们也在探索使用“物体相对运动”在3D环境中导航的新方法。例如:点击小行星的下方,你的飞船就会在它下面。点击顶部,他们就会躲在那里。它应该可以解锁新的战术,这将在保持鼠标操作的直观性的同时带来更多的战术选择。
· As we push interaction with the environment further, weare realising the amazing gameplay implications this has. Combined withthe ballistics system we are building, it will offer theplayer even more strategic options in gameplay, as they use the environmentitself to take cover and hide or gain an advantageous position over theirenemy. We are also exploring new ways to navigate through the 3D environmentusing object-relative movement. For example: Click theunderside of an asteroid and your ships will position beneath it. Click on thetop-side and that’s where they’ll take cover. It should unlock new tacticswhile still feeling intuitive on the mouse.(原文)
就像之前提到的,你们对单人游戏体验和故事重要性的反馈的重要性非常明确。我们也想明确一点:我们的首要任务是创造一个令人惊叹的《家园》单人游戏体验。在我们专注于核心战役的同时,我们也在研究这对于多人游戏的意义。我们相信,我们相信,通过创造一个【新】的游戏模式,我们可以将游戏带到一个新的水平。因此,我们一直在探索如何最好地将这种体验带给你们。我们有一些令人兴奋的想法在工作中,我们将在稍后的开发中讨论!
· As mentioned earlier, your feedback on the importance ofsingle-player experience and story is loud and clear. We want to be cleartoo: Our first priority is making an amazing Homeworld single-playerexperience. While we are focused on the core campaign, we arealso looking at what that means for multiplayer. We believethat by crafting an alternate game mode we can bring the game to new levels. Assuch, we have been exploring how best to bring this experience to you. We havesome exciting ideas in the works that we’ll talk about later in development!(原文)
这些内容就是12月10日开发日志的全部了,还有一些结尾的废话就不浪费时间了,先来把游戏玩法这一部分的内容总结一下。
第一段话里我们可以看出填写调查问卷的人里有相当多人喜欢一些游戏里放一些独特机制,比如抓船隐形开护盾之类的(我也是其中之一),BBI对此显然也是比较重视的,从这些信息来看他们会在3代里加入相当多这种独特机制。
第二段话中跟我上面说的一样,他们正在大力开发玩家与游戏环境中的互动,也就是为巨构机制打下基础。
第三段话里又一次的表示他们会对把工作重心放在单人战役上,同时他们也会研究一下多人游戏,还有新的游戏模式,合作战役可能性微存?
从这些东西里面我们很容易得知,BBI想要创造一个新颖的游戏机制:巨构,就像他们在老家园里做的一样。
在这次更新后的不久,可能由于新冠疫情爆发的原因家园3的开发多多少少受到了影响,下一次的更新则在2020年的4月。

本次更新只是个关于巨构的废话,以及让支持者们知道他们已经转入家中办公的状态。接下来的更新我会去掉一个关于众筹和手游的报告,来把重心放在那两篇艺术总监问答上。(注:问答总共3篇,但是其中一篇是关于众筹获得设定集的,故跳过)
在那三篇艺术访谈间还插了一篇废话和一篇关于手游测试的更新,我们直接跳过进入正题。
艺术总监Karl Gryc询问您的问题之一
各位FIG支持者们大家好,跟进我们的上一次更新,我们将给大家带来更多来自家园3艺术总监卡尔·格利茨更多的问答与他出色的作品。Hello Fig backers! Following up on our last update, we’re back with more answers and awesome artwork from Homeworld 3Art Director Karl Gryc.(原文)
问题1:在家园3中,您和您的小组是如何设计飞船的?是基于家园2?还是在为家园3带来更加拥有自身独特风格的设计?——Seongkyun K。
答:要描述舰队的设计,最好的方式是进化而不是革命。这个话题我已经和aron跟rob进行了广泛的讨论。家园3中的舰队设计将会拥有自己的风格,但仍然具有前作的强大基因。如果我用喷气式战斗机来总结视觉设计,家园1就像A10疣猪,家园2则是F15,而到了家园3则是F35猛禽。我确实觉得家园1与2之间巨大的风格变化是合理的,一个文明在下一次事件前如何达到新的技术高峰。——对于家园3来说就是打开超空间门(艾朗之眼)。所以我们需要一个更加成熟与强大的舰队来面对未知的威胁。——卡尔
“Evolution not revolution is the best way todescribe the fleet designs. This is a topic I’ve discussed extensively withboth Aaron and Rob. The fleet design in Homeworld 3 will have its own voice butstill have strong DNA from the previous games. If I were to sum up the visualdesigns using Jet fighters - Homeworld 1 is an A-10 Warthog, Homeworld 2 is anF-15, and Homeworld 3 will be an F-35 Raptor. I do feel the drastic changebetween Homeworld 1 and 2 are justified narratively, just how a civilizationcan hit a technological plateau before the next event brings in new wonders -for homeworld 3 it is the opening of hyperspace gates. So we will need a newmore mature fleet to brave the unknown” – Karl(原文)
问题2:我们能看到任何以前的设计,如家园灾难的设计,重新在家园3里出现吗?——Shadowgaz
答:也许会是一个隐藏在地图上的小彩蛋,或者会在海军基地看到退役的他们:)——卡尔
问题3:你们使用了什么方法来让这些战舰在远距离(拉远视角)上也可以清晰可辨?以前的家园游戏会像玩家展示战术图标,不过想要看清他们也必须将视角放到非常大的位置才可以看清他们。-N
答:这个问题问的很好!我们希望通过引入信息的智能合并(introducing smart amalgamation of information)(允许我们将元素分组在一起)来提高单位的可辨认性。至于特定单位的可辨认性,这是一个很好的segway进入单位设计过程。(这段有点抽象)
“That’s a great question! We’re hoping toimprove on the class icon readability by introducing smart amalgamation ofinformation (Allowing us to group elements together). As for unit specificreadability, this is a nice segway into the unit design process:(原文)
问题4:在游戏的一切早期舰船概念设计中,我们发现了一些看起来可以对其进行升级的飞船(也许指自定义?这个升级的意思有点广泛)比如《魔法门英雄无敌》中的可升级单位。这个能力最终会在20年后出现吗?更现代化的舰船造型会看起来更有威胁性和美感吗?——p2ambassador
In early concept designs ofships from the first game we can see upgradeable ships – like upgradeable unitsin Heroes of Might and Magic and so on. Will this ability finally appear 20years later, and will the modernized ship silhouettes look even more menacingand aesthetically pleasing? - p2ambassador(原文)
答:当然,家园系列一直都是关于一场史诗般的公路旅行(road trip)。完全正确的伤害效果!(Completely spot onwith the damage effects)
很抱歉我真的不能与你们透露有关飞船升级的任何消息,不过我们的游戏总监Lance Mueller已经注意到了这一点。不过我还是保留了希格拉人审美开放的特点,以使让其成为可能。——卡尔
“Absolutely, Homeworld series has always beenabout an epic road trip. Completely spot on with the damage effects! I can’treally speak to the upgradeable ships, but this has been on the radar of ourgame director Lance Mueller. Though I’m keeping the hiigaran aesthetic openended with hardpoints to allow the possibility.” – Karl(原文)
问题5:我曾经了解过,家园1和2的视觉设计收到了《沙丘》、《太空堡垒卡拉狄加》和Chris Foss作品,甚至是热带鱼的深厚影响。
家园3设计的灵感来源与前作相比发生了怎样的变化?你从什么最不同寻常的东西上获得过灵感来源?
I remember reading that the visual identity of Homeworld 1 & 2 were strongly influenced by Dune, Battlestar Galactica, the works of Chris Foss, and even tropical fish. How have these and other cultural touchpoints/references changed for Homeworld 3 and what is the most unusual or obscure source you’ve taken inspiration from?(原文)
答:这也是个很好的问题!在家园3中前作的基因仍旧十分强大,看着这款游戏走向新的领域却依然保持着前作IP的熟悉感是我们从项目开始就所面临着的挑战。设计灵感方面的话,我之前已经提到过这一点,但更多不同寻常灵感来源可能是来自于动物。是的,即使是一艘平板船也可以有侵略性或被动的姿态:P——卡尔
“Great question! The DNA of Homeworld 1 & 2 is still very strong, the challenge from the start has always been forward facing and seeing the franchise blaze into new territory but still preserve familiarity of a beloved IP. I’ve touched on this earlier, but more obscure sources would be animal stances for ship designs... yes even a slab ship can have an aggressive or passive stance :P” - Karl(原文)
问题6:我想问一下前作会对家园3产生多大的影响,如果你想同时从家园1和2两款游戏中获得影响,你能不能深入了解一下你将如何使这些元素与任何新元素他们之间是怎么来进行融合?以及你是否希望家园3在风格上更接近其中一款而不是另一款。- Kyle R
May I ask how much influence will there be from each of the previous games, and if you're looking to take influence from both HW1 and HW2, can you give any insight into how you will be going about blending these elements with any new ones as well as each other and if you're looking for it to be closer in style to one of them over another? - Kyle R(原文)
答:好问题,让我们把这个问题分成几部分。综上所述,这两款前作对3代都多少带有一定的影响。但风格会更接近卡拉克沙漠,让我来详细解释一下——会有更大的规模感和细节感,就像沙漠那样,有更多的背景视觉设计,单位的行为比起前作更加的强烈,以及更加强调环境叙事方面。如果我们讨论的是舰船设计的话,我认为这两款游戏的美学看作是一种叙事决定,而不是一种风格选择。——卡尔
“Great questions, let me break this intoparts. There is influence from both games, as mentioned above. The style wouldbe closer to Deserts of Kharak, but let me unpack that a bit - there will bemore of a sense of scale and detail like DoK, with more contextual visualeffects, stronger behavior in units, and strong emphasis on environmentalstorytelling. If we’re talking about ship design, I look at the aesthetics ofeither game as a narrative decision and not a stylistic choice.” – Karl(原文)
问题7:家园系列,尤其是一代,它给人一种无与伦比的规模感,这是其他市面上任何太空游戏所无法比拟的,并真正显示出你在宏大的事物中是多么渺小。你将如何在游戏中展示这一规模的浩瀚星系?- Kyle R
Homeworld, particularly the first game, has also given an excellent sense of scale that few other space games have achieved and really showed how small you are in the grand scheme of things. How will you be looking to show this scale and the vastness of the galaxy in the game? - Kyle R(原文)
答:在家园3中地图的尺度将会更加庞大,不过舰船间的大小将会与之前的游戏一致,但游戏中的旅程更加的广阔。我们将在各个任务的过场间用星图来表示三个重要信息:你去过哪里,你现在在哪里,你要去哪里。——卡尔
“The yardstick of measure is even larger in Homeworld 3. The size between ships will remain consistent with previous games but the journey is more vast. We do this with a galactic me****p in between missions that answers three important questions (Where have you been, Where are you now, and where are you going)” - Karl
到此为止,支持者们。将来我们会提供更多的问答与概念画——卡尔跟家园3团队
上面这些就是第一篇艺术问答的所有内容,让我们开始第二篇。
你好,fig支持者,自从上次更新之后,你一定有很多问题想问家园3艺术总监吧,所以我们回到幕后工作中,来谈谈影视太空战斗和舰队设计_那些你可以期待未来家园三展现的东西!!
在过去,你提到你对家园系列有关3D图形的雄心壮志是遥不可及的,你自己也是如此认为,但现在,随着许多新兴的,令人振奋的图形科技出现(Vulkan,光线追踪,高动态范围,立体声场,8核心CPU等等)BBI工作室在做什么来重新定义家园3的可能?drew D
In the past, you had mentioned that your ambitions for the 3D nature of Homeworld far exceeded what many thought was possible, yourselves included. With today's landscape offering new and exciting technologies (Vulkan, Ray-Tracing, HDR, Spatial Audio, 8+ core CPUs, etc, etc) what is BBI doing to once again redefine what is possible with the production of Homeworld 3? - Drew D.(原文)
“很有含金量的问题,我将尽我最大的努力回答这些问题。家园系列不仅仅是一个展示Rob和Aeron创造的令人震惊的艺术的画廊,它也展现了游戏是如何带领玩家一步步进入他们脑海中想象的图像体验。这些我们从来没有完全展现过的“体验”,从开发空间到近距离依靠地形的狗斗的过度,我们正在提供工具与技术来让团队使这种体验成为“可获得的”,这就是我们所努力实现的。在此,我提名安德鲁李奇,我们的技术总监,来做下一个话题。卡尔
“Very tech heavy question, I’ll answer to the best of my abilities. Homeworld has always been more than just a gallery to show off the awesome art that Rob, and Aaron have created; it's about letting players step into the experience that their imagery promises. The experience that we never fully managed to capture from those pieces is the transition from open space to upclose terrain dog fighting. This Is what we are striving to deliver using the tools, technology and experience available to us and our team. I nominate Andrew Ritchie, our tech director, to do an update in the future. ;) ” - Karl(原文)

以前家园在利用现有技术创造一个尽量宏大的宇宙方面做的很好,但肯定做出了一定的牺牲与取舍,但二十年后,我很好奇,您有什么新的想法(除了巨构)是对家园3来说合理可行的?sir guelph
Previous Homeworld titles did a great job leveraging the technology available to create a gorgeous universe, but there must have been sacrifices made. Two decades later, I'm curious what grand ideas (apart from monoliths) you may have had, that are finally plausible for Homeworld 3? - SirGuelph(原文)
“很多!有时候我们的胃口甚至能够超过我们的肚子,而家园3简直就像一头饥渴难耐的野兽,函待哺乳,虽然现在谈论这些还有些早,但是一些东西是总所周知的,我们一直希望将每场遭遇战都制造出电影般的感觉,战舰和战斗机在大块的残骸或者障碍物中机动,击落敌人,结果让其失控的旋转在太空中,这种感觉就像在厚厚的星云中利用传感器来导航一样,环境危害都会改变你的战斗进程。抱歉我说的有些含糊其辞。”
“Lots! Sometimes our appetite is bigger than our bellies and Homeworld 3 is a hungry beast :) Still very early but a few things that are known - We want the space battles to feel cinematic - ships maneuvering around obstacles and shooting down enemies only to have them spin out of control into the environment, sense of thick Volumetric Nebulas that would require you to leverage sensors to navigate, and environmental hazards that can change the course of your battles. Sorry if this is vague, but we’re still deep in exploring what is possible.” - Karl
现实世界中的(战舰)对游戏中的战舰设计有什么启发吗?- Hellstar
What are your inspirations in real world for the new ships of the game? - Hellstar
有强烈的现代海军舰艇的元素直接从水中浮现。一块干净的板子确实有点哈人(???)。
“There are strong elements of modern navy ships lifted right out of the water. There is something really menacing about a clean slab.” - Karl(原文)
(这段原文有点抽象,所以我引用一下贴吧网友“此lz非此lz”的合理猜测:这里应该是卡尔承认了战舰设计会有很强的飞离水面进太空的海军战舰的即视感,(我猜比较传统的有较大上层建筑的船是肯定有的)毕竟一块块大平板在太空里飞看起来很不舒服。
我最近最喜欢的设计风格来自《地平线:零之曙光》,更确切地说是“白色”野生动物。你是否受到这些设计的影响,这些设计在细节上类似于高科技部件,如金属板和电线,而在远处观察它们则会类似动物?或者设计将更类似于传统的机械工业风格,就像家园2和卡拉克沙漠中的那样? - Henrique S
The design styles I enjoyed most recently comes from Horizon Zero Dawn, more specifically the "white" wild animals . Are you being influenced by these designs that in detail resemble hi-tech parts like plates and wires, while at a distance they become animal drones? Or the designs will be more traditional/mechanical like HW2 and DoK? - Henrique S(原文)
“我还没玩过地平线呢,但很想有一天当我不忙的时候回家能够好好的品鉴一番。”DoK的核心价值之一是将艺术和技术根植于合理性;即使以今天的标准,建造一艘2公里长的母舰的可能性是不可能实现的,我总是关注“家园”的技术极限是什么,以及宇宙规则的实际限制是什么。”——卡尔。
“Have not played Horizon Zero Dawn, but very much want to one day when I’m not busy with Homeworld. One thing that has been a core value since DoK is grounding the art and technologies in plausibility; even though the possibility of building a 2km mothership is not attainable by today's standards, I always look at what would a technological plateau be in Homeworld and what would be the practical limit of the rules governed in the universe.” - Karl(原文)
自从《家园2》以来,人们的期望和技术水平都发生了巨大的变化——与前作相比,在艺术方向上有什么主要的变化吗?主要的区别是什么?——theZJ
A lot has changed in terms of expectations and tech since Homeworld 2 - are there major changes in art direction compared to the predecessor? What is going to be a major difference? - theZJ
“除非算上新的船舶设计,否则艺术方向不应该有任何重大变化。环境本身将不再是一个平面纹理,而是更多的物理和丰富的细节。值得注意的不同之处在于我们所经历的旅程和地点,以及穿越银河的探索氛围。——卡尔
“There should not be any major changes in art direction unless you count new ship designs. The environment itself will no longer be a flat texture but more physical and rich with detail. The noticeable difference will be the narrative journey and locations we visit along with the feeling of moving through celestial atmospherics.” - Karl(原文)
我很喜欢每个种族所独有的设计风格,每一艘船虽然他们都个性鲜明但是我们都可以看出他们与所属舰队的关系。我觉得前作在这方面的处理上十分出色,特别是家园1。在设计舰船时,你会遇到什么样的挑战,既要让它们看起来与众不同,又要让它们真正地感觉自己是所属舰队中的一部分?——Kyle R
I also really like it when races have their own distinctive design but still look like they're all part of the same setting, something that previous games have done a good job with and I feel Homeworld 1 nailed in particular. What kind of challenges do you have when trying to design ships so that they look distinctive, but also so that they feel truly like part of the same fleet? - Kyle R(原文)
我在之前的舰船设计方面谈过这个问题,但现在让我具体的谈一谈舰队的整体视觉设计效果。对于卡拉克沙漠中我们就确定了我们对于两个派别的视觉识别将是二元的(好vs坏)。对于北方联盟的设计我们使用angular CAT machinery(带硬朗直角的黄色巨大挖掘机风格)而加奥森我们使用了更多的rounded MA.K.(圆润的设计)作为灵感。在家园3中,我们将遇到不同的敌人,因为我们冒险进入新的空间领域,这带来了与先前一致的挑战。
游戏设计和叙述在整个开发过程中不断发展,作为美工,我们试图追赶和适应——但一旦故事更加稳固,我们就把叙述作为舰队的关键标志。让我们以“掠袭者”为例。
这些人生活在我们已知星系的边缘,也许他们曾经是我们社会的一部分,但是,他们对现状感到不满他们组成了团伙并开始沿着星门网络开始袭击船队。
所以在同样的思考过程中,他们是一个摩托帮,穿着他们自己的颜色和风格。他们的舰队将由他们所执行的突袭行动来决定其使用什么样的装备,
虽然风格相差巨大,但因为他们是一个组织所有他们还是有相当的凝聚力。
下面的例子显示了我们的首席概念艺术家Dave Cheong(也是HW 1/2的原始艺术家之一)的思考过程
“Touched on this earlier with the ship design process, but let's talk specifically about the visual design for fleets as a whole. For DoK we knew early on that our visual identity for both factions was going to be binary (good vs bad); for the coalition we used angular CAT machinery and the Gaalsien we had more rounded MA.K. as inspiration. With HW3 we’re going to encounter different foes as we venture into new areas of space and that poses challenges to remain consistent. The game design and narrative are constantly evolving throughout the development and as artists we try to catch up and adapt - but once story is more solidified we use narrative as the key identifier for a fleet. Let’s use Raiders as an example; These are people that live on the fringes of our known galaxy, maybe they once used to be part of our society, but, upset with the system they formed gangs and started to pick off transport ships along the gate network. So in that same thought process, they’re a biker gang that wears their own colours and styling. Their fleet would be made of repurposed parts from raids, but because they are an organization they would still be cohesive. Example below shows the thought process from our lead concept artist Dave Cheong (also one of the original artists on HW 1/2) ” - Karl(原文)

最后一篇艺术访谈更新完毕后,日志直到现在还分别在11月14日再次更新了一个关于手游测试的报告,最后一个则是在圣诞节发布的标题为:单个切片如何创造出完整的游戏 的一个偏向杂谈的日志,不过这篇杂谈里有了一些相当有趣可以推敲的发言,接下来让我们进入这最后的更新。