Simon:对浪费四年来重构引擎表示愤怒

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原文链接
https://x.com/Simon_Hypixel/status/2006090043665088900
作者
Simon
译者
ETW_Zero
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允许规范转载。转载须注明原文链接、作者、译者、所属平台(HytaleCN)。
发布于 2025 年 12 月 31 日

人们问我,重新拿回《Hytale》,并接近游戏发布是何种感受。说实话,坦诚的答案就是——愤怒。

这款游戏蕴藏着惊人的潜力,但整整四年的工程精力全耗在了引擎重构上,而非完善玩法功能。这让我们白白浪费了四年,还有海量的工作亟待补课,而那套重造过的引擎永远也不会被启用。

当你不在玩法上投入时,损失的不仅仅是时间。你失去的是发展势头、迭代优化的机会,以及玩家的反馈。如今我们必须把重心彻底放在玩法上,通过快速推出实际内容来重建信任。

我们能把《Hytale》抢救回来简直是个天大的奇迹。它之前几乎是完全不可游玩的状态——所有的基础模块全都崩溃了:镜头、移动、战斗、合成、建造、游戏循环、音效、渲染……每个环节,每个环节都有问题。

这本该花上好几年才能修复,但我们几周内就让游戏达到了可玩且有趣的状态。现在,我们不能放缓节奏,也不能为某个版本发布而庆功,反而必须持续冲刺数年,以弥补那些被荒废的时光。

所以没错,我感到愤怒。而我正将这份愤怒转化为专注与执行力。我将投入更多资金、更多时间,并作出个人牺牲,誓要让这款游戏配得上它应有的愿景。

原文:
People ask me how I feel about getting Hytale back and getting closer to release. Honestly, the transparent answer is anger.

The game has insane potential, but four years of engineering went into rebuilding the engine rather than gameplay features. That leaves us with a four-year gap and a lot of catching up to do, and that rebuilt engine is never gonna be used.

When you don’t invest in gameplay, you don’t just lose time. You lose momentum, iteration, and player feedback. Now the focus has to be on gameplay first and rebuilding trust by actually shipping things at a rapid pace.

It’s a damn miracle we were able to salvage Hytale. It was barely playable. All basics were broken. Camera, movement, combat, crafting, building, gameloop, sounds, rendering. Everything, everything was wrong.

It should have taken years to fix, but within weeks, we got the game into a playable, fun state. And now, instead of slowing down or celebrating a release, we have to keep pushing for years to make up for the time that was lost.

So yes, I feel anger. And I’m turning that into focus and execution. I’m committing more money, more time, and personal sacrifice to deliver the game this vision deserves.
 
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