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.
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.