@slikey
更新 8(第一章之后)世界生成V1预告:
我们正在打破“V1 不做任何改动”的规则。过去几周,我们重建了 V1 加载数据的方式。到目前为止,V1 一直隐藏在服务器的某个特殊角落里:它有自己的文件格式、自己的加载器、文件引用,而且无法像游戏中其他内容那样被触及。
这一切即将结束。每一个区域、生物群系、洞穴系统、方块掩码、地表覆盖、树木和预制结构图案,以及噪声函数,都将成为与物品、方块、NPC和预制件相同系统中的常规资产。大约有 8800 个。
I. 相同的工具,相同的规则。世界生成资产是带有模式(schema)的纯 JSON 文件,因此你可以使用与其他资产相同的编辑、验证和自动补全功能。
II. 可读的名称和文件夹。我们重新组织了所有 V1 资产,使其符合资产类型排序风格。
III. 减少重复。复制粘贴的定义已被合并。仅地表覆盖库就从 2383 个文件减少到 1171 个,而世界中的方块没有任何改变。
IV. 节点编辑器创作。V1 图可以可视化编辑,带有实时噪声预览,而不是猜测数字。NoisePlayer 已成为过去式。
V. 你的世界不会改变。整个过程我们坚守一条硬性规则:生成的世界与之前逐字节完全相同。相同的种子,相同的世界。每一个改动都对照了数千个生成的区块进行检查。
VI. 主世界中的原生模组支持,你可以轻松地在 V1 中添加和修改内容。将为模组社区提供示例。现有的 V1 模组将不再可用。
VII. 哦……运行时还快了大约 15%,启动时快了 70%。
旧加载器和旧资产格式已被删除。世界生成 V1 最终仍将被淘汰,并由 V2 完全取代——但这需要更多时间,我们需要给团队减轻一些压力,于是决定最后一次现代化 V1。
此外,作为更新 8 的一部分,我们将使 V1 兼容立方区块。详情后续公布。
@HatsuyaDev
冲啊!终于,我能够在等待 V2 的同时创建真正与世界集成的特性了!非常感谢,Slikey!
@slikey
是的,没错。添加花朵、矿石、洞穴、预制件或整个生物群系或区域等资源都将成为可能。我们自己可能会在未来的章节中使用这些功能,但这里的目标是回应社区关于不仅仅依赖传送门来获取更多内容的反馈。
@HatsuyaDev
说实话,我认为这是一个巨大的胜利!
我现在真的很兴奋能重新开始制作模组。能够添加自己的生物、逻辑和物品很酷,但如果你不能真正将它们融入游戏的进程,比如让生物在自定义生物群系中生成、在自定义物品出现的地方创建新结构、在结构中添加你自己的Boss等等,那就没有太大意义。所有这些都为模组增添了太多个性,我迫不及待想用这个改动开始为 Hytale 制作模组了。
@slikey
是的,这些都将成为可能 :) 我们可能还会更多地了解模组创作者对世界生成内容模组的期望,并将这些知识融入到 V2 中。
@O_Perdigao
@slikey 我有个问题……这是否意味着更新8就是第二章,还是在第二章到来之前可能还有其他官方游戏更新?
@slikey
更新8不是第二章。更新是我们半定期的发布节奏,而章节是需要更长时间、更加保密的大型内容发布。
原文:
更新 8(第一章之后)世界生成V1预告:
我们正在打破“V1 不做任何改动”的规则。过去几周,我们重建了 V1 加载数据的方式。到目前为止,V1 一直隐藏在服务器的某个特殊角落里:它有自己的文件格式、自己的加载器、文件引用,而且无法像游戏中其他内容那样被触及。
这一切即将结束。每一个区域、生物群系、洞穴系统、方块掩码、地表覆盖、树木和预制结构图案,以及噪声函数,都将成为与物品、方块、NPC和预制件相同系统中的常规资产。大约有 8800 个。
I. 相同的工具,相同的规则。世界生成资产是带有模式(schema)的纯 JSON 文件,因此你可以使用与其他资产相同的编辑、验证和自动补全功能。
II. 可读的名称和文件夹。我们重新组织了所有 V1 资产,使其符合资产类型排序风格。
III. 减少重复。复制粘贴的定义已被合并。仅地表覆盖库就从 2383 个文件减少到 1171 个,而世界中的方块没有任何改变。
IV. 节点编辑器创作。V1 图可以可视化编辑,带有实时噪声预览,而不是猜测数字。NoisePlayer 已成为过去式。
V. 你的世界不会改变。整个过程我们坚守一条硬性规则:生成的世界与之前逐字节完全相同。相同的种子,相同的世界。每一个改动都对照了数千个生成的区块进行检查。
VI. 主世界中的原生模组支持,你可以轻松地在 V1 中添加和修改内容。将为模组社区提供示例。现有的 V1 模组将不再可用。
VII. 哦……运行时还快了大约 15%,启动时快了 70%。
旧加载器和旧资产格式已被删除。世界生成 V1 最终仍将被淘汰,并由 V2 完全取代——但这需要更多时间,我们需要给团队减轻一些压力,于是决定最后一次现代化 V1。
此外,作为更新 8 的一部分,我们将使 V1 兼容立方区块。详情后续公布。
@HatsuyaDev
冲啊!终于,我能够在等待 V2 的同时创建真正与世界集成的特性了!非常感谢,Slikey!
@slikey
是的,没错。添加花朵、矿石、洞穴、预制件或整个生物群系或区域等资源都将成为可能。我们自己可能会在未来的章节中使用这些功能,但这里的目标是回应社区关于不仅仅依赖传送门来获取更多内容的反馈。
@HatsuyaDev
说实话,我认为这是一个巨大的胜利!
我现在真的很兴奋能重新开始制作模组。能够添加自己的生物、逻辑和物品很酷,但如果你不能真正将它们融入游戏的进程,比如让生物在自定义生物群系中生成、在自定义物品出现的地方创建新结构、在结构中添加你自己的Boss等等,那就没有太大意义。所有这些都为模组增添了太多个性,我迫不及待想用这个改动开始为 Hytale 制作模组了。
@slikey
是的,这些都将成为可能 :) 我们可能还会更多地了解模组创作者对世界生成内容模组的期望,并将这些知识融入到 V2 中。
@O_Perdigao
@slikey 我有个问题……这是否意味着更新8就是第二章,还是在第二章到来之前可能还有其他官方游戏更新?
@slikey
更新8不是第二章。更新是我们半定期的发布节奏,而章节是需要更长时间、更加保密的大型内容发布。
原文:
@slikey
Update 8 (after chapter 1) teaser for worldgen V1:
We are breaking our rule of "no changes for V1". For the last weeks we rebuilt how V1 loads its data. Until now, V1 lived in its own special corner of the server: its own file format, its own loader, file references, and no way to touch it the way you touch everything else in the game.
That'll be over. Every zone, biome, cave system, block mask, surface cover, tree and prefab pattern, and noise function will be a regular asset in the same system as items, blocks, NPCs, and prefabs. About 8,800 of them.
I. Same tools, same rules. Worldgen assets are plain JSON with a schema, so it works with the same editing, validation, and autocomplete you already use for other assets.
II. Readable names and folders. We have reorganised all V1 assets to fit the asset type ordering style.
III. Less duplication. Copy-pasted definitions were merged. The surface cover library alone went from 2,383 files to 1,171 without changing a single block in the world.
IV. Node editor authoring. V1 graphs can be edited visually, with live noise previews instead of guessing numbers. The NoisePlayer is dead.
V. Your worlds do not change. We held ourselves to one hard rule the whole way: the generated world is byte for byte identical to before. Same seed, same world. Every change was checked against thousands of generated chunks.
VI. Native modding in the overworld. You can add and modify content in v1 easily. Examples will be provided to the modding community. Existing V1 mods will no longer function.
VII. Oh.. It's also roughly 15% faster during runtime and 70% faster during boot.
The old loader and the old asset format are deleted. Worldgen V1 will still be phased out eventually and fully replaced by V2 - however it takes more time and we needed to take some pressure off the team and decided to modernise V1 ONE LAST TIME(tm).
Additionally as part of Update 8 we will make V1 compatible with cubic chunks. Details follow.
---
@HatsuyaDev
Let's gooo! Finally, I'll be able to create features that truly integrate with the world while waiting for V2! Thanks a lot, Slikey!
---
@slikey
Yes, exactly. Adding resources like flowers, ore, caves, prefabs or entire biomes or zones will be possible. We may use this ourselves for future chapters but the goal here is to answer the community feedback about not only relying on portals for more content.
---
@HatsuyaDev
Honestly, I think this is a huge win!
I’m really excited to start making again mods now. it’s cool to be able to add your own mobs, logic, and items, but it doesn't mean much if you can't truly integrate them into the game's progression, like having a mob spawn in a custom biome, creating a new structure where your custom item appears, adding your own boss to the structure and so on. All of that adds so much personality to mods, I can't wait to start modding Hytale with this change
---
@slikey
Yep, that'll all be possible :) We may also learn some more things about what modders expect from worldgen content modding and can incorporate this knowledge in V2.
---
@O_Perdigao
@slikey I have a question... does this mean Update 8 will be Chapter 2, or could there be other updates to the official game before Chapter 2 arrives?
---
@slikey
Update 8 is NOT chapter 2. Updates are our semi-regular heartbeat of releases, while chapters are large content drops that take longer and are more secretive.
Update 8 (after chapter 1) teaser for worldgen V1:
We are breaking our rule of "no changes for V1". For the last weeks we rebuilt how V1 loads its data. Until now, V1 lived in its own special corner of the server: its own file format, its own loader, file references, and no way to touch it the way you touch everything else in the game.
That'll be over. Every zone, biome, cave system, block mask, surface cover, tree and prefab pattern, and noise function will be a regular asset in the same system as items, blocks, NPCs, and prefabs. About 8,800 of them.
I. Same tools, same rules. Worldgen assets are plain JSON with a schema, so it works with the same editing, validation, and autocomplete you already use for other assets.
II. Readable names and folders. We have reorganised all V1 assets to fit the asset type ordering style.
III. Less duplication. Copy-pasted definitions were merged. The surface cover library alone went from 2,383 files to 1,171 without changing a single block in the world.
IV. Node editor authoring. V1 graphs can be edited visually, with live noise previews instead of guessing numbers. The NoisePlayer is dead.
V. Your worlds do not change. We held ourselves to one hard rule the whole way: the generated world is byte for byte identical to before. Same seed, same world. Every change was checked against thousands of generated chunks.
VI. Native modding in the overworld. You can add and modify content in v1 easily. Examples will be provided to the modding community. Existing V1 mods will no longer function.
VII. Oh.. It's also roughly 15% faster during runtime and 70% faster during boot.
The old loader and the old asset format are deleted. Worldgen V1 will still be phased out eventually and fully replaced by V2 - however it takes more time and we needed to take some pressure off the team and decided to modernise V1 ONE LAST TIME(tm).
Additionally as part of Update 8 we will make V1 compatible with cubic chunks. Details follow.
---
@HatsuyaDev
Let's gooo! Finally, I'll be able to create features that truly integrate with the world while waiting for V2! Thanks a lot, Slikey!
---
@slikey
Yes, exactly. Adding resources like flowers, ore, caves, prefabs or entire biomes or zones will be possible. We may use this ourselves for future chapters but the goal here is to answer the community feedback about not only relying on portals for more content.
---
@HatsuyaDev
Honestly, I think this is a huge win!
I’m really excited to start making again mods now. it’s cool to be able to add your own mobs, logic, and items, but it doesn't mean much if you can't truly integrate them into the game's progression, like having a mob spawn in a custom biome, creating a new structure where your custom item appears, adding your own boss to the structure and so on. All of that adds so much personality to mods, I can't wait to start modding Hytale with this change
---
@slikey
Yep, that'll all be possible :) We may also learn some more things about what modders expect from worldgen content modding and can incorporate this knowledge in V2.
---
@O_Perdigao
@slikey I have a question... does this mean Update 8 will be Chapter 2, or could there be other updates to the official game before Chapter 2 arrives?
---
@slikey
Update 8 is NOT chapter 2. Updates are our semi-regular heartbeat of releases, while chapters are large content drops that take longer and are more secretive.