Hytale 官方人员/社区讨论的长推文存档

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本帖文收录一些来自 Hytale 官方人员与社区讨论的推文,主楼用作目录,具体内容每楼一条推文。

发布人发布内容概述发布时间原帖地址楼层直达
Simon阐明团队的目标,介绍最近的失误25/12/17 00:22https://x.com/Simon_Hypixel/status/2000964638880505988#2
Zeusley探讨关于模组社区的认知偏差25/12/16 18:12https://x.com/Zeusley/status/2000871704034226587#3
Slikey补充Zeusley的内容,并探讨了一些技术性计划25/12/17 02:21https://x.com/slikey/status/2000994713953096032#4

本人在翻译时参考了人工智能的翻译,并经过校对与译注,如有疏漏请指出,谢谢大家。
 
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Simon 发布于 25/12/17 00:22


We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision.

我们正在兑现承诺,将于 2026 年 1 月 13 日将 Hytale 发布抢先体验版本,并为此决定承担所有可能的后果。

In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before.

短短几周内,我们合并了约 300 个代码分支,将四年前的代码与资源库进行现代化重构,团队规模从 8 人扩展到 50 名核心开发者及约 250 名协助者,追踪近 1000 个程序错误并修复了其中数百项,添加了Mac与Linux系统支持,还构建了此前完全不存在的探索模式。

When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost.

当我们启动拯救 Hytale 计划时,我们做出了明确的承诺:不惜一切代价,绝不延期发布。

We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing.

我们正在坚守这份承诺,即使这是一项艰巨的任务。在另一条可能的时间线上,最明智的决策应是延期3-4个月,先完成眼前既定的开发工作,避免因维护线上产品产生的额外负担与干扰。这样游戏在首发日的品质客观上会更完善——但这并非我们选择的方向。

Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball.

如此的高速推进必然会伴随一些真实出现的消极情况,各位已经目睹了一些。我们每周都取得肉眼可见的进展,有时进展过快甚至导致核心社区成员需要加班跟进消息——但各位也看到了我们存在一些疏漏。

Some concrete examples:

以下是一些具体的例子:

1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it.
2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases.
3- The payment system continues to report issues.
4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion.
5- Blog posts and technical write-ups have landed on an unpredictable schedule.
6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve.

1. 保留用户名功能本意为回馈长期支持者,但因缺乏充足的时间与信息,未能完整验证邮箱列表的准确性,导致一些长期期待的粉丝朋友们没有被纳入邮件列表之中。
2. 用户名生成器了预期之外的结果,而且我们的用户名过滤系统未能拦截部分不可接受的用户名。
3. 支付系统持续出现异常报告。
4. 关于角色外观自定义、Steam 平台发行、模组支持及定价政策的说明不够详尽,引发误解或困惑。
5. 博客发布与技术性总结的发布节奏无法预测。
6. 游戏服务器供应商、服主、内容创作者及商业合作咨询的响应未能达到我们或他们所期望的速度。

This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game.

这是我们所有人都需接受的取舍:欲成大事,难免小失。我们何尝不愿用更多时间反复校验每个环节、深化沟通,但额外的时间意味着高昂的机会成本。过度打磨将削弱 Hytale 在 1 月 13 日带来的整体印象。我们的首要的重心始终是游戏本身。

The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident.

团队正处在持续发布周期中。直至正式发布前的每周都已排满日程,而执行这一切的仅是数周内组建的约50人核心团队,而非庞大的3A级团队。这意味着我们每日都在进行数百次风险评估,多数决策成效显著,少数未能达标——而当后者发生时,其影响将尤为明显。

If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us.

如果要我向社区提出一项请求,那便是:请相互提醒当前推进的速度意味着什么——特别是那些未经历 #SaveHytale [1] 行动的新玩家,他们可能并不理解抢先体验阶段对我们的特殊意义。

Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise.

有人可能无法获得心仪的用户名,有人会遇到支付问题,部分信息的发布也将晚于理想时间。这并非因为我们不明事理,而是我们选择坚守诺言。

For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server.

对于我们而言,抢先体验的成功标准在于:当你开启新世界时,初次的沉浸体验能让你感叹道:“这远比他们描述得更出色。”经历更多体验之后,你也会开始察觉到粗糙之处——在结束首日游戏后仍会认为:“这款游戏潜力巨大,我会持续关注更新。”甚至激发你尝试制作地图、内容、模组或小游戏服务器的灵感。

As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable.

当各位体验 Hytale 首周内容时,我们将会筹备首个补丁。前几周我们将快速发布更新,预发布版本会更频繁推送。你接触的初始版本源于四年前的古老工程,但数月之内,你将亲历此前难以想象的快速开发节奏。

We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.

我们深知社区对 Hytale 抱有极高期待,但请铭记:我们正在履行最初许下的承诺——尽早发布。这正是核心社区所期盼的。当前我们最担心的并非批评指责,而是 #SaveHytale 的故事在抢先体验阶段被遗忘,最终让团队产生“若当初延期四月而非坚守承诺该多好”的念头。

译注:
[1] #SaveHytale: 这是一个在X平台上推起的一项活动,自 Riot Games 公司解散 Hytale 开发组并废弃项目后,社区成员便自发形成了该项活动与请愿,这项活动也为 Simon(即Hytale创始人)下定决心,将Hytale以最快的速度让大家玩到——正如本文 Simon 说的那样。
 
Zeusley 发布于 25/12/16 18:12


I'm seeing a few "problems" in the modding community right now, about Hytale.

最近,我注意到 Hytale模组社区出现了一些"认知问题"。

People tend to view Hytale in one of two extremes: either "three people making a game with no experience" or "a 1,000-person AAA studio that only cares about money" That makes every dev comment get read through a biased lens: When the Hypixel team says "you can't mod X right now, but we want to support it later" some assume that it will be impossible (no experience team) and others assume that they are doing it that way because of greed (AAA team).

玩家们往往以两种极端视角看待 Hytale 的开发团队:要么认为是“三个毫无经验的人在开发游戏”,要么认为“只关心利益的千人 3A 工作室”。这导致每次开发团队的发言都被置于偏见滤镜之下:当 Hypixel 团队表示“当前暂不支持某功能的模组,但我们后续会支持”时,一部分人认为画的饼永远无法实现(无经验团队),另一部分则归咎于恰烂钱(3A 团队)。

Modding and technical topics are complex and can't be fully explained in a single blog post. Sometimes people say things before reading what Slikey, Zero, or other devs have already written (Here, on discord or wherever).

模组开发与技术议题本就复杂,很难通过单篇博文完全阐释。有时人们在发言前并未仔细阅读 Slikey、Zero 等开发者已在各个平台(包括X、Discord 等)发布过的说明。

That's not really anyone's fault, publishing highly detailed documentation in a single blog post right now wouldn't make sense. It's better to focus on building it than to produce exhaustive docs for a complex system like modding that isn't even public yet.

这并非任何人的过错——现在在一篇单独的博文里,发布一篇内容翔实的文档,这本来就不现实,专注系统的构建比提前产出完整、描述复杂系统(比如尚未公开的模组机制等)的文档更为重要。

The blog post already published is detailed enough for roughly 95% of modders to understand what they'll encounter.

目前已发布的博文内容,已足够让约 95% 的模组开发者理解他们将面对的框架。

Hytale is made by a team of very experienced developers who want modding to be excellent, they aren't just after your money. It's fine (and healthy) to critique the state of modding or to be skeptical, but please try to be objective.

Hytale 由一群经验丰富的开发者打造,他们追求卓越的模组支持而非仅仅追逐利益。对模组现状提出质疑或保持审慎态度无可厚非(这同样也是维持生态健康的关键),但请尽量保持客观。

Before posting about something technical, take one minute to check whether the team has already addressed it, for example, searching "from:slikey" here and the same in discord.

在讨论技术问题前,请花一分钟确认开发团队是否已有所说明,例如在X平台内搜索“from:slikey”或在Discord进行类似检索。

This is not "modding for X game". This will be Hytale modding, a new paradigm, and being different doesn't mean it's not good.

这与“某游戏的模组体系”截然不同。这将是由Hytale定义的崭新模组范式——与众不同并不意味着品质不佳。

@slikey @Simon_Hypixel If you'd like to add anything.

@slikey @Simon_Hypixel 如果你们有需要补充的内容,欢迎回复。
 
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Slikey 发布于 25/12/17 02:21


If I had to add one more thing: the modding strategy I posted has flaws. I said that explicitly, multiple times. It is incomplete, and we are continuing to iterate on it.

如果还需要补充一点的话:我之前发布的模组策略确实存在缺陷。我已多次明确强调过这一点。它并不完善,我们仍在持续迭代优化。

One concrete example is client-local scripts and client-local asset packs. I did not properly account for the amount of client customization that is possible without client modification. Through our equivalent of data packs, we can actually do quite a lot here.

一个具体的例子就是客户端本地脚本与客户端本地资源包。我最初未能充分评估在不修改客户端的情况下,通过数据包这类机制究竟能实现多大程度的客户端定制。事实上,借助我们的数据包等效方案,我们能实现的比预想更多。

Yes, this approach appears limiting. Yes, Hytale is more limited than Unreal, Unity, or true Wild West modding.

是的,当前方案看起来存在限制。(译注:“当前方案”指不修改客户端对游戏进行修改。)没错,与虚幻引擎、Unity 或真正"荒野西部式"的模组自由度相比,Hytale 确实更受限。

Those limits are not arbitrary. They exist because they allow modders - and us - to reach a massive audience, keep players safe, and build a UGC ecosystem that can scale. Our goal is to push UGC into a new golden age, with a model that simply hasn't existed before.

但这些限制并非随意设定。它们的存在是为了让模组作者——以及我们——能够触达海量用户,保障玩家安全,并构建一个可扩展的 UCG(用户生产内容)生态。我们的目标是推动 UGC 进入一个崭新的黄金时代,采用一种前所未有的创新模式。

On features like shaders, LODs, cubic chunks, etc.: I love these topics. Trust me, we want to make Hytale the golden standard for block game technology. How that all looks years from now is unpredictable. We work on many things we don't talk about, and some of them may eventually materialize in one form or another.

关于着色器(译注:可以粗略地理解为MC中的“光影”)、LODs(细节层次)、立体区块等技术特性:我热爱这些议题。请相信,我们也渴望让Hytale成为方块游戏技术的黄金标准。但数年后的最终形态目前难以预测。我们正在进行许多尚未公开的开发工作,其中部分成果未来可能以某种形式实现。

We have very high aspirations for Hytale but for now: We will release ASAP. Take LODs and cubic chunks as an example. We are already working on chunks and voxel storage at a level more fundamental than cubic chunks. This is an order-of-operations problem. One step at a time and the next step is.

我们对 Hytale 怀有极高期许,但现阶段的首要任务是:尽快发布。以 LOD 和立体区块为例,我们已经在进行比立体区块更根本的区块架构与体素存储层级的重构。这本质上是执行优先级的问题——我们只能逐步推进,而下一步就是……[1]

So I don't want you to fish for promises - because we wish our promises to remain special and reliable. Judge us by our actions, and hold us accountable for whether this direction is the right one.

因此我不希望大家过度寻求承诺——因为我们希望每项承诺都能保持其特殊性与可信度。请用我们的实际行动来评判,并监督我们选择的方向是否正确。

The honest answer to most "will you add X?" questions is: we could. If you ask, "Do you want this in Hytale?"- the answer is more than likely yes.

对于大多数"你们是否会添加某功能"的提问,最诚实的回答是:我们有能力实现。但如果问"你们是否希望将此功能融入Hytale",答案大概率是肯定的。

Right now, we have a list of high-priority, foundational problems that must be solved first. While doing that, we'll continue picking up smaller community improvements where it makes sense - often while we're already performing "surgery" on adjacent systems.

目前我们有一系列必须优先解决的高优先级基础性问题。在处理这些核心问题的同时,我们也会持续吸纳合理的社区改进建议——通常会在对相关系统进行"深度调整"时同步推进。

For modders specifically: please work with creators who can help surface concerns clearly and constructively - people like @Kaupenjoe or @Zeusley. Form a focused group, articulate real problems and real needs, and bring that feedback with a unified, constructive voice. That is how we make this better together.

特别对模组开发者说:请多与那些能清晰、建设性表达诉求的创作者合作,例如 @Kaupenjoe 或 @Zeusley 这样的社区代表。组建专注的讨论小组,阐明真实存在的痛点与需求,用统一、具有建设性的声音传递反馈。唯有如此,我们才能共同推动进步。

译注:

[1] 后面又补充了一下这段技术性内容:

"and the next step is..." to modenrnize the chunk component storage under the ECS architecture.

下一步则是在 ECS(entity-component system,实体-组件系统)架构下实现现代化区块组建存储系统。
 
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