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发表于 2009-6-4 17:57:15 |显示全部楼层 |倒序浏览
原贴地址:Can blood be kept on the floor indefinite
翻译:www.D3.cnBY

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本帖地址:www.D3.cn

我不是在说尸体,很明显这个问题以前已经有人问过了。我认为让血迹一直留在地上几乎不会占什么系统资源。我提这个建议的原因是:1.这样可以创造更为传神和令人满意的游戏氛围;2.如果玩家在迷宫里面迷路了,他可以跟着他踏过的尸体找到出路。我想不出什么原因来反对这个。本帖地址:]www.D3.cn

Bashiok:所有的有质感的痕迹都会影响游戏表现,所以应该对血迹留多少、留多长时间有个限制――我们试图寻找这个平衡。同时,一层堆积着尸体和充满血迹的地板会减少游戏的乐趣,为玩家的视觉增加更多的困扰和负担,在某种程度上会毁了游戏。

对于可视效果,我们试图建造各种房间和区域以保证那些随机地牢成为一个真正的地牢,同时这些地牢不能让人困扰或者成为一个巨型迷宫。我们不想让所有的东西看起来一样。所以,在这种情况下,血迹或者是尸体的保留实在没有必要。


关于视觉效果我写过一期专栏,传送门:【冬瓜有话说】#02:真假之间的游戏平衡(视频细节一网打尽)
I'm not talking about the corpses, obviously this issue has been addressed already. I assume that it would use barely any system resources to keep the decal on the floor throughout the entire game. Why, you ask? Because a) it would create even more immersion/satisfying gameplay, and b) allow the player to use visual markers while backtracking if he gets lost, etc. I really don't see any reason why this can't/shouldn't be possible.

Bashiok: Even decals, which are textures, impact performance. So there has to be some limit on how many of them are allowed to linger and for how long. We have to try to strike a balance somewhere. Also, a ground literally covered with corpses or blood becomes less and less interesting, more and more confusing, and can actually create some frustration.

Regarding visible markers, we put a lot of effort into building rooms and areas to ensure that the randomly generated dungeons are indeed random, but also not confusing and maze-like. We don't want everything to look the same. So in that respect a visual marker of a blood spot or corpse really shouldn't be necessary.

Who let the dogs out ?

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2#
打小怪的尸体不到10秒,环境破坏稍微长一点。

如果会像视频那样消失得无影无踪的话,最起码时间长一点,理想状态是过了一个屏幕之后再小时,D2那种其实就不错
发表于 2009-6-4 18:14:18 |显示全部楼层

Who let the dogs out ?

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3#
不是不真实,而是有可能你经过了之后会消失,如果血迹尸体一直留在地上确实不好看,也没什么用处
发表于 2009-6-4 21:39:54 |显示全部楼层

Who let the dogs out ?

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