关于 Hytale 的开发,我经常看到一种误解——即便是活跃的社区成员也会说“他们先打基础再做内容”或“他们优先做模组而非内容”。
其实并非二选一。模组工具和我们制作内容所用的工具是同一套。每一次更新和预发布版本都包含引擎功能以及第一章所需的各项条件。
第一章被定义为一个内容目标——一种完整的、可玩的体验。为了实现这一点,我们必须改进引擎和工具。我们发布的每一次更新都包含这些改进(再加上社区的高频需求)。
所以真的不存在“非此即彼”。第一章的开发时间很可能会是所有章节中最长的,这不仅是因为我们需要追赶技术能力,还因为我们不得不组建团队,以便高效地将章节愿景转化为实际开发(即所谓的“生产管线”)。
从第3次更新(?)开始,我们就专注于内容生产了。例如,触发功能域并非因为我们考虑模组制作者而创造——而是关卡设计团队提出了硬性需求,这才成了解决方案。
总而言之,Hytale 的根本架构就是:我们的工具就是你们的工具,即使我们想改也改不了这一点。我相信,只要我们 80% 的精力聚焦于内部需求,20% 用于响应社区的高频请求,我们就能取得成功。
原文:
其实并非二选一。模组工具和我们制作内容所用的工具是同一套。每一次更新和预发布版本都包含引擎功能以及第一章所需的各项条件。
第一章被定义为一个内容目标——一种完整的、可玩的体验。为了实现这一点,我们必须改进引擎和工具。我们发布的每一次更新都包含这些改进(再加上社区的高频需求)。
所以真的不存在“非此即彼”。第一章的开发时间很可能会是所有章节中最长的,这不仅是因为我们需要追赶技术能力,还因为我们不得不组建团队,以便高效地将章节愿景转化为实际开发(即所谓的“生产管线”)。
从第3次更新(?)开始,我们就专注于内容生产了。例如,触发功能域并非因为我们考虑模组制作者而创造——而是关卡设计团队提出了硬性需求,这才成了解决方案。
总而言之,Hytale 的根本架构就是:我们的工具就是你们的工具,即使我们想改也改不了这一点。我相信,只要我们 80% 的精力聚焦于内部需求,20% 用于响应社区的高频请求,我们就能取得成功。
原文:
It's a common misconception I see when it comes to Hytale development - even active community members say "they are focussing on foundation before content" or "they focus on modding before content".
There is no picking one or the other. The modding tools are the same tools we use to make content. Every update and pre-release contains engine capabilities and requirements for Chapter 1.
Chapter 1 was defined as a content goal - a playable experience that make wholistic sense. In order to deliver that we have to improve the engine and the tooling. Every update we release contains exactly that (+popular requests from the community).
So really there is no "either or". Chapter 1 will probably also have the longest development time of all the chapters due to us not just having to catch up on technical capabilities but also because we had to build the team to efficiently take Chapter vision into implementation (so called "production pipeline").
Since Update 3(?) we are focussing on content production. For example trigger volumes weren't created because we thought of modders - we got some hard requirements from our level design team and this was the solution.
All in all the fundamental architecture of Hytale is that our tools are your tools and we couldn't even change that even if we wanted. I believe that by us focussing 80% of our effort around our internal needs and 20% around popular community requests, we will be successful.
There is no picking one or the other. The modding tools are the same tools we use to make content. Every update and pre-release contains engine capabilities and requirements for Chapter 1.
Chapter 1 was defined as a content goal - a playable experience that make wholistic sense. In order to deliver that we have to improve the engine and the tooling. Every update we release contains exactly that (+popular requests from the community).
So really there is no "either or". Chapter 1 will probably also have the longest development time of all the chapters due to us not just having to catch up on technical capabilities but also because we had to build the team to efficiently take Chapter vision into implementation (so called "production pipeline").
Since Update 3(?) we are focussing on content production. For example trigger volumes weren't created because we thought of modders - we got some hard requirements from our level design team and this was the solution.
All in all the fundamental architecture of Hytale is that our tools are your tools and we couldn't even change that even if we wanted. I believe that by us focussing 80% of our effort around our internal needs and 20% around popular community requests, we will be successful.