exanima吧 关注:579贴子:3,231

今天更新0.8.4啦

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IP属地:湖南1楼2022-07-17 19:57回复
    除了音效和JJC有地图更新外还有啥吗?好像说会有AI更新?


    IP属地:湖南来自Android客户端2楼2022-07-18 20:57
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      好凉啊…


      IP属地:湖南来自Android客户端3楼2022-07-22 07:59
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        IP属地:广西4楼2022-07-22 11:01
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          不太懂英文啊


          IP属地:湖南来自Android客户端5楼2022-07-26 17:23
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            回去我把更新内容搞个百度翻译看看


            IP属地:湖南来自Android客户端6楼2022-07-26 17:24
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              更新了啥?


              IP属地:浙江7楼2022-07-28 18:48
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                Since our last update we've made some major improvements to core gameplay systems and many incremental changes and additions based on feedback and our own goals. There's also some nice late content additions for arena. Our next update is entirely story focused, so we wanted to wrap all this other stuff up and get these very important changes out now.
                The highlight of this update is the most major changes to combat yet, as well as some smaller, but still very important ones. The combat is faster, more responsive, more solid and realistic, many lingering quirks have been properly addressed. These are transformative changes and we're excited for what it brings to the combat and what it allows us to do going forward as we finalise more skills, itemisation and gameplay features.
                We've been through a lot of major development hurdles, making our own engine, tools and complex unique game systems, exploring with players the implications of these fundamentally different approaches and how we can make the most of them. With the game being in uncharted territory it's hard to imagine a time when it won't seem like things should or could be improved, and constant community feedback and requests ensure our to-do list is always growing. The major content goals for the game are now few however, and our road map to 1.0 includes a whole lot of gameplay and quality of life additions, many of which we've now covered here. We will continue to improve the game after full release, but it's good to check some of those boxes.


                IP属地:湖南8楼2022-07-29 13:35
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                  自上次更新以来,我们对核心游戏系统进行了一些重大改进,并根据反馈和我们自己的目标进行了许多更改和添加,关于竞技场还会有一些不错的后期内容。我们的下一个更新是完全以故事模式为中心的,所以我们想把所有其他的东西都打包起来,所以现在就把这些非常重要的更改发布出来。
                  这次更新的亮点是战斗中的变化,以及一些较小但仍然非常重要的变化。战斗速度更快,反应更灵敏,更有打击感和更具有真实性,许多问题都得到了妥善解决。这些都是革命性的变化,当我们最终确定更多的技能、项目和游戏功能时,我们为它给战斗带来了什么以及它允许我们做些什么而感到兴奋。
                  我经历了许多困难的开发障碍,制作了自己的引擎、工具和复杂独特的游戏系统,与玩家一起探索这些根本不同的方法的含义,以及我们如何充分利用这些方法。由于游戏的开发仍然处于未知阶段,很难想象什么时候事情看起来不应该或不可能得到改进,大量的社区反馈和请求使得我们的待办事项列表始终在增长。然而,游戏的主要内容目标现在很少了,我们通往1.0的路线图包括了大量的游戏性和生活质量的增加,其中许多我们已经在这里介绍过了。在完全发布后,我们将继续改进游戏,但解决这些困难的感觉很好。


                  IP属地:湖南9楼2022-07-29 13:43
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                    NEW COMBAT MOVEMENT SYSTEM
                    Movement and footwork are the foundation of the entire combat and probably the single thing we've iterated the most on. Making the movement physics driven, reactive, somewhat realistic and responsive to the player all at the same time is something we've always battled with, without a clear idea of what might ultimately be possible.
                    For a while now we've been trying to figure out how to fundamentally change the movement so that it's not limited to a fixed step pattern and returning to stance before moving again. If characters could move freely and without pausing the combat would be much more dynamic, faster paced and responsive. Our plan looked promising, and we decided this was too important and had to be attempted.
                    These things don't always work out, we've a hit a few dead ends in the past, but this was a huge success on many fronts. You can now change direction, cancel movements or continue moving without waiting for the previous movement to complete and without pausing between steps. There is also more granularity to how far you move based on inputs. In order to support this we had to also work on the dynamic footwork and animation systems, making for better balance, control and cleaner animation under all conditions. These changes combined offer a level of control we previously didn't think we could achieve.
                    This is a massive change for combat, with huge implications. We have also had to do significant work on the AI to adapt it to this, and tried to make it more engaging and tactical in the process. It will likely take you some time to learn how to make the most of this new movement and everything it allows. As with everything, you do need to work in harmony with the physics and body motions. We've been having a lot of fun testing and polishing these changes with the help of our Discord community, they've been met with very high praise and we're really excited to see the combat evolve in such a big way.


                    IP属地:湖南10楼2022-07-29 13:44
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                      新型作战移动系统
                      动作和移动是整个战斗的基础,可能是我们更新次数最多的一件事。同时让动作物理化、反应化、有点真实性并对玩家做出反应是我们一直在努力的事情,但我们对最终的动作系统仍然没有明确的概念。
                      一段时间以来,我们一直在试图找出如何从根本上改变动作,使其不局限于固定的移动模式,亦或是再次移动之前回到站姿(应该是指让动作连贯起来,如各种连招)。如果角色能够自由移动且不停顿,战斗将更加充满活力、节奏更快、反应迅速。我们的计划看起来很有希望,我们认为这太重要了,必须尝试一下。
                      这些事情并不总是能够成功的,我们过去遇到过一些死胡同,但在目前来看,许多方面仍取得了巨大的成功。现在,您可以更改方向、取消移动或继续移动,而无需等待上一个动作完成,(相当于有一个键可以随时取消硬直)也无需在步骤之间暂停。基于输入,您的移动距离也更加精细。为了支持这一点,我们还必须研究动态步法和动画系统,以便在所有条件下实现更好的平衡、控制和更清晰的动画。这些变化结合在一起提供了我们以前认为无法实现的控制水平。
                      这对战斗来说是一个巨大的变化,具有巨大的影响。我们还必须在npc的人工智能上做大量工作,使其适应这种情况,并试图使其在这个过程中更具吸引力和战术性。你可能需要一些时间来学习如何最大限度地利用这一新的运动和它允许的一切。和所有事情一样,你们确实需要和物理和身体运动协调工作。在Discord社区的帮助下,我们对这些变化进行了很多有趣的测试和完善,他们得到了非常高的赞扬,我们真的很高兴看到战斗以如此巨大的方式发展。


                      IP属地:湖南11楼2022-07-29 13:52
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                        WEAPON AND DAMAGE MECHANICS REWORK
                        We recently introduced procedural weapons, but this was an important first step of a larger itemisation and weapon mechanics overhaul. In this update we've got a huge rework of how weapons work, the damage system, armour mitigation, how everything interacts with physics and more. We've added a lot of detailed data to weapons to describe their features and how each part of a weapon should behave, there's many new weapon and weapon part classes and subclasses.
                        This allows a much more detailed model for how weapons behave and supports many new and future features. Weapon are more diverse and balanced with specific advantages and uses, various long standing issues with the damage system were properly solved, there's support for new itemisation features and skills and generally brings important improvements to gameplay and realism.
                        There was a big focus on more realistic physical behaviour of weapons, but always with the goal of improving gameplay and balance, playing to the specific strengths of different weapons, breathing new life into some underperforming weapons and categories. There have also been improvements to core physics, character animation and attack mechanics to support this. Some weapons can now also be dynamically flipped to strike with the reverse side, something which will be extended to more weapons and different grips over time.
                        Beyond the immediate improvements, this new platform with very detailed weapon data combined with component wise procedural generation allows us to do much more still going forward. The goals is to give weapons ever more mechanical differences, techniques, motions and gameplay features that distinguish them well beyond what stats can do.


                        IP属地:湖南12楼2022-07-29 13:52
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                          武器和伤害反馈
                          我们最近引入了程序性武器,但这是武器/装备大修的重要第一步。在这次更新中,我们对武器工作原理、武器伤害系统、装备防御系统、物理碰撞系统等进行了大量修改。我们为武器撰写了大量详细数据用来描述其特征以及武器的每个部分应如何表现,同时添加了许多新武器,以及武器零件和武器的子类。
                          这为武器的表现提供了更详细的模型,并支持许多新的和未来的功能。武器更加多样化,不同的武器具有特定的优势和用途,各种长期存在的损坏系统问题得到了妥善解决,支持新的逐项功能和技能,这为游戏性和真实性带来了重要改进。
                          人们非常关注武器的更真实的物理行为,但始终以提高游戏性和平衡性为目标,发挥不同武器的特定优势,为一些表现不佳的武器种类注入新的活力。为了支持这一点,核心的物理系统、角色动画和攻击机制也有了改进。一些武器现在翻转过来反方向打击,
                          除了即时的改进之外,这个新平台具有非常详细的武器数据,并结合组件程序生成,使我们能够继续做更多的工作。目标是赋予武器更多的机械差异、技术、动作和游戏特性,使其区别于统计数据。


                          IP属地:湖南13楼2022-07-29 14:03
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                            今天就先跟新到这吧


                            IP属地:湖南14楼2022-07-29 14:04
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                              今天中午开了一个竞技场的新档,发现好多东西没有实装。但是我感觉有个很明显的变化就是人物没那么容易摔倒了。


                              IP属地:湖南来自Android客户端15楼2022-07-29 19:28
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