【随时弃坑翻译】CW4 FAQ(水贴)
creeperworld吧
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仅看楼主
level 12
译个KC论坛上CW4的FAQ给各位爽爽
原帖↓,请把两段网址拼在一起
http://knucklecracker.com/
forums/index.php?topic=26694.0
2019年12月28日 14点12分 1
level 12
以下是原帖主楼的FAQ,请注意主楼的发帖时间为2017年10月24日,因此现在读其中某些问题可能已经尴尬地过时了,请直接忽视即可。
至于原帖回复里的一些提问,等有空再更新
=========================================
Q:游戏什么时候发布?
A:没有确定的发布时间。以往来看,开发CW系列的游戏要花√3年以上,或者更多。
Q: When will the game be released?
A: There is no planned release date. Historically, development of creeper world games take upwards of 3½ years or more.
Q:游戏准备卖多少钱?
A:我们还没决定价格。估计价格会和之前几部持平吧。
Q: How much will the game cost?
A: A price has not been decided on. Expect pricing to be approximately in line with the previous games.
Q:有没有搞Early Availability Program,或者加入了Kickstarter、Patreon平台,或其他途径能让我滋磁开发者?以及有没有什么方法能早点玩到游戏?
A:关节饼干感谢你的热情,但是我们没有提供或参与这类项目。另外那家伙坚持认为应该等到准备好之后再发“成品”。
Q: Is there an Early Availability program, Kickstarter, Patreon, or other method that I can fund the developer or get early access to the game?
A: Knucracker thanks you for your interest, but does not offer or take part in any such program. He strictly believes in selling a "finished good" at the time he feels it's ready for sale.
Q:CW4的OST会像PF的那样做成DLC发布吗,还是像CW3那样免费下载?
A:关于原声带我们还没有任何计划。至于会不会有OST,得看关节饼干拿到的分发音乐的授权是什么样。
Q: Will the soundtrack for CW4 be released as DLC as per PF, or a free download as per CW3?
A: No decision has yet been made on the soundtrack. The availability of the soundtrack as DLC depends on the rights that Knucracker obtains to distribute the music.
Q:游戏会支持Linux吗?
A:要支持Linux挺麻烦的。所以我打算先放一放,希望以后会加到商店里,而不是现在规划完最后弃了坑。当然,还是待定吧,如果能通过Steam Proton实现的话最好不过。
译注:Steam Proton能让Linux运行一些Windows上的游戏。
Q: Will there be Linux support?
A: Linux is trickier to support in native mode. So I'd rather leave it out and hopefully add it to the store later, rather than add it and take it away. Also, it's still TBD if Steam Proton will be the best route.
Q:有没有beta测试版?或者说,什么时候能开放beta测试?再或者,我可以申请成为beta测试的玩家吗?
A:根据以往经验,我感觉等游戏即将发售前再发beta版最有效果。测试玩家选用的流程/标准还没想好,但很可能会从那些比较活跃、有建设性的社区成员里选。
Q: Is there a beta program?
or
When does the beta program start?
or
How can I sign up for the beta program?
A: Based on past experience, the feeling is that a beta program is most effective when the game is very near release. The selection process/criteria for the beta has not yet been decided on, but will most likely be from active, constructive community participation.
Q:有没有试玩版本?
A:等发售的时候会同步推出试玩版。
Q:Is there a demo program?
A: A demo will typically be available at the time of release
Q:我是专业的 码农/画师/音乐人/很nb的人,我能在这儿
整活
吗?
A:关节饼干打算当个体开发者。不过它外包了艺术设计和音乐。关于音乐,它已经有了不少喜欢的音乐来源,预计不需要其他的了。如果你是专业的艺术家,有很多作品的话,你可以提交一些你作品的样品到Knuckle Cracker.com来让我们看看。不过在未来两年内我们可能不会做任何决定。
Q: I'm a proficient coder/artist/musician/awesome person, can I get a job?
A: Knuckle Cracker is intended to be a one-person development shop. Knucracker does outsource artwork and music. For music, he already has preferred sources lined up and does not anticipate needing additional music. If you are a proficient artist with a body of work, you can provide samples of your work to Support at Knuckle Cracker.com for consideration. No decision is likely within the next 24 months or so.
Q:话说,我有一些颠覆性的想法能改变你的游戏。
A:关节饼干并没有征集其他人的创意或贡献。如果你提交了你的想法,任何人都没有义务要考虑它,并且它可能相似于我们已经在做的东西。无论如何,对于提交的想法或建议,我们不会给予任何经济上的或其他方面的考虑。
Q: Alternatively, I have ideas that will revolutionize your game. Will you pay me?
A: Knuckle Cracker do not solicit ideas or contributions from outside parties. If you submit an idea, there is no obligation for anyone to consider it and it may be similar to work already underway. Regardless, no consideration, financial or otherwise, will be made for submitted ideas or suggestions.
Q:游戏会登上Kongregate、Armor Games或者其他Flash游戏网站吗?
A:太长不想读:*不*
游戏是用Unity开发的。Flash游戏已经是老古董了,而Unity的网页播放器不支持。要转成webGL也有问题,性能和存储受限。所以考虑所有的可能,只有独立游戏可以整。
Q: Will the game be available on Kongregate, Armor Games or other browser/Flash-based sites?
A: TL;DR: No,
The game is developed in Unity. Flash gaming is a thing of the past and the Unity Web Player is not supported anymore. Conversion to WebGL is problematic due to performance and storage constraints. So in all likelihood, only the stand-alone game will be available.
Q:游戏会发布在Humble Bundle/GoG或者其他除Steam以外的平台吗?
A:一般你能在Steam或者我们官网找的它。其他平台我们时不时会去看看,但现在还没有定论。
Q: Will the game be made available via Humble Bundle/GoG, or any sites other than Steam?
A: Typically, the game is available from Steam or from Knucklecracker.com. Other distributions sites will be evaluated from time-to-time. No definitive answer is available right now.
Q:CW4会用上Steam的创意工坊吗?或者有自家的(整活)平台?
A:关节饼干还没考察创意工坊可能带来的好处。不过我相信那家伙肯定不想白白做一个额外功能,那种对于从不同渠道购买游戏的玩家而言,没什么*用的功能。
Q: Will CW4 make use of Steam Workshops or have it's own thing?
A: Knucracker has not yet investigated the benefits that may accrue from using the Steam workshop. I believe he would be reluctant to implement a feature that would not be of use to those players obtaining the game from a different source than Steam.
Q:兄啊,你是怎么做CW4的模型的?
A:现有的只是拿来测试、不会当成最终版的模型,基本上都用Qubicle做的。不过有些是用MagicaVoxel。MagicaVoxel的链接在这:https://ephtracy.github.io/
Q: How do you make unit models in CW4?
A: The current models, which are only intended for testing and will not be the final models shipped in the game, are mostly made with Qubicle, but some are made with MagicaVoxel New link for MagicaVoxel is https://ephtracy.github.io/.
字数限制,下层再续
2019年12月28日 14点12分 2
level 12
续上层,主楼的faq第二部分
Q:我不喜欢现在的单位的模型/我ao喜欢现在的模型,awsl!
A:最终模型还没定。等我们把单位的标准定好之后,我们可能会委托一位设计师给它们做模型。模型还不知道要不要做成可换肤的,或者说目前做的这些模型会成为可选项,供喜欢它们的玩家使用。
Q: I hate the current unit models
or
I love the current unit models.
A: the final unit models have not yet been decided on. When we have a line-up of units taht will be "standard", then Knucracker may commission an artist to create a set of unit models. No decision has yet been made if unit models can be skinned, or if the current set will optionally be available for those keen on their look and feel.
Q:CW4会集成一个3D建模器,用来自定义模型吗?
A:不,更可能的是让游戏支持导入有限的几种主流3D模型文件。我们还没为实现这个功能做过研究。
Q: Will CW4 included a 3D model software to make custom units?
A: It is unlikely. It is more likely that it should be possible to import a popular 3D format model subject to constraints. This entire area has not yet been investigated for implementation.
Q:我们用CW4加载CW3地图,会把地表的材质加载进去吗?
A:还没想!
Q: When we import CW3 maps into CW4, will the land textures automatically load too?
A: A decision on this has not yet been made.
Q:单位空间里还会有creeper上限吗?
A:creeper数量的表示并没有改变(目前如此,可能会变)。它在内部表示为一个整数值再除以1000000。因此Creeper最大值是2147,超过的话就会溢出并变成anti-creeper。
从视觉呈现上考虑,creeper的显示高度限制在很低的地方,主要有两个原因:
1单位要从它上方飞过而不受伤害;
2在极端恶劣、creeper巨大多的地图上,玩家视角不能淹在creeper里面被挡住。在这种情况下,creeper将会提高单位高度表示的密度来做限高的视觉显示。
Q: What is the maximum creeper per cell?
A: The Creeper representation has not changed between CW3 and CW4 (currently - this may change). It is internally represented as in integer value divided by 1,000,000. As such, maximum Creeper depth is 2147, after which it overflows and becomes anti-Creeper.
Visually, the creeper height is capped at a much lower level, for two primary reasons.
1. Units need to fly over it to not take damage.
2. on tough maps, with super-high-creeper, the camera must not be inside the creeper of have a view obscured by creeper. To this extent, the visual representation of the creeper displays the creeper as increasing density within the same height limitation.
A few other technical/performance limitations also determine this representation.
Q:游戏里会有洞穴、管道或者桥吗?
A:太长不想读:*不*
即使这是渲染成3D的游戏,它的基础模型还是一个2D的“表面”,Creeper在上面流动,所以无法支持额外的地形层或者Creeper层。搞这种东西会巨大多增加计算负担、渲染难度和游戏的复杂性。
Q: can we have caves, tunnels or bridges in the game?
A: TL;DR: No
Even though the rendering is in 3D, the underlying model has a 2-dimensional "surface on which creeper is modeled on top of terrain. There is no support for alternate layers of terrain and creeper. Such additional support will vastly increase the computational load and complexity of rendering and game play.
Q:攻击距离和链接建筑会受Z轴高度影响吗?
A:是的。高度差会影响距离和武器的视线。这意味着极高处的塔可能连不上附近低处的塔;或者,两个塔中间如果有东西挡住了,就连不上了。
Q: Is height (z-axis) distance factored in to range calculations for firing and connections?
A: Yes, the distance is calculated factoring in different heights and also line-of-sight. This means that often a tower on very high terrain cannot connect to a nearby tower on lower terrain. Or that two towers cannot connect if there is a high piece of terrain between them.
Q: Is a CRPL to 4RPL converter something Knuckle Cracker will implement?
A: Unlikely, for the simple reason that many of the commands may not be similar.
Q:KC要不要做个CRPL转4RPL转换工具?
A:不太可能,原因很简单,许多命令可能不同。
Q:CW4地图作者可以上传他们的自制音效(<10秒)吗?
A:虽然CW4的音效还没怎么想过,不过关于添加额外音效,我们做前作以来一贯的看法不大可能会变,即*不*
Q: Will CW4 allow mappers to upload their own custom sound effects (<10s)?
A: While there has been no consideration made for sound effects in CW4, it is unlikely that the stance on inducing external sounds will change from the position adopted in previous games - ie. No.
Q:可能会有任何形式的多人游戏吗?合作或是对战
A:基本上不可能,不过谁知道呢?
Q: Will there be any form of multi-player, coop, or PvP?
A: Most likely no, but then, who knows what the future will bring?
Q:游戏会原生带有PAC或者Sleeper模式吗?
A:基本不可能。
译注:PAC、Sleeper是CW3里一些地图作者创造的“玩家自制模式”。
Q: Will there be a native alternate game mode such as "Play as Creeper" or "Sleeper mode"?
A: Most likely not.
Q:可能出VR模式吗?
A:不大可能。
Q: Will there be a VR mode?
A: Most likely not.
2019年12月28日 14点12分 3
level 12
dd
2019年12月28日 16点12分 4
level 12
1楼,2018.9.18,最后编辑于2019.1.20
Q:CW4会做语言本地化吗?或者有地方能分享玩家自制的语言本地化文件,然后能加载到游戏里?
A:本地化需要做额外的工作,所以很可能不搞了。KC知道有多语言包这种东西,但UI就得做很多调整,挺难办的。所以再说一次,很可能不搞。
Q: Will CW4 be localized to other languages? Or, will you provide some way for fan made localization to be uploaded and added to the game
A: Localization requires additional work, so it's very unlikely to happen. Knucracker is aware of "translation services" that can do a package of multiple languages, but the number of changes required to the UI is significant, so again, it's very unlikely to happen
2楼,2018.9.20
地形改造和易侵蚀地形之间的关系
目前(2018年9月),关于这两者的机制以及它们的相互作用,我们做成尽量简单的样子了。
易侵蚀地形会在地图网格上显示,每一块受侵蚀的时间以及剩余程度都保存在地图存档里。
当运行时,游戏会检查可以侵蚀的地块,然后依据地块接触到creeper的面数来计算腐蚀(如果接触面多就更快)。
AC可以防止侵蚀发生,参考CW2。
但是游戏并不会记录这种易侵蚀地形原本的生命值,或者有任何判断原始生命值的方法,所以这种特殊地形无法重建。(译注:指无法在一局游戏里用地形塑造器重建)
被腐蚀过的易侵蚀地形不能改造。但这个限制应该是最容易解决的了。
Terraforming and decayable terrain interactions
Right now, (September 2018) the mechanism and interaction is as simple as it can be.
Decayable terrain is marked on a map grid. the decay time per cell and the "final" decay level is noted on a whole-map basis.
When the simulation runs, it looks at terrain cells marked for decay, and depending on how many sides of the cell is touched, it decays (faster is more sides are adjacent to creeper).
Anti-creeper prevents decay from taking place. Same as in CW2.
There is no "memory" of the original height or a way to specify a build-up value, so terrain cannot be restored
The presence of decay on a terrain renders that terrain as unusable for purposes of terraforming. This is probably the easiest restriction to relax.
2019年12月29日 15点12分 6
level 12
草,这FAQ好短,没什么值得可以翻译的了,完结撒花[滑稽]
2019年12月29日 15点12分 7
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