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星際爭霸2 開發視頻內容(包括q&a)

作者:佚名   來源:本站   時間:2023-08-22  點擊:

電腦大家應該不怎么陌生吧!現在電腦已經普及到大多數人的家庭之中了,電腦的用途非常地廣,不同年齡段、不同行業的人對電腦的用處不同。但是對于很多的年輕人來說電腦最大的用途就是玩游戲了。電腦游戲大家肯定玩過吧!它可以使人上癮。

以下是我的翻譯內容
More from the WWI

StarCraft II Panel - Evolving Design
星際II小組 - 演化設計

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.
我們從星際II小組那兒獲得了一些有趣的反饋信息。最初團隊討論了新的設計策略以及他們對于在星際II中如何進行創新的想法。看來團隊希望重新設想星際,但同時又保持其特有的步調和感覺。

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.
新單位作為創新的一部分,增加了三個種族之間的內在區別。這種創新帶來了新的戰術策略,我們所熟悉的游戲的很多方面也有變化,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,蟲族的變化是最大的。蟲族的確可玩性很高,玩家也認為它們看上去很不錯。當然,團隊每天都在嘗試新的東西,比如有三種不同的方法來制造菌毯!這三種方法分別是菌毯腫瘤(你們之中有人也許已經在最近在SClegacy網站公布的蟲族科技樹中見過這個單位),孵化所和宿主。蟲族現在可以通過菌毯來“入侵地圖”,這與蟲族狡猾且具有傳染性的特點所吻合。

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也是一個很受歡迎的單位。它可以空降很多的部隊,風險很小,但很明顯它不夠靈活,造價也比其他兩個族的運輸單位昂貴。同時它也需要宿主來為它制造菌毯。顯然傳送蠕蟲在發動夾擊時是很重要的。

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.
然后還地刺和孢子塔,我們可以推測它們與早期的殖民地相似。兩者有共同之處,它們都是可移動的,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
另一個需要菌毯的核心單位是蟲族女皇。團隊的工作進行到現在,可以說沒有菌毯,女皇的存在毫無價值。女皇的主要任務是防守基地。她可以通過感染技能來治療基地,用挖掘隧道技能傳送至其他任何蟲族建筑,并且能夠感染任何在一定范圍內的任何建筑。女皇另一個與基地相關的技能是你可以把一個卵蟲變成變異卵蟲。

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.
腐蝕者是一個強大的對空單位,現在它能感染陣亡的地方單位,也不需要螺旋塔(飛龍塔)的支持。自爆蟲擅長對付小型單位,但是它對裝甲單位的能力被削弱了,不再造成附加傷害。自爆蟲現在更適合在突襲戰中使用。

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.
當然,我們也不能忽略了神族。與蟲族的菌毯十分相似的是,魔法似乎是神族取勝的關鍵。神族單位少,但更強大。神族似乎在戰斗之前會在每處都仔細規劃資源的使用。它們同樣擁有游戲早期像否決者這樣的魔法單位。這個單位有力場的技能,可以讓你制造你自己的主基地。讓否決者和追蹤者合作應該是個不錯的戰術,顯然這需要周密的計劃。反重力場是神族另一個十分有用的技能,可以讓你控制敵人。

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.
神族母艦也有進一步的改變,它有了召喚技能,這與仲裁者的喚回技能相似,另一個是時間炸彈技能,這是母艦的保留技能,它能阻止敵人的進攻,保護你的單位。

Terrans, on the other hand are quite direct: guns, guns and more guns!
人族相對而言就直接的多了:槍炮,槍炮,更多的槍炮!

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.
豺狼戰車是一個強大的攻守兼備的單位,但它的站位要很小心,以防你自己的單位受到濺射傷害。Thur現在可以由Factory建造,并且裝備了對空的高射加農炮。自我修復系統使人族被加強了,單位的殘骸可以被回收重新建造有用的單位。當然,為了平衡,殘骸能夠被徹底摧毀,因此在坦克的殘骸上爆發的小規模沖突應該會十分有趣。

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.
就技術細節而言,暴雪現在致力于哪些方面呢?宏觀對微觀似乎是一個主導性的論點,同時我們從一開始就下定決心要在游戲中建立最好的平衡。加入特殊技能和升級系統也是關注的焦點。

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.
關于戰網,我們認為星際II會和魔獸III一樣有巨大的改進。我們期待更多更酷更好的升級。

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.
完整的三個戰役已經設計完成。現在我們把工作重點放在動畫和結構上,在今后的工作中我們會投入更多精力在上面。

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

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:其他種族如何使用星圖?它的重要性體現在哪里?
A:星圖主要是供玩家在戰役模式里選擇任務。你最多可以同時有7種選擇。每個戰役都有很大的不同。比如在人族戰役里有很多賺錢的任務,這在其他種族的戰役中是沒有的。

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:英雄和普通角色在單人和多人模式中的任務是什么?
A:星際II減低了英雄的重要性。一些扮演普通角色的任務中與星際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:在設計星圖的時候碰到過什么困難嗎?有多種選擇會產生影響嗎?
A:主要的故事線有一個固定的開始和結局,與美式橄欖球的過程相似(看過美式橄欖球的朋友很好理解)。游戲中會有主線結局和許多留待玩家自己探索的分支情節。因此玩家需要反復游戲來玩出所有的分支。==

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:蟲族能感染神族建筑嗎?
A:是的。(后來他承認說錯了==,這個問題他們仍舊在測試中)

Q:Will it be for both Mac and PC?
A:Yes
Q:游戲會同時有Mac和PC版本嗎?
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:人族會有女王、母艦那樣的單位嗎?
A:不,人族沒有這樣的單位。我們也不希望人族有這樣的單位,事實上只有女王是唯一的真正的終極單位。

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:蟑螂有超強的生命恢復能力,但是它的攻擊力不高。它的作用是什么?
A:它是單體傷害小的單位的克星。(比如機槍兵、狂熱者)

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:黑洞技能還會出現嗎?
A:我們希望這個技能能以某種方式回來。但是目前它還無家可歸。==

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:我們曾將雷神重新設計過5-6回,但沒一個我們認為合適的。對這個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:對幽靈兵的設計有沒有參考其他資料?比如小說?
A:幽靈兵改變很大,我們圍繞著這個單位做了大量測試。我們的確參考了其他資料。

Q:Will a co-op campaign be possible?
A:Unfortunately, that would not work.
Q:會有多人合作闖關模式嗎?
A:很遺憾,目前還無法實現。


玩游戲可以在很大程度上讓大家放松放松,但是我建議大家不要把過多的時間投入到工作當中,因為這樣的話大家很有可能上癮,這樣不利于大家的工作或者是學習。

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