我在第一章的目标,是明确表明我们正全面拥抱 RPG 元素,而不是回避它们。现在,正如我之前所说,打磨基础内容同样重要:更好的制作、 进度系统,以及围绕这些让一款游戏出色的所有要素。很多内容都会改变;我说这话并非轻率,我并不害怕这一切。我们今天拥有的游戏循环对抢先体验阶段来说非常合适,但它不会是我们未来的游戏循环。得益于世界生成 v2,世界将成为真正的主角。
话虽如此,我自己在制作和游玩第一章时非常享受,但我也清楚,旧的世界生成、进度系统和制作系统已经显得非常过时。我们对 Hytale 的愿景远比今天所呈现的更加宏大,而鉴于第一章进展得如此顺利,我真心相信我们拥有团队、社区和支持来实现这一目标。
另一个目标是检验我们的生产体系能否撑得住。这是一支全新的团队,几个月前才刚刚从头重建,所以我们需要了解该在哪里招聘,以及如何调整我们的规划。第一章是一个很好的起点章节,让我们从中学习,而结果也非常惊人。过去几个月我们招聘的人中,超过80%来自模组社区!
当团队忙于那些温馨内容时,我个人正在重做武器和护甲的物品化系统,加入词缀,以及让玩家强化自己制作和掉落物品的方式。听起来很简单,但这也是另一项变革性的改变,因为它让我们能够在整个游戏中加入奖励路径。第一个版本乍看之下会很基础,但它会随着时间不断成长,比如“召唤物伤害”这类词缀可与未来的召唤物符文联动,还有更多内容,从而创造出丰富多样的构筑。我从 90 年代末起就是一名重度 ARPG 玩家,所以你可以期待看到大量灵感来源。
为大家敬一杯,很快再见。
Simon
原文:
话虽如此,我自己在制作和游玩第一章时非常享受,但我也清楚,旧的世界生成、进度系统和制作系统已经显得非常过时。我们对 Hytale 的愿景远比今天所呈现的更加宏大,而鉴于第一章进展得如此顺利,我真心相信我们拥有团队、社区和支持来实现这一目标。
另一个目标是检验我们的生产体系能否撑得住。这是一支全新的团队,几个月前才刚刚从头重建,所以我们需要了解该在哪里招聘,以及如何调整我们的规划。第一章是一个很好的起点章节,让我们从中学习,而结果也非常惊人。过去几个月我们招聘的人中,超过80%来自模组社区!
当团队忙于那些温馨内容时,我个人正在重做武器和护甲的物品化系统,加入词缀,以及让玩家强化自己制作和掉落物品的方式。听起来很简单,但这也是另一项变革性的改变,因为它让我们能够在整个游戏中加入奖励路径。第一个版本乍看之下会很基础,但它会随着时间不断成长,比如“召唤物伤害”这类词缀可与未来的召唤物符文联动,还有更多内容,从而创造出丰富多样的构筑。我从 90 年代末起就是一名重度 ARPG 玩家,所以你可以期待看到大量灵感来源。
为大家敬一杯,很快再见。
Simon
原文:
My goal with Chapter I was to make it clear that we're fully embracing RPG elements, not shying away from them. Now, as I said before, it's also important to work on the basics: better crafting, progression, and everything around them that makes a good game. A lot is going to change; I don't say this lightly. I'm not afraid of it all. The game loop we have today serves early access quite well, but it won't be the one we have in the future. The world will be the main character, thanks to world gen v2.
That being said, I had a great time working on and playing Chapter I myself, but I'm not blind to the fact that the old world gen, progression, and crafting feel very dated. Our vision for Hytale is much grander than what it is today, and given how well Chapter I went, I truly believe we have the team, community, and support to get there.
Another goal was to see how our production would hold up. This is a brand new team, rebuilt from the ground up just a few months ago, so we needed to learn where to hire and how to adjust our planning. Chapter I was a great first chapter to learn from, and the results were incredible. More than 80% of our hires in the past few months were from the modding community!
While the team is busy with the cozy stuff, I'm personally working on revamping weapon and armor itemization by adding affixes and ways for players to improve their crafted and looted items. As simple as it sounds, it's another transformative change, because it lets us add reward vectors across the entire game. The first version will look basic at first glance, but it will grow over time, with affixes like "minion damage" that work with future minion runes, and much more, to create a wide variety of builds. I've been a big ARPG player since the late 90s, so you can expect to see a lot of inspiration.
Cheers all, see you soon.
Simon
That being said, I had a great time working on and playing Chapter I myself, but I'm not blind to the fact that the old world gen, progression, and crafting feel very dated. Our vision for Hytale is much grander than what it is today, and given how well Chapter I went, I truly believe we have the team, community, and support to get there.
Another goal was to see how our production would hold up. This is a brand new team, rebuilt from the ground up just a few months ago, so we needed to learn where to hire and how to adjust our planning. Chapter I was a great first chapter to learn from, and the results were incredible. More than 80% of our hires in the past few months were from the modding community!
While the team is busy with the cozy stuff, I'm personally working on revamping weapon and armor itemization by adding affixes and ways for players to improve their crafted and looted items. As simple as it sounds, it's another transformative change, because it lets us add reward vectors across the entire game. The first version will look basic at first glance, but it will grow over time, with affixes like "minion damage" that work with future minion runes, and much more, to create a wide variety of builds. I've been a big ARPG player since the late 90s, so you can expect to see a lot of inspiration.
Cheers all, see you soon.
Simon