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小弟久未接受中文教育,書面中文程度不高,見笑了… (更可悲的是我的英語水平也是半天吊 )
這篇文章是解釋最近發佈的第二段視頻的。如果你還沒看,我建議你去看看。
可以上youtube 的可直接去youtube 看︰http://www.youtube.com/watch?v=MxTcm1YFKcU&feature=player_embedded
否則可以看這個土豆的︰
原文︰http://www.simcity.com/en_US/blog/article/The-Economic-Loop
Hello simulation fans! First off, thanks for all your positive responses to our first video. The team here at Maxis is thrilled to be able to share these videos with you. We hope they demonstrate the depth of simulation we’re delivering.
模擬遊戲迷們,大家好!首先感謝各位對第一段視頻的正面回應 (還沒看的話點此看,在三樓)。很高興可以跟你們分享這些視頻。我們 (Maxis) 希望可以籍此向大家展示模擬城市5 所提供的深度模擬。
GlassBox is an incredibly powerful simulation engine built by Andrew Willmott, our chief architect at Maxis. He designed it to be elegant, data driven, and to power Maxis-style simulation games - providing a simulation toolkit like none other. As gameplay lead, my job is to take this toolkit and work with the team to create the most alive, tactile, and fun city game ever created - the mother of all city simulation games - SimCity!
GlassBox 是由Maxis 的總設計師 - Andrew Willmott 制作的模擬引擎,極為強大。他把這個引擎設計成一個精美、獨特、並以數據運行 (就是很重視數據的模擬和計算) 的引擎,用以推動Maxis 風格的模擬類遊戲。作為總遊戲設計師,我 (原作者) 的工作就是利用這個引擎,跟我的團隊一起製造出生動的模擬城市。 (中間省略一堆無用的形容詞)
In the next few weeks we’re going to be releasing three more videos, each focusing on a few core areas of SimCity and the simulation driving the gameplay. Today’s video is all about the economic loop of the game. What is the relationship between residential, commercial, and industrial buildings in this SimCity? Looking back, each previous version of SimCity had a magic formula for determining the balance of these buildings. Like a lot of the features in this game, we wanted to modernize and refresh the original concept while keeping true to the spirit of the older games, and that was especially true of the economic loop.
接下來幾個星期裡,我們 (Maxis) 將繼續發佈三段專注於不同方面的視頻。今天的視頻與模擬城市的經濟循環有關。到底這個遊戲的住宅、商業、和工業之間有何關係?以前的模擬城市是用各種算法來決定這些區域間的平衡。而在新的模擬城市中,我們 (Maxis) 希望在現代化遊戲中不同概念的同時,保留各舊版模擬城市的內涵。 (省略了一些我覺得沒用的句子及形容詞)
Looking at the industrial buildings in the video, they are set to open for business at 6 AM. When the buildings open and realize they don’t have workers, they send out “help wanted” agents that travel down the paths, requesting workers. One thing we skipped over in the video is that there’s actually two different kinds of ‘help wanted’ agents, one that requests people to walk to work and one that requests people to drive to work. The walking requester goes first, and has a shorter distance (a few blocks) than the driving requester. This means that with some foresight and planning you can build fully walkable cities. By playing around with the positioning of industrial/commercial versus residential zoning, you’ll notice commuting patterns unique to your city layout. We’ve found that the organic flow of commuter agents through a city is pretty mesmerizing and a lot fun to play around with. Since you will be drawing the roads and laying out zones, one of the measures of your success is how efficiently the city operates as population increases. For example: Are there enough jobs for residents? Do factories have enough workers? Are stores kept supplied with goods? Of course, you could also just torch the place, that’s fun too.
視頻中的工廠是在早上六點開門的。它們發現裡面沒有工人時,就會往周邊的道路發送「需要工人」的消息。在視頻中我們沒提到一點︰實際上「需要工人」的消息有兩種,一種是請求就近的工人走路上班的消息,而另一種是請求比較遠的工人開車上班的消息。就是說,如果你有好的遠見及周詳的計劃,你是可以建造一個純走路上班的城市的。如果你試著利用不同的排位放置住宅區和工業/商業區,市民上下班的方式也會有所不同。我們 (Maxis) 發現多變的通勤效果極為迷人和好玩。遊戲中的街道和區塊都將由你自己規劃。在人口增長的同時能否設計一個高效的城市系統,是其中一個決定你的城市成功與否的因素。比如︰有沒有足夠的工作職位應付城市中的居民?工廠裡有沒有足夠的工人?商店裡有沒有足夠的貨物供應?也當然,你也可以選擇把城市一把火燒掉…這玩法挺過癮的。 (尼瑪為啥就是要加句變態的…)
The other important aspect we’re demonstrating in this video is that simulation rules are tied directly to effects and animation. You can see examples of that when the industrial buildings spew pollution into the air. The rule writing to the air pollution map is literally the same rule triggering the smoke VFX and audio. Same with the factory producing goods, and the conveyor belt animation. We’ve found that by tightly coupling the feedback to the rules, we’re able to convey more information to the player by watching their city run, instead of having to rely as much on 2D user interface.
另一個在視頻中提及的重點,是遊戲裡的畫面和效果是跟城市的模擬緊緊關聯在一起的。從視頻中可見,當工廠產生空氣污染的時候,空氣污染圖、煙霧效果、及遊戲音效都是由引擎中同一個規矩所產生的。工廠生產貨品、以及輸送帶運輸畫面也是同理。我們 (Maxis) 發現,把畫面與遊戲裡的實際數據牢牢關聯在一起的話,我們可以透過遊戲畫面向玩家傳達更多資訊,而不需通過2D 的用戶界面 (就是charts 啊graphs 啊那些) 傳達資訊。
Check back soon, next time we’ll address how the simulation deals with water, pollution, and sickness. And if you didn’t see it yet, here’s the video: Insider’s Loop GlassBox Game Engine Part 2.
在以後的視頻中我們會解釋有關水源、污染、以及疾病的模擬。
[ 本帖最后由 康熙大帝 于 2012-4-4 12:32 编辑 ] |
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