Zeusley 发布于 25/12/16 18:12
原帖地址:https://x.com/Zeusley/status/2000871704034226587
最近,我注意到 Hytale模组社区出现了一些"认知问题"。
玩家们往往以两种极端视角看待 Hytale 的开发团队:要么认为是“三个毫无经验的人在开发游戏”,要么认为“只关心利益的千人 3A 工作室”。这导致每次开发团队的发言都被置于偏见滤镜之下:当 Hypixel 团队表示“当前暂不支持某功能的模组,但我们后续会支持”时,一部分人认为画的饼永远无法实现(无经验团队),另一部分则归咎于恰烂钱(3A 团队)。
模组开发与技术议题本就复杂,很难通过单篇博文完全阐释。有时人们在发言前并未仔细阅读 Slikey、Zero 等开发者已在各个平台(包括X、Discord 等)发布过的说明。
这并非任何人的过错——现在在一篇单独的博文里,发布一篇内容翔实的文档,这本来就不现实,专注系统的构建比提前产出完整、描述复杂系统(比如尚未公开的模组机制等)的文档更为重要。
目前已发布的博文内容,已足够让约 95% 的模组开发者理解他们将面对的框架。
Hytale 由一群经验丰富的开发者打造,他们追求卓越的模组支持而非仅仅追逐利益。对模组现状提出质疑或保持审慎态度无可厚非(这同样也是维持生态健康的关键),但请尽量保持客观。
在讨论技术问题前,请花一分钟确认开发团队是否已有所说明,例如在X平台内搜索“from:slikey”或在Discord进行类似检索。
这与“某游戏的模组体系”截然不同。这将是由Hytale定义的崭新模组范式——与众不同并不意味着品质不佳。
@slikey @Simon_Hypixel 如果你们有需要补充的内容,欢迎回复。
原文:
Slikey 回复于 25/12/17 02:21
原帖地址:https://x.com/slikey/status/2000994713953096032
如果还需要补充一点的话:我之前发布的模组策略确实存在缺陷。我已多次明确强调过这一点。它并不完善,我们仍在持续迭代优化。
一个具体的例子就是客户端本地脚本与客户端本地资源包。我最初未能充分评估在不修改客户端的情况下,通过数据包这类机制究竟能实现多大程度的客户端定制。事实上,借助我们的数据包等效方案,我们能实现的比预想更多。
是的,当前方案看起来存在限制。(译注:“当前方案”指不修改客户端对游戏进行修改。)没错,与虚幻引擎、Unity 或真正"荒野西部式"的模组自由度相比,Hytale 确实更受限。
但这些限制并非随意设定。它们的存在是为了让模组作者——以及我们——能够触达海量用户,保障玩家安全,并构建一个可扩展的 UCG(用户生产内容)生态。我们的目标是推动 UGC 进入一个崭新的黄金时代,采用一种前所未有的创新模式。
关于着色器(译注:可以粗略地理解为 MC 中的“光影”)、LODs(细节层次)、立体区块等技术特性:我热爱这些议题。请相信,我们也渴望让Hytale成为方块游戏技术的黄金标准。但数年后的最终形态目前难以预测。我们正在进行许多尚未公开的开发工作,其中部分成果未来可能以某种形式实现。
我们对 Hytale 怀有极高期许,但现阶段的首要任务是:尽快发布。以 LOD 和立体区块为例,我们已经在进行比立体区块更根本的区块架构与体素存储层级的重构。这本质上是执行优先级的问题——我们只能逐步推进,而下一步就是……[1]
因此我不希望大家过度寻求承诺——因为我们希望每项承诺都能保持其特殊性与可信度。请用我们的实际行动来评判,并监督我们选择的方向是否正确。
对于大多数"你们是否会添加某功能"的提问,最诚实的回答是:我们有能力实现。但如果问"你们是否希望将此功能融入Hytale",答案大概率是肯定的。
目前我们有一系列必须优先解决的高优先级基础性问题。在处理这些核心问题的同时,我们也会持续吸纳合理的社区改进建议——通常会在对相关系统进行"深度调整"时同步推进。
特别对模组开发者说:请多与那些能清晰、建设性表达诉求的创作者合作,例如 @Kaupenjoe 或 @Zeusley 这样的社区代表。组建专注的讨论小组,阐明真实存在的痛点与需求,用统一、具有建设性的声音传递反馈。唯有如此,我们才能共同推动进步。
译注:
[1] 后面又补充了一下这段技术性内容:
"and the next step is..." to modenrnize the chunk component storage under the ECS architecture.
下一步则是在 ECS(entity-component system,实体-组件系统)架构下实现现代化区块组建存储系统。
原文:
本文参考了 AI 的生成内容,经过人工翻译完成。
原帖地址:https://x.com/Zeusley/status/2000871704034226587
最近,我注意到 Hytale模组社区出现了一些"认知问题"。
玩家们往往以两种极端视角看待 Hytale 的开发团队:要么认为是“三个毫无经验的人在开发游戏”,要么认为“只关心利益的千人 3A 工作室”。这导致每次开发团队的发言都被置于偏见滤镜之下:当 Hypixel 团队表示“当前暂不支持某功能的模组,但我们后续会支持”时,一部分人认为画的饼永远无法实现(无经验团队),另一部分则归咎于恰烂钱(3A 团队)。
模组开发与技术议题本就复杂,很难通过单篇博文完全阐释。有时人们在发言前并未仔细阅读 Slikey、Zero 等开发者已在各个平台(包括X、Discord 等)发布过的说明。
这并非任何人的过错——现在在一篇单独的博文里,发布一篇内容翔实的文档,这本来就不现实,专注系统的构建比提前产出完整、描述复杂系统(比如尚未公开的模组机制等)的文档更为重要。
目前已发布的博文内容,已足够让约 95% 的模组开发者理解他们将面对的框架。
Hytale 由一群经验丰富的开发者打造,他们追求卓越的模组支持而非仅仅追逐利益。对模组现状提出质疑或保持审慎态度无可厚非(这同样也是维持生态健康的关键),但请尽量保持客观。
在讨论技术问题前,请花一分钟确认开发团队是否已有所说明,例如在X平台内搜索“from:slikey”或在Discord进行类似检索。
这与“某游戏的模组体系”截然不同。这将是由Hytale定义的崭新模组范式——与众不同并不意味着品质不佳。
@slikey @Simon_Hypixel 如果你们有需要补充的内容,欢迎回复。
原文:
I'm seeing a few "problems" in the modding community right now, about Hytale.
People tend to view Hytale in one of two extremes: either "three people making a game with no experience" or "a 1,000-person AAA studio that only cares about money" That makes every dev comment get read through a biased lens: When the Hypixel team says "you can't mod X right now, but we want to support it later" some assume that it will be impossible (no experience team) and others assume that they are doing it that way because of greed (AAA team).
Modding and technical topics are complex and can't be fully explained in a single blog post. Sometimes people say things before reading what Slikey, Zero, or other devs have already written (Here, on discord or wherever).
That's not really anyone's fault, publishing highly detailed documentation in a single blog post right now wouldn't make sense. It's better to focus on building it than to produce exhaustive docs for a complex system like modding that isn't even public yet.
The blog post already published is detailed enough for roughly 95% of modders to understand what they'll encounter.
Hytale is made by a team of very experienced developers who want modding to be excellent, they aren't just after your money. It's fine (and healthy) to critique the state of modding or to be skeptical, but please try to be objective.
Before posting about something technical, take one minute to check whether the team has already addressed it, for example, searching "from:slikey" here and the same in discord.
This is not "modding for X game". This will be Hytale modding, a new paradigm, and being different doesn't mean it's not good.
@slikey @Simon_Hypixel If you'd like to add anything.
People tend to view Hytale in one of two extremes: either "three people making a game with no experience" or "a 1,000-person AAA studio that only cares about money" That makes every dev comment get read through a biased lens: When the Hypixel team says "you can't mod X right now, but we want to support it later" some assume that it will be impossible (no experience team) and others assume that they are doing it that way because of greed (AAA team).
Modding and technical topics are complex and can't be fully explained in a single blog post. Sometimes people say things before reading what Slikey, Zero, or other devs have already written (Here, on discord or wherever).
That's not really anyone's fault, publishing highly detailed documentation in a single blog post right now wouldn't make sense. It's better to focus on building it than to produce exhaustive docs for a complex system like modding that isn't even public yet.
The blog post already published is detailed enough for roughly 95% of modders to understand what they'll encounter.
Hytale is made by a team of very experienced developers who want modding to be excellent, they aren't just after your money. It's fine (and healthy) to critique the state of modding or to be skeptical, but please try to be objective.
Before posting about something technical, take one minute to check whether the team has already addressed it, for example, searching "from:slikey" here and the same in discord.
This is not "modding for X game". This will be Hytale modding, a new paradigm, and being different doesn't mean it's not good.
@slikey @Simon_Hypixel If you'd like to add anything.
Slikey 回复于 25/12/17 02:21
原帖地址:https://x.com/slikey/status/2000994713953096032
如果还需要补充一点的话:我之前发布的模组策略确实存在缺陷。我已多次明确强调过这一点。它并不完善,我们仍在持续迭代优化。
一个具体的例子就是客户端本地脚本与客户端本地资源包。我最初未能充分评估在不修改客户端的情况下,通过数据包这类机制究竟能实现多大程度的客户端定制。事实上,借助我们的数据包等效方案,我们能实现的比预想更多。
是的,当前方案看起来存在限制。(译注:“当前方案”指不修改客户端对游戏进行修改。)没错,与虚幻引擎、Unity 或真正"荒野西部式"的模组自由度相比,Hytale 确实更受限。
但这些限制并非随意设定。它们的存在是为了让模组作者——以及我们——能够触达海量用户,保障玩家安全,并构建一个可扩展的 UCG(用户生产内容)生态。我们的目标是推动 UGC 进入一个崭新的黄金时代,采用一种前所未有的创新模式。
关于着色器(译注:可以粗略地理解为 MC 中的“光影”)、LODs(细节层次)、立体区块等技术特性:我热爱这些议题。请相信,我们也渴望让Hytale成为方块游戏技术的黄金标准。但数年后的最终形态目前难以预测。我们正在进行许多尚未公开的开发工作,其中部分成果未来可能以某种形式实现。
我们对 Hytale 怀有极高期许,但现阶段的首要任务是:尽快发布。以 LOD 和立体区块为例,我们已经在进行比立体区块更根本的区块架构与体素存储层级的重构。这本质上是执行优先级的问题——我们只能逐步推进,而下一步就是……[1]
因此我不希望大家过度寻求承诺——因为我们希望每项承诺都能保持其特殊性与可信度。请用我们的实际行动来评判,并监督我们选择的方向是否正确。
对于大多数"你们是否会添加某功能"的提问,最诚实的回答是:我们有能力实现。但如果问"你们是否希望将此功能融入Hytale",答案大概率是肯定的。
目前我们有一系列必须优先解决的高优先级基础性问题。在处理这些核心问题的同时,我们也会持续吸纳合理的社区改进建议——通常会在对相关系统进行"深度调整"时同步推进。
特别对模组开发者说:请多与那些能清晰、建设性表达诉求的创作者合作,例如 @Kaupenjoe 或 @Zeusley 这样的社区代表。组建专注的讨论小组,阐明真实存在的痛点与需求,用统一、具有建设性的声音传递反馈。唯有如此,我们才能共同推动进步。
译注:
[1] 后面又补充了一下这段技术性内容:
"and the next step is..." to modenrnize the chunk component storage under the ECS architecture.
下一步则是在 ECS(entity-component system,实体-组件系统)架构下实现现代化区块组建存储系统。
原文:
If I had to add one more thing: the modding strategy I posted has flaws. I said that explicitly, multiple times. It is incomplete, and we are continuing to iterate on it.
One concrete example is client-local scripts and client-local asset packs. I did not properly account for the amount of client customization that is possible without client modification. Through our equivalent of data packs, we can actually do quite a lot here.
Yes, this approach appears limiting. Yes, Hytale is more limited than Unreal, Unity, or true Wild West modding.
Those limits are not arbitrary. They exist because they allow modders - and us - to reach a massive audience, keep players safe, and build a UGC ecosystem that can scale. Our goal is to push UGC into a new golden age, with a model that simply hasn't existed before.
On features like shaders, LODs, cubic chunks, etc.: I love these topics. Trust me, we want to make Hytale the golden standard for block game technology. How that all looks years from now is unpredictable. We work on many things we don't talk about, and some of them may eventually materialize in one form or another.
We have very high aspirations for Hytale but for now: We will release ASAP. Take LODs and cubic chunks as an example. We are already working on chunks and voxel storage at a level more fundamental than cubic chunks. This is an order-of-operations problem. One step at a time and the next step is.
So I don't want you to fish for promises - because we wish our promises to remain special and reliable. Judge us by our actions, and hold us accountable for whether this direction is the right one.
The honest answer to most "will you add X?" questions is: we could. If you ask, "Do you want this in Hytale?"- the answer is more than likely yes.
Right now, we have a list of high-priority, foundational problems that must be solved first. While doing that, we'll continue picking up smaller community improvements where it makes sense - often while we're already performing "surgery" on adjacent systems.
For modders specifically: please work with creators who can help surface concerns clearly and constructively - people like @Kaupenjoe or @Zeusley. Form a focused group, articulate real problems and real needs, and bring that feedback with a unified, constructive voice. That is how we make this better together.
One concrete example is client-local scripts and client-local asset packs. I did not properly account for the amount of client customization that is possible without client modification. Through our equivalent of data packs, we can actually do quite a lot here.
Yes, this approach appears limiting. Yes, Hytale is more limited than Unreal, Unity, or true Wild West modding.
Those limits are not arbitrary. They exist because they allow modders - and us - to reach a massive audience, keep players safe, and build a UGC ecosystem that can scale. Our goal is to push UGC into a new golden age, with a model that simply hasn't existed before.
On features like shaders, LODs, cubic chunks, etc.: I love these topics. Trust me, we want to make Hytale the golden standard for block game technology. How that all looks years from now is unpredictable. We work on many things we don't talk about, and some of them may eventually materialize in one form or another.
We have very high aspirations for Hytale but for now: We will release ASAP. Take LODs and cubic chunks as an example. We are already working on chunks and voxel storage at a level more fundamental than cubic chunks. This is an order-of-operations problem. One step at a time and the next step is.
So I don't want you to fish for promises - because we wish our promises to remain special and reliable. Judge us by our actions, and hold us accountable for whether this direction is the right one.
The honest answer to most "will you add X?" questions is: we could. If you ask, "Do you want this in Hytale?"- the answer is more than likely yes.
Right now, we have a list of high-priority, foundational problems that must be solved first. While doing that, we'll continue picking up smaller community improvements where it makes sense - often while we're already performing "surgery" on adjacent systems.
For modders specifically: please work with creators who can help surface concerns clearly and constructively - people like @Kaupenjoe or @Zeusley. Form a focused group, articulate real problems and real needs, and bring that feedback with a unified, constructive voice. That is how we make this better together.
本文参考了 AI 的生成内容,经过人工翻译完成。
最后编辑: