Simon:抢先体验只是起点,未来数月将迎重大变革,将全力打磨游戏品质

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原文链接
https://x.com/Simon_Hypixel/status/2036438030437785978?s=20
作者
Simon
译者
ETW_Zero
转载许可
允许规范转载。转载须注明原文链接、作者、译者、所属平台(HytaleCN)。
Hytale 的基础开发工作进展非常顺利,我们正以极高的频率推送更新!早期访问这种开发模式正是我所喜欢的:快速推进,大胆试错,不断迭代。这比我想象中有趣太多了!不用说,拯救 Hytale 绝对是一笔非常值得的投资。

另外预告一下,比赛结束后我们将迎来一轮招聘热潮,未来几个月的更新节奏会更快。团队规模将扩大到约 100 人,管理/制作人的岗位极少——属于有序的混乱状态。

等基础工作更进一步后,我们会转向地牢、Boss 战、成长体系以及大量令人兴奋的内容。我们正在筹备许多惊喜,都是沙盒/生存游戏里从未有过的尝试!前方还有硬核的工程挑战等着呢 ;)

正如我在早期访问上线前所说,我认为 Hytale 目前的版本还算不上一款好游戏。未来几个月你们将看到重大变革。无论花多长时间,在把它变成一款真正的好游戏之前,我绝不会停歇。我们有团队、有资金、更有热情。我说“重大变革”,那就是真的说到做到。

公司目前没有任何支线任务,全部精力都聚焦在游戏本身——纯粹的游戏开发生产。



原文:
Hytale foundation work is going really well, and we're shipping updates at a high rate! Early access is exactly the kind of development I enjoy: move fast, break things, iterate. This is way more fun than I expected! Needless to say, it was a very good investment to save Hytale.

FYI, we've got a hiring push coming after the contest wraps up, and you can expect updates to come even faster in the months ahead. The team will be about 100 members, with very few management/producer roles. Organized chaos.

Once the foundation is further along, we'll be moving into dungeons, boss fights, progression, and a ton of exciting content. We have a ton of surprises in the works that have never been done in any sandbox/survival games! Hard engineering challenges ahead ;)

As I said before the early access release, I don't think Hytale is a good game in its current state. You can expect major changes in the coming months. I will not rest until it's a good game, however long it takes. We have the team, money, and passion. When I say major changes, I mean it.

There are no side quests going on as a company; our entire focus is on the game. Pure game development production.
 

答网友问



JAK85
听起来不错,老兄,但你又要让开发人员数量暴涨了,这跟你(在抢先体验发布前)说的情形的不一样,发生了什么变化?

Simon
我们不得不稍微增加支持/管理/QA 方面的人手,来解放我们的开发人员,这样我们才能专注于开发工作。
团队里大部分人都是自驱型的,所以几乎不需要多少管理,这意味着我们可以在保持高开发效率的同时,继续扩大团队,而管理时间却很少。
我在管理 50 到 150 人规模的团队方面有丰富的经验,所以当团队变得有点太庞大时我能察觉到。
Hytale 中有很多相对独立的工作,这让我们可以再适当扩大一点。比如,创意模式团队可以独立工作好几周,几乎不需要太多协调,它就像一个小团队,只要他们在愿景上和我们保持一致,并与其他团队保持同步即可。

JAK85
明白了,但我想确认一下,你当时到底是怎么说的?我记不太清了。我记得你说过希望团队比之前在拳头时期时更小、更紧密,不过那已经是很久以前的事了,我记不太清了。

Simon
说实话,考虑到还要做持续运营,100 人左右其实还算是一个比较小的团队。
如果不算持续运营、支持、管理和 QA 的话,实际人数要少得多。



Rajib Ali
我只是需要一个能结交新朋友并和他们一起玩的方式,我现在就能做到,还是以后会有?

Simon
社交功能将在接下来的几个月里陆续加入!好友列表、公会、便捷的世界加入以及更好的网络联机功能!



原文:
JAK85
that sound great dude but you are going up to insane dev numbers again which is what you said (before EA release) you don't really want to do, what changed?

Simon
We had to increase support/moderation/QA a bit to relieve our devs so we can focus on production.

Most of the team is self-driven, so very little management is required, which means we can keep growing while keeping production rates high and management time low.

I have extensive experience with running a team of around 50 to 150, so I can sense when it's getting a bit too much.

There is so much self-contained work in Hytale that we can afford to grow a bit further. For example, the Creative Mode team can work many weeks on their own with minimal input, it becomes its own little team, as long as they sync with us on the vision and keep up to date with others.

JAK85
I see but just to make sure what did you really say? What am I remembering? I think you said something about wanting to keep the team smaller and more tight-knit then it was before with riot, it was such a while ago though I can't remember.

Simon
tbh 100 is still a relatively small team with live ops in mind

if you dont count live ops / support / mod and QA its much lower

---

Rajib Ali
I just need a way to make a new friends and play with them can i do it now or in future

Simon
Social features being added in the coming months! Friend lists, guilds, easy world joins and better networking!