正在加载
星际争霸2 开发视频内容(包括q&a)
时间:2023-08-22 来源:本站 作者:佚名
电脑大家应该不怎么陌生吧!现在电脑已经普及到大多数人的家庭之中了,电脑的用途非常地广,不同年龄段、不同行业的人对电脑的用处不同。但是对于很多的年轻人来说电脑最大的用途就是玩游戏了。电脑游戏大家肯定玩过吧!它可以使人上瘾。

以下是我的翻译内容
More from the WWI

StarCraft II Panel - Evolving Design
星际II小组 - 演化设计

We ve got some interesting feedback from the StarCraft II panel. Initially, the team discussed new strategies and their thoughts on how far they should go with the innovation present in StarCraft II. It seems the team want to  re-imagine  StarCraft, but at the same time keep its trademark pace and feeling.
我们从星际II小组那儿获得了一些有趣的反馈信息。最初团队讨论了新的设计策略以及他们对于在星际II中如何进行创新的想法。看来团队希望重新设想星际,但同时又保持其特有的步调和感觉。

New Units are one part of this innovation, enhancing the inherent differences between the Terrans, the Protoss and the Zerg. Part and parcel of this comes new tactics and strategies, as well as familiar facets of the game such as skill distribution.
新单位作为创新的一部分,增加了三个种族之间的内在区别。这种创新带来了新的战术策略,我们所熟悉的游戏的很多方面也有变化,比如技能分配等等。

At the moment, the Zerg are seeing the most work. They are definitely playable, and they are reportedly  looking great . However, the team is trying new things every day. One such thing is there being three different ways to create creep! These are the  Creep Tumor  (some of you may have seen this on the recently released Zerg Tech Tree at SC legacy), the Hatchery and the Overlord. It should now be possible to  invade the map  with creep, which very much matches the insidious Zerg ethos of infestation.
目前,虫族的变化是最大的。虫族的确可玩性很高,玩家也认为它们看上去很不错。当然,团队每天都在尝试新的东西,比如有三种不同的方法来制造菌毯!这三种方法分别是菌毯肿瘤(你们之中有人也许已经在最近在SClegacy网站公布的虫族科技树中见过这个单位),孵化所和宿主。虫族现在可以通过菌毯来“入侵地图”,这与虫族狡猾且具有传染性的特点所吻合。

The Nydus Worm too is a well liked unit. It allows mass drops with little risk to your units, but is apparently less flexible and more expensive than the transports of other races. It also sounds like it requires Overlords to drop creep for it. Apparently the Nydus Worm is also fundamental in planning pincer attacks.
The Nydus Worm也是一个很受欢迎的单位。它可以空降很多的部队,风险很小,但很明显它不够灵活,造价也比其他两个族的运输单位昂贵。同时它也需要宿主来为它制造菌毯。显然传送蠕虫在发动夹击时是很重要的。

Then there are  Spine  and  Spore  Crawlers, which it can be presumed are the equivalents to the earlier colonies. They have limitations though, since although they are mobile, they rely on creep.
然后还地刺和孢子塔,我们可以推测它们与早期的殖民地相似。两者有共同之处,它们都是可移动的,并且都需要菌毯。

Another key unit that relies on the creep is the Zerg Queen. The team have gone so far as to say without it she s simply not worthwhile. Her main role is a base defender. She can heal buildings via  Transfusion , use  Deep Tunnel  to port to any other Zerg structure and is able to infest any building within a radius. Another base related ability is that you can also store Larva by turning them into  Mutant Larva
另一个需要菌毯的核心单位是虫族女皇。团队的工作进行到现在,可以说没有菌毯,女皇的存在毫无价值。女皇的主要任务是防守基地。她可以通过感染技能来治疗基地,用挖掘隧道技能传送至其他任何虫族建筑,并且能够感染任何在一定范围内的任何建筑。女皇另一个与基地相关的技能是你可以把一个卵虫变成变异卵虫。

The Corrupter is a strong anti-air unit that can actually infest dead enemies. It also does not require the Spire. The Baneling is strong against collections of small units, but has received a nerf against armoured units, no longer dealing extra bonus damage. The Baneling is now better used in surprise attacks.
腐蚀者是一个强大的对空单位,现在它能感染阵亡的地方单位,也不需要螺旋塔(飞龙塔)的支持。自爆虫擅长对付小型单位,但是它对装甲单位的能力被削弱了,不再造成附加伤害。自爆虫现在更适合在突袭战中使用。

Of course, it would be unfair to neglect the Protoss. Much like the Zerg creep, it seems psionics is the key to Protoss success. They have fewer units, but they are much more powerful. It seems the Protoss race are all about carefully planning your resources before heading into combat. They also have access to early game casters, such as the Nullifier. This unit has a force field ability, allowing you to create your own chokes. Using this in tandem with blinking Stalkers seems to be a successful strategy, highlighting the careful planning required. Anti-gravity is also another useful Protoss ability, allowing you to control the enemy.
当然,我们也不能忽略了神族。与虫族的菌毯十分相似的是,魔法似乎是神族取胜的关键。神族单位少,但更强大。神族似乎在战斗之前会在每处都仔细规划资源的使用。它们同样拥有游戏早期像否决者这样的魔法单位。这个单位有力场的技能,可以让你制造你自己的主基地。让否决者和追踪者合作应该是个不错的战术,显然这需要周密的计划。反重力场是神族另一个十分有用的技能,可以让你控制敌人。

The Mothership has also seen further work, with its Summon ability, much like the Arbiter s Recall as well as the  Time Bomb  ability, which seems to have remained with the Mothership throughout its life. This ability still allows you to stop attacks and protect your units.
神族母舰也有进一步的改变,它有了召唤技能,这与仲裁者的唤回技能相似,另一个是时间炸弹技能,这是母舰的保留技能,它能阻止敌人的进攻,保护你的单位。

Terrans, on the other hand are quite direct: guns, guns and more guns!
人族相对而言就直接的多了:枪炮,枪炮,更多的枪炮!

The Jackal is a great offensive and defensive unit, but needs to be placed carefully to avoid harming your own units with splash damage. The Thor is now built from the factory and has Anti-Air Flak Cannons. Self-repair systems augment the Terrans, allowing wreckage (that now remains) to be built back up again into a usable unit. Of course, to balance this, wreckage can be destroyed, so it should be interesting to see little skirmishes break out over a tank graveyard.
豺狼战车是一个强大的攻守兼备的单位,但它的站位要很小心,以防你自己的单位受到溅射伤害。Thur现在可以由Factory建造,并且装备了对空的高射加农炮。自我修复系统使人族被加强了,单位的残骸可以被回收重新建造有用的单位。当然,为了平衡,残骸能够被彻底摧毁,因此在坦克的残骸上爆发的小规模冲突应该会十分有趣。

But what are Blizzard working on now in terms of mechanics? Macro vs Micro seems one dominating point of contention, as well as the determination to build the best balance into the game from the start. There has also been a focus on adding special abilities and upgrade systems.
就技术细节而言,暴雪现在致力于哪些方面呢?宏观对微观似乎是一个主导性的论点,同时我们从一开始就下定决心要在游戏中建立最好的平衡。加入特殊技能和升级系统也是关注的焦点。

With regards to Battle.Net, we are supposedly seeing the leap in StarCraft II to be  as big a leap forward as WarCraft III was.  We should expect lots of cool and great new  s.
关于战网,我们认为星际II会和魔兽III一样有巨大的改进。我们期待更多更酷更好的升级。

An entire third of the campaign is now playable. The cinematics and structure are under heavy work at the moment, and we should anticipate more later in the year.
完整的三个战役已经设计完成。现在我们把工作重点放在动画和结构上,在今后的工作中我们会投入更多精力在上面。

Finally, Blizzard answered some questions.
最后暴雪回答了一些问题。

Q:How will the StarMap work for other races? what will its importance be?
A:The StarMap in the Story Campaign is a mission  primarily. You can get up to 7 different choices at any time. In each campaign, there will be large differences on how things work. For example, in the Terran campaign, there s a strong money-earning element that isn t present in others.
Q:其他种族如何使用星图?它的重要性体现在哪里?
A:星图主要是供玩家在战役模式里选择任务。你最多可以同时有7种选择。每个战役都有很大的不同。比如在人族战役里有很多赚钱的任务,这在其他种族的战役中是没有的。

Q:What are the roles of Heroes and characters in the Single Player and the Multiplayer game?
A:StarCraft II is de-emphasising heroes. Some missions, where you get to play as characters are different from the ones seen in StarCraft I.
Q:英雄和普通角色在单人和多人模式中的任务是什么?
A:星际II减低了英雄的重要性。一些扮演普通角色的任务中与星际I是不同的。

Q:Are there design problems with the StarMap? Will the multiple choices available have an impact?
A:The core storyline will have a set start and end. It will be  football  (as in American Football) shaped. There will be a main ending but lots of sub-plots that are optional to explore. There will be opportunities for multiple iterations of the game.
Q:在设计星图的时候碰到过什么困难吗?有多种选择会产生影响吗?
A:主要的故事线有一个固定的开始和结局,与美式橄榄球的过程相似(看过美式橄榄球的朋友很好理解)。游戏中会有主线结局和许多留待玩家自己探索的分支情节。因此玩家需要反复游戏来玩出所有的分支。==

Q:Will the Zerg be able to infest Protoss structures?
A:Yes [It was later stated that they were still experimenting with this feature.]
Q:虫族能感染神族建筑吗?
A:是的。(后来他承认说错了==,这个问题他们仍旧在测试中)

Q:Will it be for both Mac and PC?
A:Yes
Q:游戏会同时有Mac和PC版本吗?
A:是的。

Q:Do the Terrans have an equivalent  super unit  to the Mothership and the Queen?
A:No, there is no real Terran equivalent. It is not expected that the Terrans wil have the same equivalent to the other two races, and the Zerg Queen is the only real unit of that type left.
Q:人族会有女王、母舰那样的单位吗?
A:不,人族没有这样的单位。我们也不希望人族有这样的单位,事实上只有女王是唯一的真正的终极单位。

Q:The Roach can regenerate quickly but does not have many hit points. What is its role?
A:It is strong against units that can t focus large amounts of individual damage.
Q:蟑螂有超强的生命恢复能力,但是它的攻击力不高。它的作用是什么?
A:它是单体伤害小的单位的克星。(比如机枪兵、狂热者)

Q:Is the Black Hole still present?
A:It is hoped that ability can be put back in somewhere. It currently, however, has no home.
Q:黑洞技能还会出现吗?
A:我们希望这个技能能以某种方式回来。但是目前它还无家可归。==

Q:What is the role of the Merc Haven?
A:There are 5 or 6 design reasons for it. It will be changed continually until a better purpose is found.
Q:雷神的作用是什么?
A:我们曾将雷神重新设计过5-6回,但没一个我们认为合适的。对这个建筑物目前需要更多的思考。

Q:Has there been much outside influence on the Ghost, such as the novel?
A:Ghosts have changed a lot, and there has been a lot of experimentation on this. There is a lot of outside influence.
Q:对幽灵兵的设计有没有参考其他资料?比如小说?
A:幽灵兵改变很大,我们围绕着这个单位做了大量测试。我们的确参考了其他资料。

Q:Will a co-op campaign be possible?
A:Unfortunately, that would not work.
Q:会有多人合作闯关模式吗?
A:很遗憾,目前还无法实现。


玩游戏可以在很大程度上让大家放松放松,但是我建议大家不要把过多的时间投入到工作当中,因为这样的话大家很有可能上瘾,这样不利于大家的工作或者是学习。