Mike: Well one of the biggest things involved in Diablo are items, right? We’ve experimented with a few things and one of the big things that everyone liked from Diablo, as an entity, were the large objects right. While it was more efficient to go with a WoW style one size fits all icon, which is what most people have seen, we really wanted to see what we could do and so we went back and reevaluated the system and we’ve decided split it into large and small objects. That brings up the question of tetris inventory all over again, and a lot of people are opposed to that, some people like it, some people don’t. So what we did we ended up tabbing the inventory, so now you have your large items, and then you have a tab for small items, and there’s a third tab for quest items. That way all the items can coexist nicely with each other without the frustration, which was one of the complaints about the old system is the frustration in trying to fit everything into your pack.
额,暗黑中最重要的项目之一是装备,对么?我们试验过一些效果,在暗黑中大家很喜欢的一个亮点——装备大图标。很多人都已经见过魔兽世界中那种所有物品用同样大小的图标的方式,那样效率很高,但是我们很想回归并且重置我们的系统,于是我们决定将物品分割为大物件和小物件。这样又会带来俄罗斯方块式背包(暗黑2中的模式)的问题。很多人反对这种效果。有人喜欢有人厌。所以最终我们为包裹加上了标签,现在你拥有大型物品包裹,同时你也可以切换到小物品背包,还能切换到任务物品包裹。这样所有物品就可以更好地共同出现,不用烦恼像在旧系统中那样抱怨如何摆放物品。
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Bashiok: And are we still going to see the bag system coming back, the expandable [inventory] with the bags, or is it a set inventory size for each tab?
那么,我们还会见到背包系统回归吗,就是扩大道具栏的背包,还是说物品包裹的格子数量是固定的?
Mike: Current design right now is to have bags. You’ll get bags and they will expand, you know kind of like in WoW, except you’re not going to open up separate windows. You’ll start off your inventory with say… you know, eight slots, right, and then you’ll get a new bag and that has ten, so two more slots will open up within that tab, but you’ll never have multiple tabs. Like you won’t have two or three “large” tabs.
当前的设计包括背包。你会得到背包来扩大物品格数目,就想魔兽世界中那样,除非你不想扩大空间。开始时你的包裹将有8个空间,8个。随后你会得到一个有10个格子的新背包,那么你就可以得到两个新的空间。但是你不会得到更多的标签,也就是不会有两三个“大型”标签。(用以切换物品类型的标签)
Bashiok: Right, and is that working out pretty well so far? It’s been in testing for a while.
好的。那么现在这个系统完成了吗?它已经测试了很久了。
Mike: Yeah, most people seem to really like it. I mean the feedback has been pretty good, personally I love it, because it lets you do both, it lets you have the large icons but it eliminates the frustration that people voiced about having different sized items within your inventory.
是的,看上去很多人喜欢它。我的意思是系统反响很好。我个人很喜欢这个系统,因为它让你拥有大物品图标,同时不会对你造成物品大小不同带来的一些困难。
Bashiok: And you can really see the artwork as it is now with the larger icons...
嗯现在你能看到贴图都是大物品图标……
Mike: Oh yeah, very much so.
哦也,是的。
Bashiok: Also, on iterative processes, a lot of BlizzCon saw the skill icons. And there’s been some talk in the community that the skill icons are definitely a departure from what we saw in Diablo II. Which were these gold runes, almost, I guess. So what was the decision there to make a change to the skill icons, and do, y’know colorful skill icons?
还有一个一直变化的进程,很多BlizzCon玩家看到了技能图标。在论坛里有一些人认为技能图标与我们在暗黑2中见到的想去太远。我猜这里说的是金色的符文。那么你们是如何决定改动技能图标,额,彩色图标?
Mike: I am unabashedly a fan of WoW, I’ll probably catch flak “oh you’re making it look like WoW oh no!” but I love them, I love the WoW icons. And y’know what we’re trying to do is see, ok what works about the WoW icons? They’re illustrative; is there a way to try to maybe bridge the gap. You know what worked about the more symbolic DII icons, and what works with the WoW icons, and trying to find a way to put the two together. And that’s really what I’m trying to do is to try to make them more symbolic, so they’re not necessarily little murals, but they are painterly. So they are colorful because you’re going to have a lot more of them than you would in DII. So you have the hot bar at the bottom, and you want that to look colorful enough that it’s interesting, but not to the point where it’s an eyesore. And quite honestly I’ve made many iterations on the icons, and there’s still many to come. It ends up being a balancing act, you know I test them out what they look like next to each other, and if they’re too colorful – tone it down.
不怕你们说,我是一个魔兽世界的爱好者。我可能会被喷“啊你把游戏做的跟魔兽世界一样哦天哪!”,但是我喜欢魔兽世界的图标。我们要做的是,看看魔兽世界的图标带来了什么?它们具有说明性;有没有办法消除隔阂。你知道暗黑2中的图标更具符号意义,也知道WoW图标的效果,我们试着让二者合一。这就是我真正想做的,就是让它们更加符号化,不必像壁画一样,但是要有艺术性。所以他们变成彩色的了,因为你要拥有比在暗黑2中多的多的技能。所以屏幕下方有快捷栏,里面的图标得看上去光鲜有趣,而不是你的眼中钉。说老实话我在图标上反复研究过很多次,但是仍然还有很多路要走。最终我们会达到一个平衡。我不断测试他们互相放在一起时的效果,如果太华丽了——去掉。
Bashiok: One of the things I like about them is, without even looking at your hot bar you can kind of see, oh this one looks blue and cold it’s probably an ice spell of some type. So without even mousing over it to see what it is I can tell it’s at least of a specific magic or damage type or skill use...
这种系统我最喜欢的是,你不需要仔细看快捷栏,这个看上去蓝色冷色系的图标表示某种冰系法术。所以不用把鼠标移到技能上你至少就可以分辨出来这是一个魔法、伤害类型、怎么用……
Mike: You know one of the best experiences I’ve had at Blizzard is the iterative process, which some artists don’t like, but I personally love it. Because it lets me test stuff out. For a while I was trying out, ok let’s do color theory… ok so all the berserker skills will be this tone, and all the battle master will be this tone. And you know on paper it looked good, sounded good, ok it’s a nice theory but what we found is when you put them on the hot bar, if you went down a certain tree now everything’s the same color at the bottom and it’s hard to tell them apart. You know, ok I get a gold star for being clever, but then I lose points because it’s not playable. So you know you go back once again, scrap it, and reevaluate it. But I love that process.
我在暴雪最棒的体验就是反复的开发进程。很多美工不喜欢这样,但是我个人很喜欢。因为这让我能对作品彻底检验。有段时间我在尝试,好吧做颜色理论……所有的狂战士系技能是这个色调,所有的战斗大师技能是这个色调。你知道这些东西在纸上写的好看,听的好听,好的这个理论不错,但是我们发现当你把技能放在快捷栏上的时候,如果你仔细看看技能树就会发现他们都是一个颜色的,放在快捷栏里很难分辨。好吧我为了漂亮得到一枚金星,但是我失去了很多点数因为他们不适合游戏。所以你只好重新来过,粉碎,重置。但是我喜欢这个过程。
Bashiok: Back to Julian, the Thousand Pounder...
回到Julian,千斤坠(Thousand Pounder)……
Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]
Julian不是千斤坠!太粗鲁了……(笑)
Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?
(笑)在WWI上我们公布了千斤坠这个怪物,它有着宏大的出场秀,它的骨架组成来自几个处女的牺牲……我猜,如果你们是这么想的话。这样的出场很宏大,这是怎么想出来的?
Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...
额,我知道这个是我们策划并且制作了很久的。最初我们是想让它穿过墙壁,因为破碎效果在游戏里很震撼。但是我认为我们要认识到这样一个外形的怪物要破开墙壁它看上去像酷爱牌饮料的广告……
Mike: Oh yeah!
哦也!
Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.
(笑)我们想要揭开的是我们如何处理千斤坠这个怪物。这后来借鉴了破城者(Siege Breaker)的一些设定。在游戏公布晚期,就在我们计划完成的三周前我们得到一些像星际迷航一样的概念构想。我的部门制作成了突发性的仪式,但是我们不是很喜欢那样,所以我们问自己我们到底想要看到什么效果?最难的是我们能够想到的是最终的结果,我们都被吓到了,我们能完成么?这是一项巨大的工作,我们不得不说服其他队伍帮助我们。我们需要建模的帮助,我们需要动画的帮助。但是每个人都承诺最好这样做,我们开始加班加点。我们两周内就完成了任务,也就是最终呈现的效果。
Bashiok: Back to Julian, the Thousand Pounder...
回到Julian,千斤坠(Thousand Pounder)……
Mike: Julian is not a Thousand Pounder! Kind of rude… [laughs]
Julian不是千斤坠!太粗鲁了……(笑)
Bashiok: [laughs] At WWI we unveiled the Thousand Pounder and it had this really grand entrance where it was assembled out of the pieces of these sacrificed uh… I guess virgins, if you will. It was such a grand entrance for that monster, how did that come about?
(笑)在WWI上我们公布了千斤坠这个怪物,它有着宏大的出场秀,它的骨架组成来自几个处女的牺牲……我猜,如果你们是这么想的话。这样的出场很宏大,这是怎么想出来的?
Julian: Well yeah, I recognize that it probably looks like it was really planned out and something that we worked on for a very long time. It was one of those things where we originally wanted it to come busting through the wall there, because breakables being what they are they’re kind of the hot thing in the game, but I think there was some recognition that when you have a monster of that shape busting through a wall it’s starts to look like a Kool-Aid commercial...
额,我知道这个是我们策划并且制作了很久的。最初我们是想让它穿过墙壁,因为破碎效果在游戏里很震撼。但是我认为我们要认识到这样一个外形的怪物要破开墙壁它看上去像酷爱牌饮料的广告……
Mike: Oh yeah!
哦也!
Julian: [laughs] Which really undoes what we’re trying to say with the thousand pounder. And it kind of stole some of the thunder of the siege breaker who does that later on. I think, very late in the game, not three weeks before we were scheduled to be done with that we got some concept that looked like he was being beamed in Star Trek style. My department did an emergency powwow and we weren’t really happy with that, and so we asked ourselves so what do we really want to see here? And the hardest thing we could think to do was what we ended up doing, and we’re all scared, could we get it done? It was an enormous amount of work and we were going to have to convince other teams to help us. We needed help from modeling, we needed help from animation. But there was just this really cool commitment from everybody that this was the best thing to do, and we were going to put a lot of overtime in. We just crammed on it in two weeks, and that’s what popped out.
(笑)我们想要揭开的是我们如何处理千斤坠这个怪物。这后来借鉴了破城者(Siege Breaker)的一些设定。在游戏公布晚期,就在我们计划完成的三周前我们得到一些像星际迷航一样的概念构想。我的部门制作成了突发性的仪式,但是我们不是很喜欢那样,所以我们问自己我们到底想要看到什么效果?最难的是我们能够想到的是最终的结果,我们都被吓到了,我们能完成么?这是一项巨大的工作,我们不得不说服其他队伍帮助我们。我们需要建模的帮助,我们需要动画的帮助。但是每个人都承诺最好这样做,我们开始加班加点。我们两周内就完成了任务,也就是最终呈现的效果。
Bashiok: Can you describe for those listening what it currently looks like?
你能把这些描述一下看起来像什么样么?
Mike: Lets see… if I had to use a cruel comment, one that I made myself as I was making it, oh "Its the fury traffic light". Because its three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that’s the gist of it, because when youre playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you’ll see Ive got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.
让我想想……如果我用一种不恰当的注释,我必须说,哈,“就是一个怒气红绿灯”。因为他是三个垂直叠放球体,我们没做成一三种颜色,但是你知道我把它做成我喜欢的样子了,它大体很不错了这确保了我们不会用不同的颜色,不然就真成了红绿灯了。但这是它的关键所在,因为当你希望你玩的版本是在屏幕中心的,但是现在确实在你右下角。所以你需要看到一个醒目的动态指示,即使你撇一眼也知道我已经有2个或者3个球怒气可以用了。这就是我们的目标,希望Julian和他的小组能让它更好。所以我们希望你玩的时候能关注到但不会让你分心。
Bashiok: Right, sounds like a cool system. I’m looking forward to it. For those listening on iTunes or elsewhere be sure to check the BlizzCast website because we will have images and some art assets to check out for this interview. And that about wraps it up, I want to thank Julian and Mike for joining me here today.
确实,听起来是个很酷的系统。我很期待。现在正在通过iTunes或者被的方法收听暴雪广播的请关注我们的网站,因为我们有截图和艺术画等同步奉上。差不多了,非常感谢Julian和Mike今天的参与。
Julian: You’re welcome.
不客气。
Mike: Thanks for having me.
非常感谢。
Bashiok: And that about wraps it up for BlizzCast 8, I want to thank you very much for listening. This has been Bashiok, signing off.
第8期暴雪广播就到这里了,非常感谢您的收听。我是Bashiok。88
