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2008年5月游戏开发者的最新介绍

2008年5月游戏开发者的最新介绍


英文原文:We are making a game where you dou't need to go to the main menu to load a level. This will be a seamless game world, an absolutely free world where you can go to any place you want. We decided to make the game take place in the USA. Why the USA? Because it has more in common with Russia than people think. Firstly,people in both countries have a simmilar mentality. Secondly,Truckers exist in both countries. I mean it's a very big professional segment. The idea of the game us that a young trucker comes to california, he has a little office and not much money,and he decides to expand hia business. He has hired a secretary and bought a second-hand truck. His aim is to make his one of the maior companies on the freight market of California. As a result he will find friends and enemies. There are no truckers on our developer's team. We could only find out the specific features of the profession by asking someone else. We found a trucker who let us try out his spot in his truck. By chance three of us got to sit and see it for ourselves. Our feelings were the following:"seats are soft,there is enough space,we can take everything with us we need: a phone,a microwave oven,modem,fax...everything! We also have a minimum of one berth in the cab. We created the truck in the way we wanted it to look. We used high-powered computers and all the calculations took a very long time. As a result we got the image we liked. then oue programmers with their head, Nikolay Elykov,worked out the engine. From the moment we saw our fist truck,where one can see everything including the truck that reflects the real world and changes according to the lighting,sunrise and even rain... at that moment we realized,that we must make this game. This is the feeling of freedom. The freedom in creating interiors and landscape exteriors. lt's not easy to make living colors and a lot of light. We made every detail as realistic as possible, l mean leather and plastic, and if we look closer it's fringes and other little details. We paid a lot of attention to the technology as well. As we know, it's impossible to do something without shaders. At the beginning of the development we planned for 10 times compression of the game world. This means that we were going to have about 1000 kilometers of real roads. We actually did even better. As result we now have about 2000 kilometers of real roads. This territory includes 40 cities, including Los Angeles, San Diego, San Francisco and Sacramento. it's hard to create models of dirty cars in the USA, because one can hardly see such cars there. We added different elements to the cars, l mean polishing,  llic ,chameleons, shadows- we included all these things. As for the dirt, it's hard to find a place on a car where one could draw it and a gamer could notice it. So all the vehicles seem to be the cleanest elements of the game. The main secrets of creating weather effects such as rain drops on the windscreen and other things were done by means of new technologies and sometime that was the result of creativity from our programmers and designers. Such technologies were simple, but cunning. Finally, when we watched all of these weather effects, and saw how organic they are, we were really glad. The technique of the hauler handling is absolutely different to the technique of the truck and lorry handling. l mean you need to take into consideration the semitrailer its behavior. its drift is directed to the side opposite to the direction of the turn. lt corresponds with all the physical laws. lf you turn to the left, your trailer skids to the right. lf you go to a highway at a high speed and the highway is fenced, the trailer brushes against the fence. So you need to control the speed. We developed a damage model and our own physics model. lf a player stops for a moment and looks around, he can see up to 80 cars. Actually, it's a real achievment. Taking into consideration, that each car consists of about 50 000 polygons, there is no computer, that can render them. So we created very complicated intellingence aimed to detalize cars. A player should see the cars, that behave absolutely naturally, that his system can afford. So we created a special intellectual subsystem of traffic management, that dispatchea cars and gives them orders to move in some direction. ln effect to follow the US traffic rules, including all the road signs, road interchanges, etc. l really hope that players will appreciate it when they will see it. l mean they will see how this world lives, and that it is a living world. ln the game as in the real life you can get into jail and this will be the end of the game. You can get into conditions, which are incompatible with life on the road, this will be the end of the game. That is the difference from the previous parts of the game: there are many different endings of the game. You don't have only one alternative where you monopolize the market or you don't. There are many possible positive endings and negative ones as well. As for the soundtrack, we decided to make it the radio. 1C Company asked 。
翻译(可能翻译的不是很好):我们正在一场比赛在这里您dou't需要转到主菜单加载水平。这将是一个无缝的游戏世界,一个完全免费的世界里,你可以想要到任何地方。我们决定把游戏地点发生在美国。为什么是美国呢?因为我们认为它与俄罗斯有更多的共同点。首先,两国人民有类似的心态。其次,卡车在这两个国家都存在。我的意思是这是一个非常大的专业市场。我们的游戏故事想法是,一个年轻的卡车司机到加利福尼亚州,他有一个小办公室,而不是有多少钱,他决定扩大海拉尔业务。他已经聘请了一名秘书和购买二手车。他的目的是让他一个约尔公司的货运市场垄断加利福尼亚州。由于他会找到朋友和敌人。我们的开发人员队伍没有卡车司机。我们只能要求别人找出该职业的具体特点。我们找到了一位卡车司机,他让我们体验他的卡车。一个偶然的机会,我们三个人坐了他的卡车。我们的感受是: “座位柔软,有足够的空间,我们可以采取一切与我们,我们需要:一个电话,微波炉,调制解调器,传真...一切!我们也有一个最低限度的一个泊位的驾驶室。我们创造了卡车的方式,我们希望它的外观。我们用高功率电脑和所有的计算采取了一个非常长的时间。由于我们得到的形象,我们很喜欢。然后oue程序员其头部,尼古拉Elykov ,制定了引擎。从我们看到我们的拳头卡车,在那里人们可以看到的一切,包括卡车,反映了现实世界,并根据变化的灯光,日出,甚至下雨...在这个时候我们意识到,我们必须使这场比赛。这是感情的自由。自由创造内部和外部景观。低温并不容易使生活的色彩和大量的轻。我们取得的每一个细节的现实可能,升意味着皮革和塑料,如果我们看一下更接近它的边缘和其他细节。我们非常关注的技术。正如我们所知,这是不可能做到完美。游戏发展初期,我们计划在10倍的压缩游戏世界。这就意味着,我们将有大约一千公里的真实道路。事实上,我们没有更好的表现。因此经过改善,使得我们现在有大约两千公里的真实道路。这一领域包括四十个城市,包括洛杉矶,圣迭戈,旧金山和萨克拉门托国王队。很难创造模式脏车在美国,因为人们很难看到有这样的车。我们添加不同元素的汽车,升意味着抛光,金属,变色龙,阴影,我们包括了所有这些事情。至于泥土,很难找到一个位置上的车在这里,可以利用它,玩家可以通知它。因此,所有的车辆似乎是最干净的内容的游戏。主要秘密创造天气效果,例如上滴雨挡风玻璃和其他东西的方式进行了新的技术和某个时候,这是由于创意来自我们的程序员和设计师。这种技术很简单,但狡猾的。最后,当我们看到所有这些天气的影响,看到他们如何有机是,我们真的很高兴。这项技术的辘轳处理是完全不同的技术的卡车和货车装卸。升意味着你需要考虑到其行为的半挂车。其漂移是向相反的一侧方向在打开。低温符合所有的物理定律。低频您左转,您的拖车制动权。低频你去公路高速和公路围栏,拖车刷子的围栏。所以你需要控制速度。我们制定了损伤模型和我们自己的物理模型。低频球员站了一会儿,并期待在,他可以看到多达80辆。其实,这是一个真正的成就。考虑到每个汽车包括约50 000个多边形,但没有电脑,可以使它们。所以,我们建立非常复杂的智力旨在detalize汽车。一个球员应该看到汽车,是绝对的行为,自然,他的系统能够负担得起。因此,我们创建一个特殊的子系统的交通管理,这dispatchea车,使他们的订单将在某些方向。号法律公告实施遵守美国的交通规则,包括所有的道路标志,道路交汇处等升真的希望球员将感激时他们将看到它。升意味着他们会看到这个世界的生活,这是一个生活世界。蛋白游戏在现实生活中你可以 入监狱,这将是在比赛结束时。您可以进入条件,这是不符合生活的道路上,这将是这场博弈的结束。这是不同于以前的部分游戏:有许多不同的结局的游戏。您不必在那里只有一个替代你垄断市场或您没有。有许多可能的积极和消极的结局也。至于配乐,我们决定把它的电台。 1C号公司要求我们建立Rig'nRoll的音乐基础上的歌声我们的乐队“咏叹调” 。低温不得不残酷的,现代的和令人兴奋的,这样的球员将要放置的金属踏板。升认为,我们的音乐符合游戏精神的完美。

謝謝分享
2008年5月的?


支持哈哈


支持下 努力的看原文 最后再看译文

也许某天,在喧嚣的城市中,妳我再次擦肩而过 ...
我会停住脚步,转身凝望着妳渐渐远去的背影,告诉自己:“那个人,我们曾深爱过...”

什么意思啊?

他推荐的是那个游戏啊?

述本人理解能力差


我在本专题栏发布的 ,肯定是Rig‘n Roll了

支持下。好看头

[imghttp://pic21.nipic.com/20120523/2786001_090739235000_2.jpgj[/img]
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