杀戮间吧 关注:143,459贴子:514,116

【官方6月5日更新】官方消息

只看楼主收藏回复

求翻译英文大手翻译 不要谷歌机翻
Content Creation TimesCopied from our forums: http://forums.tripwireinteractive.com/showthread.php?t=109184
I’ve seen posts lately that ask for a roadmap of KF2 development goals. As the person that would make those kinds of roadmaps, let me say, most teams use more agile methods these days. We use both waterfall and agile methodologies during different phases of a project, rather than run from a simple punchlist or roadmap.
Sure we a have a rough list of the features and content we think will be in the full, release version of KF2. That set is not secret. Owners have talked about in videos – numbers of maps, perks and so on. The list also has some “maybe” items penciled in. They range in likelihood from “we’ll fit it in if we can” to “probably not anytime soon, but capture the idea for the future”. The list is not the plan. It may be considered the parent of the plan, but much more detail goes into actually coordinating the team’s efforts.
So, I want to remind people to be skeptical when they read a forum post “confirming” any future features, content, development methods, design documents, the meaning of life or how to get rich quick.
Similarly, people that estimate how long it takes to make a weapon, character, map or zed, to our specifications, are frequently wrong and often grossly underestimating. This can lead to unrealistic expectations and disappointment.
To give you an idea of what it takes to make content, let’s look at some of our asset creation pipelines.
A new character, for instance, takes more than 50 developer days and involves about 10 people. Some of those operations can be in parallel, like working on an outfit and speech files, but some of them can only happen one after another.
A new weapon might take about 65 developer days and pass through 14 sets of hands, in 70 steps, between concept art and finished zed killing machine. That includes multiple passes through programmers and animators to go from first to final state.
A new perk may include new character animations, 4 new weapons, new skills, lines, shoot/FX animations, sounds, trader icons and lots of testing and balancing.
A new map is no small undertaking at more than 250 developer days. I know lots of mappers and modders can make them faster, but I think you have seen that our maps are of a satisfying size, are decently detailed and run on most PC’s and different graphics settings. We try to make them as solid as possible and that includes finding and fixing hundreds of bugs (800+ on Paris) before we let anyone else play them.
The actual calendar time it takes to accomplish this work is heavily influenced by our capacity. In this about 50 person company, there are 30-some programmers, designers, artists, animators and leads plus fewer than 10 testers. Our capacity utilization runs about 90%. In other words, we keep busy.
So please, rest assured, we have not stopped working on KF2. We’re not slacking or having a party or counting cash. We are making the game, because this is what we do and what we like to do.
Know that QA did not take 3 weeks off, there are no finished features or content being withheld, we do read posts and we want to get more content out as much as you want to see it.


IP属地:山东1楼2015-06-06 03:05回复
    基本就是说玩家要求工作室给以后的发展目标做出一个发展图,官方的回答是:我们确实有很多很屌很强大的玩意,这些都在计划中但是不代表会做出来,嗯,视情况而定。还有人不停地问我们什么时候做新武器啊新地图啊新角色啊等等,卧槽你们知道我们工作量有多大吗?我们做一个地图要200个工作日(开发日?)做个角色也要50天,我们很忙啊blabla


    IP属地:澳大利亚来自iPhone客户端2楼2015-06-06 04:33
    收起回复
      总的来说就是吐槽玩家催的太多了


      IP属地:澳大利亚来自iPhone客户端3楼2015-06-06 04:34
      回复
        大概就是说我们不是忙着在数钱所以没做新东西blabla 做新玩意很辛苦很耗工时blabla 所以你们要理解我们社 等做好了你自然能玩到 不要再催了blablabla


        IP属地:福建来自手机贴吧4楼2015-06-06 04:34
        回复
          开发时间真TMD的久~


          IP属地:广东5楼2015-06-06 08:41
          回复
            意思是大概是,我们忙着数钱呢


            IP属地:贵州9楼2015-06-06 11:03
            回复
              blablabla,楼上的大手子都说完了


              IP属地:广西来自Android客户端10楼2015-06-06 12:06
              回复
                好任性,直接加精


                IP属地:北京11楼2015-06-06 15:54
                回复
                  。。翻译大意
                  最近我们收到了一些来信,主要问什么时候能再次开发新的地图之类的,也许速度有些慢了,要我说,其他游戏确实会用一些聪明的办法设计地图,但是我们也不差,我们用波纹参数设计的加载地图,比其他简单的办法好多了(就我看应该是血液有立体感了,也不知道是真的血液立体还是贴图精细)
                  我们确实有kf2未来发展特征的表格,这个大家也都知道不算个秘密了,开发商也讨论过关于一张地图的动态模型以及版本的问题云云,我们还会加入不确定因素,(我靠放射状什么意思,不懂啊,后面的也都凌乱了,大概是剧情吧。。plan应该是剧情吧。。)这个表格并不是剧情发展的事情,我们在思考剧情中的起源者,更多的细节也能让小组的人协调一些(凌乱)
                  所以,我想提醒人们在面对小道消息的时候一定不要轻信,未来的一切发展方向,设计,都是为了利益最大化(好像是这个意思)
                  同样的,人们也在估测我们多长时间才能制作一把新武器,一个新人物,新地图或者新特殊武器,在我们的计划中,开发时间往往都是变动的,并且开发并不容易,这应该会让你们觉得和预计的不一样,还有点小失望。。
                  为了满足你们的小好奇心,我决定给你们展示一下制作模型的详细细节


                  IP属地:山东来自iPad12楼2015-06-09 21:13
                  回复
                    一个新人物,举个例子,需要50个工作日,10个人一起制作,并且大部分人都是同时工作的,比如同时开发一个人物的声音,动作什么的,但大部分时候都不能同时工作的
                    一把新武器需要65个工作日,7个人和70多步步骤,在一个新特殊武器的想法出现后,还需要很多软件编程者和动画制作人来完成最后的一步


                    IP属地:山东来自iPad13楼2015-06-09 21:18
                    回复
                      A new map is no small undertaking at more than 250 developer days. I know lots of mappers and modders can make them faster, but I think you have seen that our maps are of a satisfying size, are decently detailed and run on most PC’s and different graphics settings. We try to make them as solid as possible and that includes finding and fixing hundreds of bugs (800+ on Paris) before we let anyone else play them.
                      一张新地图需要至少250工作日,担子不小,我知道雇佣很多很多的模型制图者和地图设计师能更快的开发,但是我觉得你也见到了,我们的地图尺寸让玩家满意,细节点也较少,足够在大部分pc机的制图算法中运行,我们尝试让他最大化的立体,我们为了这点会在玩家完这张图前查找修复数百个bugs(光是火烧巴黎就有800个)


                      IP属地:山东来自iPad15楼2015-06-09 21:26
                      回复
                        So please, rest assured, we have not stopped working on KF2. We’re not slacking or having a party or counting cash. We are making the game, because this is what we do and what we like to do.
                        Know that QA did not take 3 weeks off, there are no finished features or content being withheld, we do read posts and we want to get more content out as much as you want to see it.
                        所以拜托了,我们不停在开发kf2,我们没有松懈或者来个怕踢或者干杂事,我们在制作这个游戏,因为这是我们在做的,这是我们喜欢做的
                        知道吗,QA(这是啥)没有放过连着3周的假期,根本就没有隐藏任何的内容,我们阅读了来信,并且我们在尽力的扩展内容,让你能想看到多少,我们就做到多少


                        IP属地:山东来自iPad17楼2015-06-09 21:36
                        回复