The Room 3-游戏制作过程
未上锁的房间吧
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仅看楼主
level 12
The Making of The Room Three - Fireproof Games
An in-depth look at the development of The Room Three, from early sketches and whitebox artwork to final polish.
共34张图,请开只看楼主
2016年02月04日 02点02分 1
level 12
前两帖
The Room 2-游戏制作过程
https://tieba.baidu.com/p/3491549136
The Room 1-游戏制作过程
https://tieba.baidu.com/p/3489768207
2016年02月04日 02点02分 2
2016年02月04日 02点02分
level 12
本层备用说明
2016年02月04日 02点02分 3
level 12
先统一一下灰色沙洲的各地名[开心]
图书馆(Library)
中庭(Atrium)
书房(Study)
温室(Glasshouse)
灯塔(Lighthouse)
钟楼(Clocktower)
工房(Workshop)
天文台(Observatory)
船屋(Boathouse)
2016年02月04日 02点02分 4
level 12
01.Tutorial - Train Cabin
车厢
可以看到工匠原来手里拿着盒子的
Development on The Room Three began early in 2014 shortly after shipping The Room Two. Mark Hamilton (Design Director) wanted the player to start the game within a train carriage before being transported to the mansion (later christened ‘Grey Holm’), where they would spend the majority of the game. One of the new challenges for the code team was creating the illusion of travelling through the English countryside and creating a series of seamless tiles which combined to create a looping background. This initial work was done using ‘white box’ placeholder artwork, to get an accurate idea of the scale and speed we needed to best sell the illusion. At this point investigations into a figure seated opposite the player began to happen, as well as an elaborate box for the player to open.
2016年02月04日 02点02分 5
原文我是用ocr软件从原图转出来的,有错误见谅
2016年02月04日 02点02分
level 12
02.Tutorial - Meet The Craftsman
初遇工匠
工匠真人是带着人皮面具拍摄的,手上戴着皮手套
顺便工匠旁边的那人是扮演AS的人
The Craftsman is the architect of the puzzles in The Room Three and the primary antagonist who lures the player to Grey Holm. It was therefore important that the player’s first encounter with the player was impactful as possible and as we had already used FMV (Full Motion Video) techniques in the previous games in The Room series it was a natural decision to go down that route rather than using a CG character. These images show Lyndon helping Mark into his latex mask and period clothing to get in character (note the Main Menu designs for our VR game ‘Omega Agent’ on the whiteboard behind). The lower left images show the image sequence used in the final game, with the lights of the train tunnel highlighting The Craftsman creating an air of mystery and menace.
2016年02月04日 02点02分 6
level 12
03.Tutorial - The Craftsman Walks
走过的工匠
2016年02月04日 02点02分 7
一开始觉得走过的工匠好逼真,没想到是真的
2016年02月04日 12点02分
level 12
04.The Lighthouse - Central Table
灯塔-中央的桌子
2016年02月04日 02点02分 8
level 12
05.The Lighthouse - Standing Stones Box
灯塔-竖立的石座
2016年02月04日 02点02分 9
原来是打算设计这么一个机关盒子啊~为什么最终放弃了呢?
2016年05月23日 16点05分
level 12
06.The Lighthouse - Other Areas of Interest
灯塔其它有趣的地方
2016年02月04日 02点02分 10
level 12
07.The Clocktower - Initial Times Mechanic
钟楼最初的时钟机械
The Clocktower was probably the hardest level to get right and went through many iterations during development. Initially Chris looked at ways for the player to use time as a mechanic to give an extra dimension to the puzzles and build upon the Clocktower theme. The idea was that the level itself would change as the player winds time forward and backward, ivy vines growing and receding, the time of day changing and even the crow in the bird cage dying and coming back to life. However it proved too complex a design to implement successfully, with the player not only have to deal with puzzles set over several rooms, but also set over several time zones with a high possibility of finding themselves in a temporal paradox.
2016年02月04日 02点02分 11
什么时间变化乌鸦死掉又复活的,看不懂
2016年02月04日 13点02分
@永不言败WUZI null具有控制时间和空间的能力,例如玩家利用触手门来穿越时空,你可以回顾一下火车上主角的日记最后触手门那一页有标记,当然安卓党看不清的orz……除非是ipad……
2016年02月04日 13点02分
@永不言败WUZI 这里指的应该是利用null使死去的乌鸦复活
2016年02月04日 13点02分
@-小凉弱弱- 日记有截图看过。。。噢,乌鸦是主角穿越过来的时候被复活了吧
2016年02月04日 13点02分
level 12
08.The Clocktower - The Paintings
钟楼的油画
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level 12
09.The Clocktower - Boxes & Ballerinas
钟楼的盒子与芭蕾舞女
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level 12
10.The Forge - The Main Room
工房主房间(熔炉室)
注意图上有TR1第一关的保险柜及其设计图(TR3的工房左上角也有个还没做好的一样的保险柜),明确说明了AS房子里保险柜是从这里制作出来的
2016年02月04日 02点02分 14
没发现这彩蛋orz,灰色沙洲难道是护身符公司?
2016年02月04日 13点02分
回复 永不言败WUZI : 我自己的分析回复在 https://tieba.baidu.com/p/4304456639 这个帖子下面了,见那帖5l
2016年02月04日 13点02分
@永不言败WUZI 另外我玩时也没留意那里有个保险箱……
2016年02月04日 13点02分
level 12
11.The Forge - Puzzles Across Room
工房其它的房间
2016年02月04日 02点02分 15
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