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战地报告No.43翻译:炮兵开发进度更新(2019.9.18)

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Today marks the 157th anniversary of the Battle of Antietam and we thought what better way to honor and remember the anniversary than to give you all an update on the progress of some of the most anticipated features of War of Rights currently in development!

We’re very excited to be detailing some of the progress we’re making regarding the implementation of the initial artillery system into the game as well as a small sneak peek about some very cool things to come in the time after the introduction of artillery.

One of our programmers, Michael will guide you through the progress below.

今天是安提塔姆战役爆发157周年纪念日。我们觉得除了告诉大家《民权战争》中广受期待的游戏特色其开发进度之外,没有什么更好的方式能表达对这一日子的尊重与纪念了。

很高兴能够向大家详细介绍我们在游戏中为实现最初的炮兵系统所取得的进展,同时也会预告一些将在炮兵引入游戏之后紧随而来的炫酷玩意儿。

我们的程序员之一,马歇尔将会在下文中带领大家浏览。


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1楼2019-10-03 22:55
    Artillery Progress
    Hello everyone!

    For those of you who don’t know me my name is Michael and I have been a programmer at Campfire Games for 3 years. I am responsible for a lot of the notable systems including: the formation system, the weather system, free-looking, spectating, the admin tool, officer orders, capture zones and more. Currently, I am committed to two of our most important roadmap features which I am here today to talk about!

    Arriving soon will be one of the most requested and anticipated additions to War of Rights, the artillery! Here is a brief rundown of what to expect and where we are now.
    The very first artillery implementation which we’re quickly headed towards will be a work in progress (as most if not all things in an alpha are) and will thus feature both limited game mechanics as well as a lot of new exciting bugs for you to enjoy.

    That being said, it will feature the core mechanics of functional artillery:

    - Different artillery classes with different tools and weaponry.
    - Unlimited artillery crew slots - if a team wishes to use all available battery pieces (or none) they can do so.
    - Pu****le cannons (by wheels) by two players at once.
    - Ammunition and powder pickups from limbers.
    - Different types of loads (such as explosive shell and canister shot).
    - Horizontal aiming adjustments by lifting the tailspike of the cannon.
    - Vertical aiming adjustments by turning the elevation screw of the cannon.
    - Firing by fixing a lanyard to a primer and pulling it.
    - Recoil from firing will require the cannon to be pushed back to its initial position in order to maintain accurate fire.
    - Pu****le limbers in order to make sure that the supply for the cannon can be moved with it should it be deemed - a good idea to relocate the gun.

    炮兵开发进度

    大家好啊!可能有些朋友不知道我是谁,我叫马歇尔,作为一名程序员在营火游戏已经干了三年了。我负责许多游戏内重要系统的开发:组织系统、天气系统、自由观看、观察视角、管理者工具、指挥官指令以及争夺区域等等。现在,我要告诉大家两项我们最为重视的开发图景。

    即将加入的是《民权战争》中饱受期待、呼声最高的游戏特色之一,炮兵!以下是对我们预期的成果及当前开发进度的简单介绍。我们已经把最关键的炮兵机制纳入开发进度并尽可能快地将其付诸实践(说的好像Alpha测试中什么东西不是似得)。而这一特色也不可避免地会限制游戏机制的运作,并带给大家一堆新BUG。

    话虽如此,它也将为大家呈现炮兵系统运作机制的核心特色:

    — 不同的炮兵种类及其携带的不同工具与武器
    — 不设限的炮兵部队成员—一支小队完全可以把什么阿猫阿狗都往里塞(或不这样)。
    — 加农炮的移动需要两名玩家同时推动轮子。
    — 从弹药前车获取炮弹及火药粉。。
    — 不同的炮弹装填方式(例如开花弹与霰弹)。
    — 通过提高加农炮尾钉来调整水平瞄准。
    — 通过转动加农炮的仰角螺钉来调整垂直瞄准。
    — 只有拉动固定在底火上的绳索才能开炮。
    — 开炮造成的后坐力使得炮手只有将加农炮推回原定位置后才能实现持续性的精确打击。
    — 在有必要转移炮兵阵地的情况下,为了确保加农炮能够得到补给,非固定的弹药前车能同炮车一并移动。


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    2楼2019-10-03 22:56
      Here’s a short list of some of the things we’ll be looking to bring to the artillery system in later released iterations:

      - Artillery specific team damage punishment system (the first release of artillery will have friendly fire turned off).
      - Chance of normal and catastrophical misfires without proper maintenance of the cannon.
      - Dry sponge & worm tools for properly clearing stuck embers after firing.
      - Chance of explosion when hitting the limbers.
      - Chance of explosion when hitting the shell while it is being carried over to the gun for loading.
      - Vent hole plugging step while loading.
      - Fence destruction.
      - Horse drawn artillery.

      下面是我们打算在之后的更新中加入到炮兵系统中的一些东西:

      — 特殊的炮兵友军伤害机制(首次更新的炮兵其友军伤害将会关闭)。
      — 不恰当地使用加农炮将有几率导致一般性甚至是灾难性的哑火。
      — 当弹药前车被击中时将有几率发生爆炸。
      — 炮弹在被搬运的时候被击中时将有几率发生爆炸。
      — 装弹时需遵循的排气孔堵塞步骤。
      — 栅栏的破坏效果。
      — 马拉式火炮。

      At the time of writing all the hard work of many individuals is converging and we are now putting it through rigorous testing while ironing out the remaining issues. We hope you will enjoy this forthcoming feature as we continue to deliver the most authentic and engaging civil war experience we can muster.

      So when can you expect to get your hands on the initial artillery release? We do not know yet but great advances are currently being made each day in order to ensure that the release isn’t too far off.

      We look forward, in great anticipation, to experiencing artillery with you all and your invaluable feedback as we continue to press on!

      在我写下这段文字的当口,全体开发者们的辛勤耕耘正不断聚合着。我们正在进行严格的测试并力图解决仍存在的问题。希望各位能够喜欢这一即将推出的游戏特色,而我们也将继续提供力所能及的最为真实与迷人的南北战争体验。

      所以,直到什么时候大家才能够亲自体验一番最初的炮兵系统更新呢?虽然我们还无法说出确切的日期,但为了让这一更新能够尽早到来,每一天的工作里头都有着重大的进步。

      我们期待着,无比期盼着,能够同大家一起走过炮兵系统开发的点点滴滴。您宝贵的意见,是我们继续前进的动力!


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      3楼2019-10-03 22:56
        Artillery Drill Camps

        For the initial artillery implementation we’ve also expanded the drill camp map with two new Artillery specific drill camps and firing ranges - one for each faction as well as given it a major detail overhaul throughout the entire level

        You’ll deploy in the artillery camp of your faction when spawning as an artilleryman in the level. There you’ll be able to drill positioning, loading and practicing your aim at the range alone or with a trusted band of crewmates.

        炮兵训练营地

        为了迎接最初的炮兵系统的到来我们也对训练营地进行了扩展,为其新增了炮兵特有的宿营地及靶场—南北军各一个,同时对其主要细节进行了全方位的详细检查。

        当以炮兵身份复活时你们将部署在所处阵营的炮兵营地。在那儿你们可以单独地在靶场练习定位、装填瞄准或是同一群值得信赖的伙伴们一起。


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        4楼2019-10-03 22:56
          A glimpse of Cavalry

          One of the benefits of the supporting framework for the artillery, known internally as the transport system, is that it has been built from the ground-up with cavalry in mind. Our forethought has already slashed the development time for cavalry in half and you will all be seeing it sooner than you likely think!

          Lastly, working on both the artillery and cavalry has been a welcome challenge at Campfire Games. It is our first venture that has really concentrated all the departments together to deliver some of our most complex additions to the game yet. It has been a real pleasure to work more intimately with much of the team. From the late nights of spit-balling gameplay mechanics to the long afternoons of arguing about the viscosity of soil, these deliberations have made this my favourite project so far!


          That’s all for now. Until next time, have a good one!

          骑兵前瞻

          炮兵系统的支柱性框架(在内部称之为运输系统)的好处之一在于它是以骑兵为基础构想而成的。我们的深谋远虑已经将骑兵的开发进度缩短至一半有余,它会比你们想的来的更快!

          最后,营火游戏对同时着手开发炮兵与骑兵系统这一挑战表示欣然接受。这还是我们公司第一次真正地集中所有的部门为大家呈现游戏中一些最为复杂的内容。真的很高兴能够与各小组密切合作共同开发。从在深夜畅谈游戏机制到在午后为土壤的黏度问题而进行的漫长争论,这些审慎讨论使其成为我迄今为止最为喜爱的开发项目!


          以上就是本次更新的全部内容。我们来日再见,祝大家游玩愉快。


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          5楼2019-10-03 22:57
            完结撒花,顺便说一句,被屏蔽的单词是“p u s h a b l e”,意思为可推动的


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            6楼2019-10-03 22:58
              你们看过的发个滑稽也可以啊




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              7楼2019-10-06 23:05


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                    10楼2019-10-19 13:11