作者Kendai (Carrier has Arrived!)
看板StarCraft
标题[SC2] Blizzcast EP6
时间Fri Feb 6 06:50:06 2009
摘录自Bliicast EP6
http://us.blizzard.com/blizzcast/archive/episode6.xml
StarCraft II - Unit from Concept to Conception
星海争霸二 - 单位的构想到形成
Sam Didier (Art Director - StarCraft II),
Dustin Browder (Lead Designer - StarCraft II)
山姆.迪迪尔 (星海争霸二美术总监)
达斯汀.布劳德 (星海争霸二首席设计)
[ top ]
Karune: Welcome Dustin, Sammy, we have Dustin Browder our lead designer for
Starcraft 2 here and also Samwise our art director for Starcraft 2. We’re
going to be talking a little bit about how units are created from the concept
to final creation of the unit actually in the game. Welcome guys.
卡鲁恩: 欢迎达斯汀,山米,我们请来达斯汀布劳德,星海争霸二的首席设计,以及山姆
怀斯,星海争霸二的美术总监。我们将要谈论一些有关单位是如何构想出来,与这些创意
最终将会在游戏中怎麽呈现。欢迎你们。
Sam Didier: Hail!
Dustin Browder: Hey.
山姆.迪迪尔: 嗨啊!
达斯汀.布劳德: 嘿.
[ 19:28 ]
Karune: So for units, I mean how do these units actually start up. I mean I
don’t think a lot of people wonder, you know, does it start from a gamplay
element like you guys have a specific unit in mind for a certain gameplay
mechanic or does it actually start from the art side, you know this unit looks
really rad?
卡鲁恩: 谈到单位,我指得是这些单位一刚开始设计的时候。我的意思是我认为应该不会
很多人去好奇这个,不过你应该知道,这些单位是因为你们在脑中已经有特定想法,来符
合某些游戏模式与策略元素,或者他们的确是从美术层面先着手发展,然後你们才知道这
个单位到底该长得是甚麽样子?
Dustin Browder: It’s a pretty organic concept. I think it sort of depends,
right Sammy, on which way we go. Sometimes we start with the art first,
sometimes we move from the design first and sometimes we have different, you
know, we have a piece of art we have a piece of design and we try to marry them
together.
达斯汀: 我们的想法念其实蛮活的。我想也这端看需求,来决定从哪边着手,对吧,山米
。有时候我们会先从美术下手,有时候我们又会先构筑设计单位,有时候又是从不同方向
,你知道,我们会有一些美术成果,有一些单位设计,然後我们试着让他们搭配起来。
Sam Didier: Yeah a lot of the times the artists will just have a cool idea
we’ll show it around and everyone will go “Yeah we got to get that in the
game.” And then sometimes the designers will have an idea or two “Hey we need
something that will ‘this’ and ‘this’ and then the art team will start
concepting things up and from there we just let it roll and iterate, iterate,
and iterate and at the end of the day we have a finished unit that we will
redo three or four times.
山姆: 对的,很多时候美术人员刚好有一个很酷的想法,而我们给大家看时,每个人都说
"好啊,我们必须把这玩意弄进游戏"。有时候设计师们也会有一两个主意说"我们需要一些
东西可以做这个跟作那个",然後美术小组就会开始着手构思这些东西,并且不断地修改,
修改再修改直到搞定的那天,大概得重作这个单位三到四次。
Dustin Browder: (laughs) Right and be balanced a thousand times before it’s
finally done.
达斯汀: (哈) 的确我们也得要平衡至少上千次才能搞定。
[ 19:45 ]
Karune: So what are some of the examples for a gameplay unit?
卡鲁恩: 所以举例来说游戏里哪个单位这样搞过?
Dustin Browder: So some of the gameplay units we’ve had like, I think the
Colossus is kind of a good example. There’s a unit that we had an idea for a
cliffwalker we wanted to do for the Protoss, we wanted something very large
that could do some area affect types of damage and It obviously kind of
suggested, maybe, a kind of art for it but then the artists really took that
core mechanic and ran off and did some really cool stuff with it.
达斯汀: 游戏单位里有些我们调整过的,我想巨神兵就是一个很好的例子。我们想要神族
有一个单位,可以在峭壁间行进的。我们希望是个很大的玩意,并且能作出范围性攻击,
这点被明确地要求。或许,给他多一点美术深度。结果,这些美术人员完全地掌握了这个
理念并且搞出一个真的很酷的玩意。
Sam Didier: Yeah we did all drawn inspiration from some of the giant walking
robots and tripods but if you notice our Colossus has four legs, not three. So
our tripod is way better then everyone elses because we have one more leg. Take
it!
山姆: 对啊,我们撷取所有巨型移动双足与三足机器人的创意,但你可以注意到我们的巨
神兵是有四只脚的,而不是三只。所以我们的三足机器人是比别人更好的,因为我们有多
一只脚。就是这样!
Dustin Browder & Karune: (laughs)
达斯汀与卡鲁恩: (嘎嘎嘎)
[ 20:43 ]
Karune: So what about the art side? Is there a particular unit you guys have in
mind that came specifically from art?
卡鲁恩: 所以在美术方面又是怎样的? 有没有一个单位是因为美术设计的巧思而出现的?
Sam Didier: Well we had an idea, on the Terran side, we had the old Goliath. It
was cool. We had the Valkerie. It was cool. But we wanted to kind of make the
Terrans a little bit more new. We wanted to add some more transforming to the
Terran side so we said “Okay well what if each of those was one stage of the
unit and then it transforms?” So now you have an air attacker, you have a
ground attacker, whatever they end up doing at the end of the day whether it’s
machine guns on the ground, missiles in the air, whatever, we knew we wanted
to have some kind of transforming robot. That was one of the areas of sci-fi
lore that we hadn’t had. We all grew up in the eighties and nineties watching
transformers so that was something really dear to our heart that we wanted to
put in.
山姆: 嗯我们有一个想法,在人类方面,我们有旧式的巨人,他很酷。我们有女武神,那
也很屌。但我们想要人类看起来更新颖一点。我们想要在人类方加入更多变形的东西,所
以我们想说"那好吧,让他们每个都有另一个阶段的变形如何? "所以你现在有个空优单位
,你也有个地面攻击单位,不管你怎麽搞,他们最终还是飞弹打空中,机枪打地面。总之
,我们想要搞一个可以变型的机器人。这个在科幻小说是我们还没有尝试过的范畴。我们
都是出生於80和90年代,看着变型金刚长大的。所以把这个创意放进游戏里面,让我们感
觉相当地窝心。
Karune: Everyone was waiting for that.
卡鲁恩: 每个人都期待着。
Sam Didier: STARSCREAM!
山姆: 超爱天王星!!
Dustin Browder: (laughs) Yeah I think units like the mothership, I know when I
first got to the studio from the original movie for the beginning of Starcraft
had a very huge Protoss ship in it that shot a terrible beam and destroyed the
small terrain salvage ship and this was a unit that was part of the lore but we
never actually saw in the game so the idea of a mothership, I think, had been
floating around the studio for quite some time just based on that opening
cinematic on that really cool piece of art. And so there was an example of a
unit that sort of came from art and lore first and then we’d been working on
different mechanics for it now for quite some time to make it work in the game.
[ 21:23 ]
达斯汀: (哈哈)对啊,我想有些单位例如神族母舰,当我第一次在工作室里看到他时,是
在星海争霸动画开头里,一艘非常巨大的神族船舰发射一道可怕的光束摧毁了可怜的人类
回收船。这个单位一向是星海争霸设定里面的一环,但我们在游戏里面从来就没看过。所
以,这就是母舰的起源。我想,这在工作室里已经流传了很久,也因为这段动画实在是项
很酷的杰作。所以这就是个先有美术和设定,再进行平衡和构想的最好范例,我们也试着
去平衡他有一段时间了。
Karune: Interesting. Are there units created specifically for single player that
isn’t for multiplayer? How do those units come about? How do you decide they a
re for single player or multiplayer?
卡鲁恩: 相当有趣。这些单位是否只出现在单人战役而不会在多人连线中亮相呢? 这些单位
目前的效果怎样? 你们是怎麽决定某些单位只出现在单人战役或是多人模式的?
Sam Didier: We’ll come up with a unit and we’ll all like it and then we’ll
decide it’s too powerful or unmanageable and it will end up getting delegated
to just single player play but we also create a lot of things specifically for
single player. Like we’ve created the Jackel now I believe it’s called the
Hellion and we will take variations of that, strip off the black paint, make
flames on it, and then it becomes a single player civilian vehicle.
[ 22:53 ]
山姆: 我们先挑出一个单位,如果大家都喜欢他的话,我们再来决定他是否过於强大或是
难以融入游戏,最後才会开会决定他是否只在单人战役出现。不过我们也同样的创造了许
多单人战役才有的东西。就像是豺狼,现在被称为恶棍,我们做了一些修整,除掉了黑色
喷漆,加上点火焰,然後他就变成了单人战役中市民的车辆。
Karune: So what are some of the challenges in creating these units when they
first come up? How do you decide if we’re going to go idea A or B or C and so
forth?
卡鲁恩: 那麽在创造出新单位的时候有碰过哪些困难? 你们是怎麽决定要做A或B或C或是继
续这个发展方向?
Dustin Browder: It’s usually pretty obvious to me when we got something good.
We got a nice piece of art really if we don’t have mechanics for it you’re
pretty enthusiastic to come up with cool mechanics for a nice piece of art. At
the same time, because we’ve been able to play our multiplayer for so long if
we’ve got a nice game mechanic, I think a lot of the art guys are pretty
enthusiastic to come up with cool art to match that game mechanic. So when
you’ve got something cool it’s pretty easy to get enthusiastic about it. It’s
just making sure we have enough of those in the game to make it exciting.
[ 23:31 ]
达斯汀: 对我来说通常是很清楚的。当我们有个好东西,有非常漂亮的美术,而我们没有
适当的游戏架构给他,那麽你就会想要发挥热血给他一些很酷的设定来符合美术;另一方
面,我们也测试游玩我们的多人模式很久了,如果我们有很好的游戏构想,那麽我想许多
的美术人员也会投入热情创造出一些很棒的成果来搭配架构。所以你只要有个好点子,通
常不缺人焚膏继晷地让他实现。这些成果都让我们确定游戏里有足够的让人兴奋的好物。
Karune: Can you guys guide us through one of the units you guys created and
maybe the process on how that unit was created? Any challenges you guys faced
while also creating that unit?
卡鲁恩: 你们能带听众实际执行一次你们创造单位的流程吗? 其中你们有碰到甚麽样的困
难?
Sam Didier: One example was for the Terran side was the Thor: big giant,
earthshaking robot. Great, cool, cool, sounds awesome. We ended up doing the
concept then we started the modeling and we always tweak when we’re in modeling
nothing ever really follows a concept a hundred percent. And then after that we
animate it, texture, animation and all that. The problem with it we had in the
concept is we had these giant guns on his shoulders. ‘Real cool! Yeah that look
s awesome!’ Well anytime we have something cool in the art like that we have to
justify it in gameplay. So it had these giant guns, what’s it do? Well we
already have a siege tank that rains death upon the battlefield so what do these
big guns do? Rain bigger death? That makes the siege tank obsolete. So we
couldn’t do that. So one of the problems with this unit is we went with the art
first and because it had the big cool guns now were trying to figure out what
to do with it design wise. At the end of the day it will be perfect mind you.
But you know we’re still working on that sort of thing.
山姆: 创造人类单位时的一个例子,就是雷神: 巨型机甲,震撼地表的机器人。强大,很酷
,帅到掉渣,光名字就可以吓死一票人。最後我们统整出了概念,并且开始制作外观。我们
常常改变造型,并不是每样东西都百分之百遵循设定,然後试着让他动起来。这里的问题在
於在设定上我们想要这些巨型机甲的肩上有些大枪。"真他妈的酷! 乾这看起来就是炫! "可
是如果美术上看起来很棒,我们也得在游戏平衡上去做表现。所以他有了这些大枪,那可以
吃吗? 我们已经有了攻城坦克能在战场上打死一狗票人,那麽这些大枪也是一样吗? 可以打
死更多人? 那让攻城坦克很没立场。所以我们不能这样搞。一个问题是这些从美术设计起源
的单位,因为他们有又大又酷的枪,所以我们必须要试着去解决这个问题,并且好好地设计
他们。发行的时候将会是个完善的设计。不过你也知道我们仍然在处理相关的东西。
Dustin Browder: I’m not too worried about the Thor these days. The Thor using
his cannons in the back for long range anti air has been pretty successful and
that’s a great example there of a unit that started with art first, we all got
behind, that everybody was really geeked up to see a giant battle robot on the
Terrans, it really fit in the sci design really well and it looked awesome on
the battlefield. And then we’ve been really working on the mechanics to make
them as tight as we possibly can. And so far that’s done really well. It’s
been a very successful example of how we sort of marry these two things
together.
达斯汀: 其实我一向不担心雷神会是个问题。雷神使用背後的炮击当作一种长距离的对空
武器,事实上相当的成功,而且也是一个单位从美术设计起源,也可以发展的很好的优良
例子。我们都很喜欢它,每个人也都对於这个人类阵营的巨型战斗机器人疯狂着迷。它也
十分符合科幻设计,在战场上也看起来很屌。我们也很努力地运作游戏模式让他找到自己
的定位。目前来说成果不错。这就是个结合美术和游戏设计的成功例子。
Sam Didier: All you guys out there listening, you should have seen how big it
was before uh . . . we had to make it playable.
山姆: 外面这些人你们听好了,你们真应该去看它..呃..在我们修改它符合游戏架构前,
真的是很大一只。
Dustin Browder: (laughs) They’ll see that version in solo play I’m sure.
[ 24:07 ]
达斯汀: (笑)他们会在单人模式里有机会看到那个版本的,我很确定。
Karune: Just for some of the non-Starcraft users Dustin, can you tell us about
the Thor’s current role right now in Starcraft 2?
卡鲁恩: 帮一些没接触过星海争霸的玩家问达斯汀,你能告诉我们目前雷神在星海争霸二
里确切的定位吗?
Dustin Browder: So the Thor does two things for the Terrans: It gives them a
sort of tip of the sword kind of unit, something you can push up front that can
take a lot of damage from enemy fire. It’s very survivable, very tough, very
hard to kill. And you can use that sort of push past an artillery barrage or
push directly into an enemy base to sort of lead your smaller lighter marines
into battle. And it’s also got these huge cannons on its back that can strike
against air targets so you can use the Thor to defend your forces from enemy air
threats and it’s a very powerful weapon in both of these roles. So it really
gives the Terrans some additional flexibility in the battlefield they haven’t
really had before.
[ 25:54 ]
达斯汀: 雷神现在在人类阵营里担任两项任务: 它可以成为突破阵型的单位,你可以推进
阵线,让他承受大量来自敌方火力的伤害。它存活性很好,非常坚韧,极端小强。你也可
以用他推进穿越炮轰区域,或是直接推向敌方基地,带领你的小型轻装陆战队投入战斗。
它背上也有很大的炮塔,可以对抗空中目标,所以你也能让雷神保护你的军力不受敌方空
袭威胁。它在这两项需求上都是极为强大的武器。所以它的确让人类阵营在战场上,比之
前有更多的弹性运用。
Karune: Nice, nice. Obviously a very sweet unit. The Thors a great example for
a unit that really came from art, could we talk about another unit that came
specifically from gameplay side and what some of the challenges were in that
terms?
卡鲁恩: 很好,很好。很明显地它是个很棒的单位。雷神是个从美术演化的优良例子。那
麽我们来谈谈从游戏架构面发展的单位,其中碰到的挑战又有哪些?
Dustin Browder: Sure. So I think a unit that maybe we’ve been working on a
little while, we’ve liked for a long time on the gameplay side is the roach.
And this was just an idea to have a very simple zerg unit that regenerated very,
very quickly. And when you combo this with some clever micro using burrow or
even just a straight attack move, this is a unit that creates a lot of choices,
a lot of fast paced gameplay for both the owner of the roach and the person
who’s fighting the roach as well. And so it was definitely a unit we’ve wanted
to have for quite some time. We’ve worked on it for quite a long time before
the art really got into play.
达斯汀: 好的。我想有个单位我们处理它好一阵子了,从游戏架构上发展的,就是蜚蠊。
这个想法源自於我们需要一个简单的异形单位,可以回复非常,非常的快速。而且当你配
合其他技巧,例如漂亮的微操遁地,或直接拿他进攻,都是个可以为你创造出机会的单位
。对於蜚蠊的操作者,或是对抗蜚蠊的玩家,都是极为快节奏的战斗。这就是我们一直以
来都想要作出来的单位。我们设计单位好一段时间後,美术部分才参与进来。
Sam Didier: Yeah and basically art-wise when the designers came up to us and
said they wanted this type of unit and the name for it at the time was the
roach, we kind of just ran with that. We wanted a squat little nasty beetle
looking thing that like a real roach will survive nuclear bombs and siege tank
barrages and all that. So that sort of dictated the art. One of the things that
happened recently was, I say recently within the last year, years are like
minutes here, it was actually a melee unit. It would get up close and just
chomp at you. But now it’s a ranged attacker.
[ 26:36 ]
山姆: 是的,基本上美术成果的建立,是在设计师来找我们之後,并且告知我们想要一个
这样的单位,那时才把单位定名为蜚蠊,我们也照着这个方向发展。我们想要一个小只而
且肮脏的昆虫,跟实际蟑螂一样,能在核爆与坦克轰炸下存活。这些是美术发展的依据。
有件事情最近发生过的就是,我想就在去年,你也知道在这里岁月如梭,蜚蠊本来是个近
战单位,他可以接近你并且咬你一口。但他现在是远程单位。
Karune: So for the roach unit, could you tell us a little bit about the process
of actually creating the unit on a the more technical side? Going through
animation and modeling and so forth.
卡鲁恩: 所以关於这个蜚蠊单位,你们能多透露一些实际创造这个单位的过程,以及技术
面细节? 从动画和模组发展之後。
Sam Didier: Yeah basically, I think I covered a little bit early, but we’ll
have a bunch of our artists do some concepts and we’ll look at the different
pictures and say ‘Oh I like that. Oh that part looks cool. We should add that
to this one over here.’ So after a couple of iterations on the concept we’ll
settle on one and then we’ll sic one of our artist to start modeling it. And
they’ll model it up, they’ll start mapping it, we’ll have our texture guy,
if it’s not the same guy who modeled it, start working on it and then it’s
ready to be handed off to the animators. And the animators will hit up and we’
ll go through various stages of the animation, we’ll have a, here’s a quick
walk skittering across, here’s one that makes it look like it’s lumbering.
We’ll see which one looks the best because the walk is basically what you see
the most with all these units. Then after that we’ll pick one and then we’ll
go on and settle on an attack. ‘Oh we want it to really reach out far.’ We
want it to ‘this’ or ‘that.’ After that the unit’s all done then we’ll
move in on to the portrait. This is where you get all the character on the unit.
You know you can’t really see their faces on the field of battle so we have
the little portraits there. And that’s where we’ll come up with, ‘Okay the
roach needs to have this. We want to focus more on little beady eyes.’ And this
and that and lots of little teeth. And so after that, we may need to go back to
the unit and tweak the face that’s on the unit to match more to the portrait.
But after that it’s pretty much done and then, barring any design changes or
if we’re allowed to add more polygons, we hopefully have a finished unit there
and then we’re done with them.
[ 28:01 ]
山姆: 是的基本上我前面有提到,我们有一狗票的原画师在作概念设计,并且看着不同的
图稿说"哦我喜欢这个,这部分看起来不错,我们应该把那个加到这边。"所以几次流程之
後我们会决定一张概念稿,并且把他交给模组师开始制作。他们就会开始制作模组,制作
贴图,我们也有专属的材质专家。如果跟模组师不是同个人,没关系他就接手继续作,直
到他交棒给下面的动画师。动画师从这边开始参与,并且制作不同场景下的动画。我们会
有些要求像,这边要快速溜过画面,这边要他看起来像是在伐木。我们会评估哪个看起来
最合适,这也是几乎所有单位的制作过程。然後我们会选一个版本,并且让他作出攻击等
动作"喔我们想要他能打到这麽远""我们想要他能作这个或是作那个"。当这个单位全部搞
定以後我们才开始作肖像图。我们通常会想着"好地,蜚蠊应该有这个。我们想要更加强调
他小颗圆滚滚的眼睛""这个和那个以及许多细碎的牙齿。"在这之後,我们必须回到单位并
且修改他的脸孔让他更符合肖像图。但到这边差不多就搞定了,不需要再去修改设计,或
也许只是加一点多边形上去。我们希望当全部作完时是个很完整的单位。
Karune: Kind of a side question: What is your favorite PIP animation or your
portrait animation for the units in Starcraft so far?
卡鲁恩: 有个跟这个相关的问题: 从星海争霸以来,那个简报人物动画你最喜欢,或是单
位肖像图动画?
Sam Didier: So far, I think for the Terran side, I like the Thor. I don’t know
if any of you guys have seen it yet. The marauder also has a killer portrait.
For the Protoss, for some reason the zealot, it was our first one but I think it
captures the Protoss look.
山姆: 就目前为止,我想在人类阵营方面,我喜欢雷神。我不知道你们看过了没有。抢匪
也有很棒的肖像图动画。神族方面,基於某些原因我喜欢狂战士。他是我们第一个作品,
而我想他也代表着神族观感。
Karune: That’s the one from the announcement right?
卡鲁恩: 你是说在发表时候的那个动画对吗?
Sam Didier: Awesome yeah and the high templar. And then the Zerg we have a
couple new ones that I don’t know if people have seen but we have one’s for
the baneling and for the mutalisk and those are just looking killer
[ 29:49 ]
山姆: 完全没错,那时还有高等圣堂。再来异形部分我们有些新脸孔,我不确定大家是否
有看过,但我们有柏油虫和飞螳的动画一样看起来很酷。
Karune: So, on average, how long does it actually take to create a unit from
this beginning portion when you guys concepted and then to finally creating
everything with the PIP animation, the death animations and so forth?
卡鲁恩: 所以,一般来说,从最刚开始的部分,构思制作一个单位,到完全作好每个细节
,包括过场动画,以及之後的死亡动画等等,要花多少的时间?
Sam Didier: About six years.
山姆: 大概要六年。
(注: 意即Starcraft 2 是从2003年开始有计划发展以来)
Dustin Browder: (Laughs) It really does depend. Sometimes it does take quite a
long time. A unit like the baneling for instance went through the whole process
extremely quickly and hasn’t had any significant changes since it first went
into the game. More complicated units like a Mothership or a Viking or a Reaper
sometimes go through some significant changes as they go throughout the process
and they can take a lot longer especially if we end up moving around the design
a little bit. If we end up changing some of the core mechanics on the unit like
we did with the roach where we changed it from being a melee attacker to be a
ranged attacker that obviously has an impact on the art and it obviously
lengthens the amount of time it takes them to make that unit work in the game.
达斯汀: (哈哈) 这真的很难讲。 有时候需要很常一段时间。一个单位,举例来说柏油虫
,从头开始跑整个流程相当的快速,而他从一开始设计加进游戏以来也没有很明显的改变
。比较复杂的单位如母舰,维京人或是死神,有时候在经过讨论流程後,会有很明显的改
变,也让他们耗时较久,尤其是在设计层面有更动时。如果我们决定改变一些核心的游戏
架构,就像我们在修改蜚蠊的时候,把他从一个近战攻击单位改成远距攻击单位,这很明
显会影响到美术部分,也会增加更多时间来完成它,直到能加入游戏里。
Sam Didier: Yeah we have a lot, even now, in games that people are playing now
we have a lot of placeholder art still. And we have that in there so that if the
designers have a new idea they want to try, we’ll come up with some place
holder art that looks cool but it’s not one hundred percent polished because
there is no reason to polish this unit all the way to one hundred percent if
we’re going to end up taking it out or...
山姆: 事实上还不少这种情况,即使是现在,在游戏中大家可以看到我们仍然还有很多仅
是暂时放上去的影像。如果设计师有新的想法我们也会很快地去试看看。有些暂时制作的
影象看起来也很酷,但是它仍然不是一个百分之百雕琢好的影像,因为它也仅只是一个暂
时替代方案,不需要做得很精美,也许我们哪天会决定把它拿掉..
Dustin Browder: If we’re going to chuck it or change it or...
达斯汀: 如果我们决定要留下它或是改变它,或是..
Sam Didier: Yeah, we’re still going over, and I’ll talk with Dustin say,
山姆: 是的,我们还在制作中,我也会配合达斯汀的指示,
‘How are we on this now? Are we good to go? ‘
"我们还在搞这东西吗? 我们可以继续下一个东西?"
‘We’re good to go.‘
"我们准备好了"
‘Okay. Ninety percent or a hundred? ‘
"好的,那是90趴或是百分百?"
‘Ninety percent.’
"90趴。"
‘Okay Ninety percent is good enough we’re going to finish it off.’
"好的,90趴已经够好了,我们准备上架了。"
[ 30:28 ]
Karune: Are there any other units or anything that the public hasn’t already
seen as far as with Starcraft 2?
卡鲁恩: 在星海争霸二里还有甚麽东西或单位是大家都还没有看过的吗?
Dustin Browder: That they haven’t seen yet? Well I think we’ve been talking
about the giant voltron unit made of all of the vehicles; and units of the
entire Terran race. Is that right Sammy?
达斯汀: 还没看过的东西吗? 我想我们谈过有关於车子组成的巨大茎肛战士;以及人类的
所有单位。是吗,山米?
Sam Didier: Yeah see that’s more of a designer thing. Personally, guys on the
forums, I don’t think that would work so you know if something like that gets
in where every single unit on the Terran side turns into a giant robot, that’s
probably not anything to do with my decision. It’s probably Dustin’s.
山姆: 对啊,你看这些都是设计师搞的鬼。论坛上的网友们,我必须告诉你们,我个人认
为这狗屁不通。如果你看到人类阵营每个单位都变成了巨大机器人,那大概跟我没啥关系
,不是我的决定,去怪达斯汀吧
Dustin Browder: What about the flying two headed ultralisk that breaths fire? I
thought we were going to do that one as well.
达斯汀: 那麽那个双头飞行喷火雷兽呢? 我以为我们要开始做那个了。
Sam Didier: Yeah I think that one could work
山姆: 对啊,我想那个不错。
Dustin Browder: That’s probably what’s coming up next: the flying two headed
ultralisk that breathes fire will be on the website next.
达斯汀: 那麽下个要公布的单位就是这个: 双头飞行喷火雷兽将会出现在网站上。
Sam Didier: You’ll be seeing those in single player only probably.
[ 31:53 ]
山姆: 你大概只能在单人战役模式看到他吧..
Karune: So it seems today we’ve seen a lot of units come from either a gameplay
origin or an art origin in how it first starts, which is better do you think
for Starcraft 2.
卡鲁恩: 所以今天我们的确看了不少单位,不论是从游戏架构而来或是起源於美术设计,
以及他们如何被制造出来的。你觉得在星海争霸二里哪个模式比较好?
Sam Didier: Well if you want something that’s totally bean ‘countery’, you
know, predictable and kind of boring then yeah the design one is the best.
山姆: 如果你是想要一个完全确切的回答,好吧,你也知道这无聊问题的答案。从设计面
的确是个比较好的方法。
Dustin Browder: And if you want something that doesn’t really play and it’s
just pretty but it’s no fun then I think you want to go with the art way.
达斯汀: 而且你如果只是想要一个看起来很漂亮,但是完全不能玩,而且没啥意思的东西
,我想你可以从美术面着手。
(注: 这是在暗指Warhammer DOW2?)
Sam Didier: : Oh is that how it’s going to be now?
山姆: 喔? 我们正在朝这个方向发展吗?
Dustin Browder: That’s how it’s going to be.
达斯汀: 这就是我们目前的方向..
Karune: We got some weapons here in the sound studio...
卡鲁恩: 录音室里有一批摺凳,很便宜的。
Sam Didier: I don’t need a weapon for him! Please.
山姆: 让他尝尝老衲的棒子就可以了,不用麻烦。
Karune: All right guys, thanks a lot for talking to us
卡鲁恩: 好的,今天谢谢你们参加。
Sam Didier: All right, thank you. Dustin. I’ll be talking to you later.
山姆: 好的,谢谢你达斯汀,等等我们厕所见。
Karune: (laughs) Take it easy guys. Hope you guys enjoyed our Starcraft 2
segment. Next we have Bashiok with Diablo 3.
卡鲁恩: (哈哈哈)放轻松点。希望大家喜欢我们星海争霸二的部分,下一个我们要来谈D3
--
Blizzcast EP7 没有星海争霸二相关访谈部分
--
PP讲过些甚麽话
距离大魔王降临最多只剩半年
这我到现在都还是这样 林北还变本佳丽
我这个月都会规揽啪火 想什麽?没有 只有懒趴火
规揽趴火 已经溢出洞口了
林北就踩断你懒趴 不信你试试
--
※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 155.98.80.226
※ 编辑: Kendai 来自: 155.98.80.226 (02/06 06:54)
1F:推 gloomyangel:双头飞行喷火雷兽是啥鬼?进化的鸡美拉吗 02/06 07:45
2F:推 saviorex:翻的真是生动wwwww 02/06 07:50
3F:推 jackjack0040:让他嚐嚐老衲的棒子吧! 02/06 08:00
4F:推 gmoz:XD 精湛的翻译 02/06 08:32
5F:推 gonia119:各位观众:四只脚!! 推,翻的好强 02/06 08:54
6F:推 Meds:M好快!!! 02/06 10:17
7F:推 intotherain:翻译超棒XDDDDDDDDDD 02/06 10:38
8F:推 ilove305mmm:push 02/06 11:39
9F:推 denzerox:XDDD 02/06 14:49
10F:推 iceskycoldly:山姆: 超爱天王星!! 02/06 15:35
11F:推 H45:认真的 joke 式翻译 =口= 02/06 15:45
12F:推 surolanter:推阿干!!!! 02/06 17:34
13F:推 qq320:boyo虫:妈的 炸你全家!! 02/06 18:26
14F:推 pez2978:有关於车子组成的巨大茎肛战士.....我来错版了orz 02/06 19:02
15F:推 snowdrinking:翻译果然是一门学问 XD 02/06 23:27
16F:推 GreenGear:如果人类单位除了变形外也能合体就好了 02/07 03:05
17F:推 deepbluedj:我喜欢楼上的主意!! 02/07 04:59
18F:推 znazji:人类单位能交配就好了.. 02/07 10:26
19F:推 dispatchadv:海陆和medic合体 => 四脚兽 边打针边补血 02/07 11:27