发布于 2026 年 1 月 9 日
我由衷感谢过去几个月里与我们并肩作战的模组创作者和商业合作伙伴。若没有他们,我们绝无可能在下周顺利发布。
为何如此?因为我们的团队最擅长在真实运行环境中开展工作,必须尽快模拟出这样的环境。如何实现?我们会引入真实的用户。
当时向公众开放游戏为时过早,但我们邀请了一些勇敢的公司和个人,请他们参与这场前所未有的重大发布体验。这些先行者与我们共同踏上了这段旅程,并提供了宝贵的支持。
我们由此获得了即时反馈,得以直接解决实际痛点。每个工作项都会自动验证是否有价值且正确。
以下是一些具体实例:
模组创作者:我们原本使用的"资源目录"系统在内部运行良好。当模组作者接触游戏,他们就会开始创作模组内容。但是,当我们进行游戏更新时,因为模组作者们对本地(资源)进行了改动,导致补丁程序崩溃。为此我们专门优化了模组工作流程。
独立服务器/游戏服务器提供商(GSPs):最初我们通过启动器下载更新,但服务商反馈无法用启动器自动获取服务器更新。于是我们开发了无头命令行工具"hytale-downloader"来处理服务器和资源更新,让自主架设服务器者也能实现更新的自动化。
全体测试者:我们需要在极短时间内搭建认证与账户系统。通过大规模测试,发现了许多内部测试时未能发现的边缘用例。我们在认证系统方面不能有任何疏漏,因为一旦出现问题,用户就会开始抱怨。
建筑师群体:我们联合 Hypixel 内部及外部建筑师验证创意工具的实用性。虽然我们常以探索模式测试游戏,但若没有专业建筑师的参与,绝不可能在抢先体验阶段达成创意工具的开发目标。
类似的案例还有更多……数百项小的特性、漏洞修补与改进都是通过这种方式进行的。
这就是我们的工作方式:在反馈中前行。选择"抢先体验"作为发布策略,不仅是为了让玩家尽早接触游戏,更是为了保持开发效率与目标一致性。
这也让首个抢先体验版发布后的过渡更为顺畅——我们已经建立了实时响应机制,工作流程中始终贯穿用户视角。
虽然过程绝不轻松,但这才是实现实质进展的途径。对于用户量少的小型项目这或许容易,但我们是在病毒式传播的规模下践行这一理念。你将前所未有地近距离见证如此规模的透明开发过程。
原文:
我由衷感谢过去几个月里与我们并肩作战的模组创作者和商业合作伙伴。若没有他们,我们绝无可能在下周顺利发布。
为何如此?因为我们的团队最擅长在真实运行环境中开展工作,必须尽快模拟出这样的环境。如何实现?我们会引入真实的用户。
当时向公众开放游戏为时过早,但我们邀请了一些勇敢的公司和个人,请他们参与这场前所未有的重大发布体验。这些先行者与我们共同踏上了这段旅程,并提供了宝贵的支持。
我们由此获得了即时反馈,得以直接解决实际痛点。每个工作项都会自动验证是否有价值且正确。
以下是一些具体实例:
模组创作者:我们原本使用的"资源目录"系统在内部运行良好。当模组作者接触游戏,他们就会开始创作模组内容。但是,当我们进行游戏更新时,因为模组作者们对本地(资源)进行了改动,导致补丁程序崩溃。为此我们专门优化了模组工作流程。
独立服务器/游戏服务器提供商(GSPs):最初我们通过启动器下载更新,但服务商反馈无法用启动器自动获取服务器更新。于是我们开发了无头命令行工具"hytale-downloader"来处理服务器和资源更新,让自主架设服务器者也能实现更新的自动化。
全体测试者:我们需要在极短时间内搭建认证与账户系统。通过大规模测试,发现了许多内部测试时未能发现的边缘用例。我们在认证系统方面不能有任何疏漏,因为一旦出现问题,用户就会开始抱怨。
建筑师群体:我们联合 Hypixel 内部及外部建筑师验证创意工具的实用性。虽然我们常以探索模式测试游戏,但若没有专业建筑师的参与,绝不可能在抢先体验阶段达成创意工具的开发目标。
类似的案例还有更多……数百项小的特性、漏洞修补与改进都是通过这种方式进行的。
这就是我们的工作方式:在反馈中前行。选择"抢先体验"作为发布策略,不仅是为了让玩家尽早接触游戏,更是为了保持开发效率与目标一致性。
这也让首个抢先体验版发布后的过渡更为顺畅——我们已经建立了实时响应机制,工作流程中始终贯穿用户视角。
虽然过程绝不轻松,但这才是实现实质进展的途径。对于用户量少的小型项目这或许容易,但我们是在病毒式传播的规模下践行这一理念。你将前所未有地近距离见证如此规模的透明开发过程。
原文:
I am so grateful for the modders and business partners we worked with during the past few months. Without them we wouldn't be able to release next week.
Why is that? This team is a team that works best in a live environment. We needed to emulate that as fast as possible. How we do that? We actually get users.
It was too early to open the game to the public but we asked some brave companies and individuals to sign up for the most ambitious launch they will ever experience. Some brave souls embarked on this journey with us and and offered us incredible support.
We are getting immediate feedback and work on actual pain. Every work item is automatically validated to be (1) valuable and (2) correct.
Giving some examples for some actual things:
Modders: We worked with our "asset directory" which worked fine for us. When modders got their hands on the game, they started modding. However now when we updated the game, the patcher crashed as they had local changes. So we just made a good mods workflow.
Dedicated Servers / GSPs: We initially made the launcher and downloaded updates that way. GSPs brought up that they can't really use the launcher to download server updates automatically. So we made a headless CLI "hytale-downloader" that will deal with server & asset updates. Allowing self-hosters to automate their server updates.
Everyone: We needed to stand up an authentication & account system in record time. Having so many people involved, we could discover any weird edge-case that would have worked internally. We didn't get away with any impact to auth as users would start complaining.
Builders: We used Hypixel internal and external builders to validate that our creative tools are actually usable. Usually we play the game in exploration mode but without skilled builders we wouldn't have been able to reach our EA goals in our creative tools
And just so much more.. Hundreds of small features / fixes and improvements were handled this way.
This is who we are. We work with feedback. When we select Early Access as our release strategy, we don't just do it to finally give players access, but because we need it to stay efficient and on target.
It also makes rolling over into the post-launch much easier. We already have the live mindset and our workflows have users in them.
It's far from relaxing but it's the way to actually make progress. This is easy for many small projects with few users but we are doing this at viral scale. You will have a front-row seat to transparent development that you will rarely see at such scale.
Why is that? This team is a team that works best in a live environment. We needed to emulate that as fast as possible. How we do that? We actually get users.
It was too early to open the game to the public but we asked some brave companies and individuals to sign up for the most ambitious launch they will ever experience. Some brave souls embarked on this journey with us and and offered us incredible support.
We are getting immediate feedback and work on actual pain. Every work item is automatically validated to be (1) valuable and (2) correct.
Giving some examples for some actual things:
Modders: We worked with our "asset directory" which worked fine for us. When modders got their hands on the game, they started modding. However now when we updated the game, the patcher crashed as they had local changes. So we just made a good mods workflow.
Dedicated Servers / GSPs: We initially made the launcher and downloaded updates that way. GSPs brought up that they can't really use the launcher to download server updates automatically. So we made a headless CLI "hytale-downloader" that will deal with server & asset updates. Allowing self-hosters to automate their server updates.
Everyone: We needed to stand up an authentication & account system in record time. Having so many people involved, we could discover any weird edge-case that would have worked internally. We didn't get away with any impact to auth as users would start complaining.
Builders: We used Hypixel internal and external builders to validate that our creative tools are actually usable. Usually we play the game in exploration mode but without skilled builders we wouldn't have been able to reach our EA goals in our creative tools
And just so much more.. Hundreds of small features / fixes and improvements were handled this way.
This is who we are. We work with feedback. When we select Early Access as our release strategy, we don't just do it to finally give players access, but because we need it to stay efficient and on target.
It also makes rolling over into the post-launch much easier. We already have the live mindset and our workflows have users in them.
It's far from relaxing but it's the way to actually make progress. This is easy for many small projects with few users but we are doing this at viral scale. You will have a front-row seat to transparent development that you will rarely see at such scale.
最后编辑: