半神DAY 8状况报告(转自横扫天下会)
本文转自横扫天下会 http://bbs.taclub.net/taclub/newTA/index.php总算弄好了一篇http://bbs.taclub.net/taclub/newTA/images/smilies/default/sweat.gif
鉴于本人水平有限,难免有翻译错误和不妥之处,希望大家能帮忙改正http://bbs.taclub.net/taclub/newTA/images/smilies/default/lol.gif
Demigod: Day 8 Status Report!
半神:第八天状态报告
By Frogboy Posted April 23, 2009 20:56:38
作者 Frogboy 发布于 2009年4月23日
首先从图片开始(是一段对话):
draginol****: if you could make that change you mentionde and get a build going, we could maek some real progress for tomorrow.
如果你可以做到你曾提到的变化然后做出一个工作版本,那么我们明天就能做出一些实际进展了 。
(GPG)****: ok,brad,there is a build going you guys can test with it tommorrow
好的,布拉德,那么明天就会有一个你们可以测试的工作版本了。
draginol****: love you man!
爱死你了,伙计
(GPG)****: aww shucks
语气词,表示轻微的不满
draginol****: next time i'm there, we can spend extra time cuddling.lol
下一次,当我到那里的时候,我们就可以花更多的时间“拥抱”了(指讨论)。(大笑)
(GPG)****: i'll be...lookong forward to that.
我将期盼那天
Me (Draginol is my other handle) and my friend at GPG working on a problem
我(Draginol是我的另一个称呼)和我在GPG(Gas Powered Games)的朋友正在解决一个问题
So today we got a pretty good new update from Gas Powered Games that we’ve been testing with today.
今天,我们从 Gas Powered Games公司得到了我们今天一直在测试的一个很好的新的更新。
A lot of the changes have to do with tolerances. How much time should the game wait for others to join before it assumes they’re too slow and kicks them out before the game even starts? How much time should it wait for someone to join a lobby or a game before it says “No, they’re not going to get in?” and blocks them?
很多改变都与限度有关。在游戏开始前,程序在假定其他玩家过于缓慢从而将他们踢出游戏前,该花多少时间来来等待其他玩家加入?游戏在判断做出“不,他们不能进入游戏”,然后阻止玩家前,该花多少时间等待人们加入游戏大厅或者是游戏?
So today we played a lot of games with the new build and saw a lot of improvements. Thanks to tricks we’ve picked up from last week when the servers were being crushed, we have gotten a lot better at simulating peek server hours where the connection stuff is most likely to fail.
因此,今天我们在新的改进版本上打了许多场比赛,看到了很多的性能提高。鉴于从上周的服务器崩溃中我们学习到的技巧,在模拟服务器中游戏连接最有可能失败的地方上,我们已经变得好多了。
Right now, the issue we’re trying to fix is where people join a custom game and because they joined at the same time, they are not connected to each other. That’s what we’re play testing right now and the results look very promising.
现在,我们正在努力解决这个问题:当玩家加入自订游戏时,可能因为他们是在同一时间加入的,从而使他们不能相互连接到对方。这就是我们现在正在测试的版本,结果看来非常有前途
Developing games is like a strategy game
开发游戏就像一个战略游戏
Like a strategy game, I’m in the unpleasant position of having to make choices on what people work on and what doesn’t.
就像一个战略游戏,我站在不愉快的立场上必须去为人们做出决定什么是人们要工作的而什么不是。
If, by now, you have concluded that Demigod is an unusual game in many ways, you’re right.Typically, the publisher (Stardock) releases the game, collects data and sends them off to the game’s developer (Gas Powered Games) and waits for a “patch” which the publisher then puts through QA and then releases.
如果到现在,你已经做出结论,半神是一款在许多方面都与众不同的游戏,那么你说得对。通常情况下,出版商(Stardock)发布游戏,收集数据然后发送数据到游戏的开发公司(Gas Powered Games公司),并等待“补丁”的出来,出版商然后再通过质量保证员的质量控制后,然后释放新的版本。
Demigod, as you probably have surmised, has been developed differently.Early last year, I pushed for Demigod to have more single-player elements. But over time, it became clear that everyone involved (at both Stardock and GPG) really enjoyed it more as a multiplayer game.But in my mind, if you’re going to do that, you need to have lots of cool things like match making, and tournament stuff and long-term expandability.
半神,就像你可能推测的那样,是以不同的方式开发出来的。去年年初,我推动半神以有更多的单人游戏内容。但是,随着时间的推移,越发明显地看到,参与的每个人(Stardock和GPG)更非常喜欢它成为一个多人游戏。但我的想法是,如果你打算这样做,你需要有很多很酷的东西像举办比赛和竞标赛以及长期的扩展
That’s where Stardock started getting involved in development little by little. At first, it was just a single developer. Then another, and then another.Pretty soon, we were adding overlays to present more player data, developing a friends list and other community features along with a multiplayer match-making, pantheon stuff, etc.
这是Stardock开始发展游戏的一点一滴。起初,这只是一个单人游戏的开发。然后一个紧接着一个出来。很快地,我们添加覆盖到越来越多的玩家数据,开发了一个好友列表和与多人游戏相匹配的社区,万神殿功能等等
Stardock and GPG get along great. But you are talking about two veteran development teams working on some pretty sophisticated stuff at great distances. That’s where I’ve increasingly become involved in pressing both Stardock and GPG development teams on what needs to go in when. So if you have an issue with Demigod, don’t blame anyone but me because since the game’s release, I’ve essentially taken on the overall development prioritization for good or ill.
Stardock和GPG合作相当顺利。但是,你所谈论的两个经验丰富的开发团队以很远的距离一起工作在的一些非常先进的东西。这就是为什么我已经日益成为给Stardock 和GPG的开发团队就什么时候需要做什么的事情 压力的人的原因。所以,如果你对于半神有什么问题,除了我不要责怪任何人,因为自从游戏发布以来,我本质上已经全面上掌握了对于开发好的方面和不好的方面优先次序的决定权。
Ramifications
分支
So for example, we know that most people can connect to other people. We know this for a fact. The problem is that for a significant percentage of people, it’s #$%# flakey.
例如,我们知道大多数人可以连接到其他人。我们知道这是事实。现在的问题是,对于相当比例的人,这是# $ % # 非常古怪的(会出现问题)
You know what I mean. You set up a custom game and it becomes a fiasco getting people into that custom game because people aren’t connected. Or you try to get a pantheon game going and players get kicked out or you end up with 2 on 2 with a bunch of bots.Or the same thing with skirmish.
你明白我的意思。您建立了一个自定义游戏,而它却因为进入该自定义游戏的人们没能够连接上你,而越来越成为一个失败。或者您尝试进行万神殿游戏,然而玩家却被踢出了游戏或者您最终得到的是和2个不动的玩家对打。或者同样的事情发生在遭遇战中(单人游戏)。
And then there’s the people who just get NAT failed messages or who just can’t connect no matter what.
然后,还有人只得到NAT失败信息或者不管怎么样都是无法连接。
I’ve gotten a lot of email telling me that I’m “killing Demigod” because I keep making things out to be “worse than they are”.It’s not my job to paint a happy picture. I’m an engineer, not a marketer. And I hang out enough on the chat channel and on the forums to know that the problems mentioned above are real, must be addressed ASAP!
我已经收到了很多电子邮件指责我“正在害死半神” ,因为我一直让情形变得“越来越糟 ”画一个让人高兴的美景不是我的工作。我是一名工程师,而不是营销。而且我每天用足够的时间挂在聊天频道和各种论坛,以知道上述提到的问题是真实的,必须尽快加以解决!
So anyway, during this week the big architecture change going on is the UDP proxy server setup.But IT has told me that it will take a few days to do proper load testing on it (i.e. what happens when there’s 20,000 people on there?)
因此,不管怎么说,在这一周的时间里,正在进行的大的体系架构的变化的是UDP代理服务器的设置。但IT告诉我,将需要几天的时间来对它进行做适当的负载测试(也就是,当有20000人同时访问它的时候,会发生什么?(指会不会崩溃) )
But the tactical things I’ve been focusing Stardock/GPG onto this week are fixing the connection issues for those who play but find the game flakey, making Pantheon and Skirmish not have bots in them if people have experience, working on the favor point tracking, etc.
但是,这个星期,策略上我一直在重点让Stardock/GPG聚集到调整网络连接的问题,(网络连接问题)使玩家在游戏时发现游戏变的很古怪 ,如果人们有经验万神殿和遭遇战没有僵尸,支持点跟踪模式工作等等 (这个后半句不大会翻译)
Since I have only N developers at Stardock and M at GPG, that means that if I’m focusing them on those things, other things will go more slowly (including the Proxy stuff).
因为我只有N 开发人员在Stardock和M在GPG的,这意味着,如果我注重他们到这些东西上,那其他的东西会更慢(包括代理服务器)
Tonight’s build is being tested
正在测试今晚的版本
So like on Tuesday, we do have a new build, this one much more significant because it includes a new Demigod.exe too, but we’re testing it and since it’s 9pm as I write this, it’s not a good idea to put it up this late so it looks like it’ll be tomorrow.
所以像星期二一样,我们有一个新的版本,而现在这个更有意义,因为它也包括了一个新的Demigod.exe,但我们正在测试它,而且因为现在我写这篇文章已经是晚上9点了,这不是一个好主意将其放到这么晚,让它看起来会是明天才被测试。
Status Updates long term
长期状态更新
I’ve read comments that some people do like these status reports.Since we’re starting to come to the end of the serious connection problems (it may not seem like to some externally but it really is getting pretty close) I was wondering if people would like to continue to see these things when we start to talk about ideas for new Demigods, new items, new multiplayer modes, how you’d like to see clans and groups and friends handled. I really don’t mind doing these but obviously don’t want people to get sick of reading these walls of text.
我已经读过了一些评论,有些人确实会喜欢这些状况报告。自从我们开始到结束谈到了,严重的网络连接问题(它可能似乎并不像一些外部的问题,但确实是挺接近)我想知道当我们开始交谈关于Demigods的新的想法,新的物品,新的多人游戏模式,以及如何看待部族和团体(联盟和帮派)和好友功能时,人们是否想继续看到这些东西。我真的不介意做这些(指写状态报告?),但显然我不想让人们对阅读这些繁多的文字感到疲劳。
Cheers all and see you tomorrow!
最后祝大家健康!明天见 这是干什么??具体 要说什么啊?? LZ 你为什么 不到最后来个总结 啊!! 开发者告读者书。
或者说是开发者对自己作品半神的感言。
希望楼上看完再做抱怨性发言,否则无视也好。为尊重发帖者起见。
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