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2017-08-17
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2017-08-17
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紫色天空 2007-9-22 19:03:00
游戏概述(Game Overview)
哲学(Philosophy)
哲学观点 #1(Philosophical point #1)
这个游戏试着去做这些或那些。根本上我试着去完成一些以前所没有实现过的东西。或者,这个游戏不去试着改变世界。我们将撕破那些我不相信的严密竞赛。世界将被我们仅仅使用现有引擎和新的美工所制造的成果震撼。
(This game is trying to do this and that. Fundamentally I am trying to achieve something that has never been achieved before. Or. This game will not try and change the world. We are ripping off the competition so exactly that I can’t believe it. The world will be shocked at how we are using an existing engine with new art.)
哲学观点 #2(Philosophical point #2)
我们的游戏仅在康柏电脑上运行。为了某某理由。(???不明白。)
(Our game only runs on Compaq computers. The reason for this is such and such. We believe the world is coming to and end anyhow so what difference does it make?)
哲学观点 #3(Philosophical point #3)
当你创造了一些拱型哲学观点,说些你想的事情。
(When you create some of these overarching philosophical points about your design, say whatever you want. Also, feel free to change it to “My game design goals” or whatever you like to call it.)
基本问题(Common Questions)
这个游戏是什么?(What is the game?)
用一个段落来介绍这个游戏。回答那些你们将被询问的大多数基本问题。例如你们在什么机种上工作?
(Describe the game is a paragraph. This is the answer to the most common question that you will be asked. What are you working on?)
为什么做这个游戏?(Why create this game?)
你们为什么要做这样一个游戏?
(Why are you creating this game? Do you love 3D shooters? Do you think there is a hole in the market for Jell-O tossing midgets?)
这个游戏在哪里发生?(Where does the game take place?)
描述你的游戏所发生的世界。简单一些。帮助读者的头脑去判断。你不能够使用冗长的文字来独立描述这个世界。记住使你的文字清晰及易读。(???不明白)
(Describe the world that your game takes place in. Simple as that. Help frame it in the reader’s mind by spending a few sentences on it here. You can go into lengthy detail later in a section solely dedicated to describing the world. Remember that we want to keep this part of the design light and readable.)
我要操作什么?(What do I control?)
说明一下角色要如何控制。你将在一群狂暴的、变异的、无聊的玩家掌管下。如果你想打开人工智能并转向仿真鱼碗。(???不明白)
(Describe what the player will control. You will be in charge of a band of rabid mutant fiddle players. If you want you can switch on the AI and turn it into a fish bowl simulation.)
我有几个角色可以选择?(How many characters do I control?)
如果选择角色是有效的,说明一下吧。记住回答那些读者要问的问题。这全部依赖你的设计。
(If this applies talk a little more about the control choices. Remember to add answers to questions that you think the reader will ask. This is totally dependent on your design.)
要点是什么?(What is the main focus?)
我们已经知道了游戏的发生场景和如何控制角色。他们假想去完成什么?生气的、无聊的玩家会接管联合国。小心不要加入推销术。你的设计必须明确。
(Now that we know where the game takes place and what the player controls. What are they supposed to achieve in this world? Angry fiddle players take over the U.N. building. Be careful not to add a bunch of salesmanship here. Your design wants to stay light and informative.)
与同类游戏有什么不同?(What’s different?)
告诉他们这个游戏与同类游戏有什么不同。这些问题会非常多。(???不明白)
(Tell them what is different from the games that are attempting this in the market right now. This question comes up a lot.)
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紫色天空 2007-9-22 19:03:00
特色设置(Feature Set)
特色概述(General Features)
巨大的世界(Huge world)
异常无聊的玩家(Mutant fiddle players)
三维图形(3D graphics)
32位色彩
(32-bit color)
联网特色(Multiplayer Features)
超过一千万玩家
(Up to 10 million players)
非常容易找到乐趣
(Easy to find a game)
非常容易在巨大的世界中找到志同道合的伙伴
(Easy to find your pal in huge world)
可以进行语音聊天
(Can chat over voice link)
编辑器(Editor)
从世界(构架)开始编辑
(Comes with world editor)
从互联网上下载关卡
(Get levels from internet)
编辑器是非常容易使用的
(Editor is super easy to use)
玩游戏(Gameplay)
列出游戏体验的关键资源
(List stuff here that is key to the gameplay experience)
列出非常多的资源
(List a lot of stuff here)
嘿,如果你在这里没什么可展示的,那你的游戏值得玩什么呢?
(Hey, if you got nothing here, is this game worth doing?) -
紫色天空 2007-9-22 19:03:00
游戏世界(The Game World)
概述(Overview)
描述一下游戏中的世界。
(Provide an overview to the game world.)
世界特色 #1(World Feature #1)
这个片段不是假设为世界特色 #1而是假设为这个世界主要事情的标题。将世界分解为各个片段是非常重要的。(???不明白)
(This section is not supposed to be called world feature #1 but is supposed to be titled with some major thing about the world. This is where you break down what is so great about the game world into component pieces and describe each one.)
世界特色 #2(World Feature #2)
什么东西在这里。不要给得很困难。这些特色是令人敬畏的,它是游戏的卖点。(???不明白)
(Same thing here. Don’t sell too hard. These features should be awesome and be selling the game on its own.)
物质世界(The Physical World)
概述(Overview)
概述一下物质世界。然后在下面的章节中分述这个物质世界。
(Describe an overview of the physical world. Then start talking about the components of the physical world below in each paragraph.)
下面是物质世界的关键组成。
(The following describes the key components of the physical world.)
关键场所(Key Locations)
描述世界中的关键场所。
(Describe the key locations in the world here.)
游历(Travel)
描述玩家如何在世界中走动。
(Describe how the player moves characters around in the world.)
平衡(Scale)
描述你如何做平衡。平衡是非常重要的。
(Describe the scale that you will use to represent the world. Scale is important!)
物品(Objects)
描述世界中能发现的不同物品。
(Describe the different objects that can be found in the world.)
为“物品附录”做一个世界物品的列表。
(See the “Objects Appendix” for a list of all the objects found in the world.)
气候(Weather)
描述世界中天气将如何建立。另外遗漏的片段。加入这个片段到你的游戏设计中。(???不明白)
(Describe what sort of weather will be found in the world, if any. Otherwise omit this section. Add sections that apply to your game design.)
白天和黑夜(Day and Night)
你的游戏中有白天和黑夜的模式吗?如果有,请说明。
(Does your game have a day and night mode? If so, describe it here.)
时间(Time)
描述时间在你的游戏中如何变化,或者其他的情况。
(Describe the way time will work in your game or whatever will be used.)
渲染系统(Rendering System)
概述(Overview)
说明你的游戏中将如何渲染,及下文的描述。
(Give an overview of how your game will be rendered and then go into detail in the following paragraphs.)
2D/3D 渲染(2D/3D Rendering)
描述一下2D/3D渲染引擎。
Describe what sort of 2D/3D rendering engine will be used.
视角(Camera)
概述(Overview)
描述镜头将如何工作,及在复杂情况下如何记录细节。(???不明白)
(Describe the way the camera will work and then go into details if the camera is very complicated in sub sections.)
视角描述 #1(Camera Detail #1)
视角会象现实那样转换。(???不明白)
(The camera will move around like this and that.)
视角描述 #2(Camera Detail #2)
在特殊环境中,镜头有时会移动。
(The camera will sometimes move like this in this special circumstance.)
游戏引擎(Game Engine)
概述(Overview)
描述游戏引擎的概要。
(Describe the game engine in general.)
游戏引擎描述 #1(Game Engine Detail #1)
这个游戏引擎将保留事物在世界中的轨迹。
(The game engine will keep track of everything in the world like such and such.)
水(Water)
世界中将存在水,它们看起来是如此的令人敬畏,我们的引擎会将它们处理的非常美丽。
(There will be water in the world that looks awesome and our game engine will handle it beautifully.)
碰撞检测(Collision Detection)
我们的游戏引擎非常好的处理碰撞检测。它使用了某某技术并非常卓越。你是否看到了我用大量时间所虚构出的愚蠢的占位符文字?
(Our game engine handles collision detection really well. It uses the such and such technique and will be quite excellent. Can you see I am having a hard time making up stupid placeholder text here?)
照明模式(Lighting Models)
概述(Overview)
说明一下你将采用的照明模式,及下文不涉及的部分。
(Describe the lighting model you are going to use and then go into the different aspects of it below.)
照明模式描述 #1(Lighting Model Detail #1)
我们使用某某技术照亮我们的世界。
(We are using the xyz technique to light our world.)
照明模式描述 #2(Lighting Model Detail #2)
我们不照亮茄子,因为它们是紫色的。
(We won’t be lighting the eggplants in the game because they are purple.) -
紫色天空 2007-9-22 19:04:00
游戏角色(Game Characters)
概述(Overview)
描述你的游戏角色。
(Over of what your characters are.)
创建角色(Creating a Character)
如何创建或选择你的角色。
(How you create or personalize your character.)
敌人和怪物(Enemies and Monsters)
描述世界中玩家要对抗的敌人或怪物。自然地,除了试着去杀死些什么以外,在游戏中这是很占分量的设计。(???不明白)
(Describe enemies or monsters in the world or whomever the player is trying to defeat. Naturally this depends heavily on your game idea but generally games are about trying to kill something.) -
紫色天空 2007-9-22 19:05:00
音乐总谱和声音效果(Musical Scores and Sound Effects)
概述(Overview)
(???不明白)
(This should probably be broken down into two sections but I think you get the point.)
CD音轨(Red Book Audio)
如果你是使用的CD音轨,那么描述你的计划。如果不是,那么你用什么格式的声音?
(If you are using Red Book then describe what your plan is here. If not, what are you using?)
(注释:Red Book audio: The formal standards document for CD-Digital Audio, issued in 1982. 红皮书音频:CD-DA(数字音响光盘)的正式标准文件,颁布于1982年。)
3D音效(3D Sound)
谈一谈你在这个案子中可能用到或不用哪些种类的音效编程接口。
(Talk about what sort of sound APIs you are going to use or not use as the case may be.)
音效设计(Sound Design)
请展示,你如何去做早期的音效设计。嘿,你最好让读者知道你是怎么想的。
(Take a shot at what you are going to do for sound design at this early stage. Hey, good to let your reader know what you are thinking.)
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设计历程(Design History)
这里放一个用来解释这个文档设计历程的摘要。
(This is a brief explanation of the history of this document.)
这个段落,你要向读者阐释写这个设计历程的目的。他们有可能会不明白你要向他们说明什么。
(In this paragraph describe to the reader what you are trying to achieve with the design history. It is possible that they don’t know what this is for and you need to explain it to them.)
版本 1.10(Version 1.10)
1.10版本包括了最初设计后所做的一些调整。下面是我做的修整。
(Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the design. Here is what I changed.)
1、我改写了游戏的系统要求。
(1. I rewrote the section about what systems the game runs on.)
2、我合并了团队成员的那些没有过多改变的设计片段。
(2. I incorporated feedback from the team into all parts of the design however no major changes were made.)
3、象这样继续你的修改列表。
(3. Just keep listing your changes like this.)
版本 2.00(Version 2.00)
2.00版本是第一个完成了大量修改的版本,在非常了解游戏的前提条件下。在很长时间的设计之后,确定了很多结果。在这个文档中会有更多的大型设计结果。
(Version 2.00 is the first version of the design where a major revision has been made now that much more is known about the game. After many hours of design, many decisions have been made. Most of these large design decisions are now reflected in this document.)
列出所包含的改变:
(Included in the changes are:)
1、成双地作出设计余地。
(1. Pairing down of the design scope. (Scope, not design))
2、在很多区域有更多详细的描述,特定的A、B和C。
(2. More detailed descriptions in many areas, specifically A, B and C.)
3、故事细节。
(3. Story details.)
4、世界规划和设计。
(4. World layout and design.)
版本 2.10(Version 2.10)
2.10版本是在2.00版本的基础上作出几个小的调整。关键区域在众多的附录中。
(Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the appendixes.)
列出所包含的改变:
(Included in the changes are:)
1、次要的修改遍及整个文档。
(1. Minor revisions throughout entire document.)
2、加入“用户界面附录”。
(2. Added “User Interface Appendix”.)
3、加入“游戏道具附录”。
(3. Added “Game Object Properties Appendix”.)
4、加入世界的思想梗概。
(4. Added concept sketch for world.)