@bnmootrxv
所以新的进度系统是在第一章之后才推出?我还以为第一章就是基于新系统构建的。
@Simon_Hypixel
新的制作/进度系统需要一段时间才能正式上线,但会逐步引入,这样我们可以边推进边打磨其中一些部分。它会从根本上改变游戏,所以我们不能简单一键切换。尤其考虑到我们目前的情况,游戏仍在沿用旧版世界生成,因此会有一个过渡期,期间可能会有些失衡或怪异,直到我们明确转向世界生成 v2。
想象一下,如果我们想让瑟银变得更稀有,但对于世界生成 v1 来说已经有点晚了,所以就会出现一些奇怪的平衡问题。我们有解决方案,但这就是我们设计游戏时面临的尴尬处境,更何况 Hytale 本身就已经是一个非常复杂的难题要解决了。
第一章的目标主要是从我们这边开始游戏内容的生产,看看团队哪些地方需要扩充人手等。我们已经在进行改动和优化了,给你一些背景和例子:我们几天前刚不得不招聘了一名游戏设计师,下个月入职,可能很快还需要再招一位。这是因为我们把开发人员调去处理游戏玩法,导致设计方面的工作需求增加了。可以想见,游戏中有成百上千的功能和系统需要实现,拥有一支强大的、理解大部分内容的设计核心团队,对于保持游戏流程的连贯性非常重要。目前,大部分设计精力都花在了未来的制作/进度系统上,所以这是一个短期问题。我自己也一直在加班加点,以确保我们能做出有趣的内容,但我知道可能需要 2-3 个章节才能进入一个非常好的节奏,让很多玩家真正觉得“这游戏对味了”。
第一章的目标是引入一些后续会不断扩展的功能/系统。我现在说得比较模糊,因为等开发更进一步时,我会放出正式的预告。我会给大家准备一些非常有趣的惊喜 :)
原文:
所以新的进度系统是在第一章之后才推出?我还以为第一章就是基于新系统构建的。
@Simon_Hypixel
新的制作/进度系统需要一段时间才能正式上线,但会逐步引入,这样我们可以边推进边打磨其中一些部分。它会从根本上改变游戏,所以我们不能简单一键切换。尤其考虑到我们目前的情况,游戏仍在沿用旧版世界生成,因此会有一个过渡期,期间可能会有些失衡或怪异,直到我们明确转向世界生成 v2。
想象一下,如果我们想让瑟银变得更稀有,但对于世界生成 v1 来说已经有点晚了,所以就会出现一些奇怪的平衡问题。我们有解决方案,但这就是我们设计游戏时面临的尴尬处境,更何况 Hytale 本身就已经是一个非常复杂的难题要解决了。
第一章的目标主要是从我们这边开始游戏内容的生产,看看团队哪些地方需要扩充人手等。我们已经在进行改动和优化了,给你一些背景和例子:我们几天前刚不得不招聘了一名游戏设计师,下个月入职,可能很快还需要再招一位。这是因为我们把开发人员调去处理游戏玩法,导致设计方面的工作需求增加了。可以想见,游戏中有成百上千的功能和系统需要实现,拥有一支强大的、理解大部分内容的设计核心团队,对于保持游戏流程的连贯性非常重要。目前,大部分设计精力都花在了未来的制作/进度系统上,所以这是一个短期问题。我自己也一直在加班加点,以确保我们能做出有趣的内容,但我知道可能需要 2-3 个章节才能进入一个非常好的节奏,让很多玩家真正觉得“这游戏对味了”。
第一章的目标是引入一些后续会不断扩展的功能/系统。我现在说得比较模糊,因为等开发更进一步时,我会放出正式的预告。我会给大家准备一些非常有趣的惊喜 :)
原文:
@bnmootrxv
So new progression comes after chapter 1? I thought chapter 1 was built on the new systems
* * *
@Simon_Hypixel
New crafting/progression will take a while to kick in, but will be introduced gradually so we can polish some of it as we go. It will fundamentally change the game, so we can't just flip a switch. Especially given our situation, the game is still using old-world gen, so there will be a transition period where it's a bit unbalanced/odd, until we get that clear move to world-gen v2.
Imagine if we want to make Thorium rarer, but it's kinda too late with world gen v1, so there's this weird balance going on. We have solutions, but it's just this awkward situation we are in as we design the game, and Hytale is already a very complex puzzle to solve to begin with.
The goal of Chapter 1 is mostly to kickstart production on our end, see where we need to scale the team, and so on. Already making changes and making improvements. To give you some context and example, we had to hire a game designer a few days ago, who starts next month and will probably need another one soon. This is caused by moving developers to work on gameplay and increasing the work demand on design. As you can imagine, there are 100s of features and systems to implement in the game, and it's important to have a strong design core team that understands much of it to maintain the coherence of the game flow. At the moment, a large percentage of the design effort is spent on future crafting/progression, so it's a short-term problem. I've personally been putting in extra time to make sure we can deliver something fun, but I know it will take 2-3 chapters to get into a very good momentum where the game "clicks" for a lot of people.
Chapter 1 is meant to introduce some features/systems that will be built upon. I'm being a bit vague right now because I will share a proper teaser later, when we are further along in development. I have some very fun surprises for you all :)
So new progression comes after chapter 1? I thought chapter 1 was built on the new systems
* * *
@Simon_Hypixel
New crafting/progression will take a while to kick in, but will be introduced gradually so we can polish some of it as we go. It will fundamentally change the game, so we can't just flip a switch. Especially given our situation, the game is still using old-world gen, so there will be a transition period where it's a bit unbalanced/odd, until we get that clear move to world-gen v2.
Imagine if we want to make Thorium rarer, but it's kinda too late with world gen v1, so there's this weird balance going on. We have solutions, but it's just this awkward situation we are in as we design the game, and Hytale is already a very complex puzzle to solve to begin with.
The goal of Chapter 1 is mostly to kickstart production on our end, see where we need to scale the team, and so on. Already making changes and making improvements. To give you some context and example, we had to hire a game designer a few days ago, who starts next month and will probably need another one soon. This is caused by moving developers to work on gameplay and increasing the work demand on design. As you can imagine, there are 100s of features and systems to implement in the game, and it's important to have a strong design core team that understands much of it to maintain the coherence of the game flow. At the moment, a large percentage of the design effort is spent on future crafting/progression, so it's a short-term problem. I've personally been putting in extra time to make sure we can deliver something fun, but I know it will take 2-3 chapters to get into a very good momentum where the game "clicks" for a lot of people.
Chapter 1 is meant to introduce some features/systems that will be built upon. I'm being a bit vague right now because I will share a proper teaser later, when we are further along in development. I have some very fun surprises for you all :)