20201029僵尸毁灭工程开发组周记 - 户外故事,怎一个酷字了得

Half Termdoid

2020.10.29

Hey all! Probably a substandard Thursdoid this week, our usual wordsmith is in the midst of a school holiday childcare in middle of pandemic moment so isn’t around this week. However will go through a few things nontheless!

大家好!!本周的周记和以往不同哦,因为我们的码字员去照顾放假的小孩啦,所以他不在。因此由我代笔来谈谈本周的进展。

 

MULTIPLAYER

多人联机

This week, Yuri has been fixing some issues with zombie damage not transmitting properly, leading to zombies never dying in MP (kinda a big deal lol), some issues with animation syncing that would lead remote characters to be visibly stuck in that action forever.

本周,Yuri修复攻击丧尸数值有误的问题,这个问题会导致丧尸在多人联机模式下出现无法死亡(这个问题还真不小)的情况,以及修复动作同步中较远距离玩家一直处于执行某项动作的情况。

Here is a vid of some of these fixes this week:

以下是相关视频:

As you may be able to tell from the combat around 1 min mark, there is still a little work required getting the zombies not to intersect with the characters with higher pings. Stuff like this will improve in the run up to release and probably after that too. Andrei is on it!

大家可以看到,在视频一分钟处,由于延迟问题,丧尸和角色重叠在一起,诸如此类的问题将在我们快要发布测试版时修复,也有可能会在发布之后修复。Andrei已经在处理了!

We also discussed the possibility of lowering the streaming range for multiplayer a tad, and see how much we can reduce it without introducing popping in zombies. It may be we will consider removing the furthest zoom on MP as this would afford us the potential ability to massively reduce the memory requirements per player. This is potentially something we could do based upon server load too, to give us way of scaling RAM usage a lot more forgivingly especially on high pop servers. Our quest for affordable 64 player servers continue. Though we’ll of course make sure gameplay isn’t negatively affected too much by this.

我们同时还讨论了有关降低一丢丢多人联机网流范围的可能性,并希望能在不导致丧尸卡瞬移的情况下最大程度的减少它。我们也许会考虑降低多人联机模式下画面缩放的广度以让我们可以最大程度地降低游戏对每位客户端的内存需求。这也许也会对服务器负载起到影响,能让我们对高Pop服务器的内存占用情况作出更好的调节。我们对能正常运行64人玩家服务器的追求从未止步。但我们也同时会确保游戏性不会作出负面让步。

 

ELSEWHERE

其他

RJ has been working on the outdoor ‘survivor stories’ that are the equivalent of the specific situations you can find within buildings in the current build. We petitioned for ideas on our twitter last week – and there were a lot of great suggestions, and I can see numerous of those suggestions have made it in. Obviously we’re not going to spoil a lot of these as they will be there to discover when playing, but here’s a little taste of what you may find when out and about.

Rj本周忙着在游戏中设置和建筑物内一样的户外“幸存者故事”。我们上周在推特上就有关的故事想法向大家集思广益 —— 我们收到了许多绝妙的建议,而我也看到许多意见已被采纳其中。当然我们不打算在这做过多的剧透,而是留给大家在游戏中慢慢探索发现,以下的截图就让大家了解个大概情况吧~


As you can see he’s still working out a few specifics like making sure the terrain and tall grass is unaffected by the placed stories but these will provide extra immersion in the world while exploring and will be expanded on going forward.

从截图中你也可以看到,Rj还需对其进行一些特殊处理,比方说要确保地形和高草植物等不会受到相关故事的影响。这些植入的故事会增添玩家的代入感,我们也会在后期做进一步的扩充。

Martin has been working on weapon attachments to use on RJ’s weapon attachment system, its unclear when these will be introduced but will add greatly to the variety of customization of weapons!

Martin则是在基于Rj的武器附加系统上,对更多的武器增加了附加的属性条件,目前还不清楚这项改动何时会实装,不过它再一次大大增加了定制武器的多样性。


Easy has been experimenting with a way of saving all zombie clothes when zombies are streamed out, to fix the issue of zombies changing clothing and appearance whenever you return to an area, as well as to stop themed clothing zombies from losing their clothing when you leave and return to an area.

Easy则是希望找到一个能让丧尸在画面外不会更换衣服的方法,尤其是那些穿着特定主题服装的丧尸。因为目前的丧尸在跑出玩家画面后,当玩家重返丧尸所在地时,丧尸会出现换衣服换外观的情况。

And that’s it for this week, please tune in next week for Thursdoid normalcy to have returned.

以上就是本周的内容,请大家下周继续收看我们的周记,码字员将荣耀回归。


僵尸毁灭工程中文地图:

https://aitrade.ga/pz-webmap/#0.43227878708906853,0.20631536479333257,1.728

僵尸毁灭工程官方论坛:

https://theindiestone.com/forums/


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