加入收藏 | 设为首页 | 会员中心 | 我要投稿 顺游网_765游戏网 (https://www.765youxi.com/)- 科技、建站、经验、云计算、5G、大数据,站长网!
当前位置: 首页 > 网页游戏 > 游戏攻略 > 正文

《星界边境》8月1日日志任务永远的朋友

发布时间:2016-08-03 12:08:35 所属栏目:游戏攻略 来源:互联网
导读:星界边境8月1日日志任务永远的朋友, 《星界边境(Starbound)》是一款2D像素点风格,科幻背景的沙盒游戏,游戏在风格上有些类似于《泰拉瑞亚(Terraria)》和《我的世界(minecraft)》。 ...

  What a regression planner does is find a sequence of actions that will take it from the way things currently are, to a world where its goal has been achieved. A futuristic household robot might use a regression planner when you ask it for a cup of coffee. It would work backwards from its goal (a cup of coffee in your hand) to determine that it needs a cup of coffee in its own appendage, and in order to get there it needs a clean cup, some fresh coffee and a spoon to stir it with. The fresh coffee would need brewing. And in order to brew the coffee it needs some bean…

  回归规划所做的是搜寻一个行动序列使事情从现在的状态前往目标已经达成的状态。一个未来家居机器人可能在当你让他做一杯咖啡时使用回归规划。它会从目标(你手里有一杯咖啡)倒推,确定它需要一杯咖啡在他的肢体上,然后为了做到这点,需要一个干净的杯子,一些新鲜的咖啡以及一个搅拌的勺子。新鲜的咖啡需要酿造(译者:呃……现煮/泡?)。然后为了做咖啡它需要一些咖啡豆……

  In the case of the quest generator, the goal is randomly chosen from a pool. It can be anything from finding the NPC a new friend, improving the state of the village, broadening a merchant’s stock, gaining influence over another NPC, or finding a stylish new hat.

  在任务生成的情况中。目标是在一个池中随机挑选的。它可能是很多东西,比如给NPC找个新朋友,提升村庄的生活状态,给商人补充存货,在另一个NPC那提高影响力,或者找个新的特色帽子。

《星界边境》8月1日日志任务永远的朋友

  I didn’t have the heart to tell him!

  我甚至都不忍心告诉他!

  (图片中任务完成文字翻译:谢谢!我看起来如何?肯定是合适而智慧,对吧。)

  These goals are especially designed to produce permanent effects on the world, and many of them can affect the generation of later quest sequences. For example, when you’ve completed a quest to help an NPC assert dominance over another NPC, he/she can later use that influence in another quest to extort the victim for a needed item.

  这些结果是特别为对世界产生一些永久性的影响特别设计的,而很多又能够影响到接下来的任务序列。比如,当你完成了帮助某个NPC在另一个NPC那取得霸主地位后,他/她接下来可以在另一个任务中利用这个影响力来从这个受害者那敲诈一个需要的物品。

  By giving each goal a permanent effect, and having each quest serving the next quest, I think we’ve done a decent job of making sure Starbound’s procedural quests are meaningful. Some quests and goals work better than others, but overall I’m pleased with how it works, and I hope our players enjoy them.

  通过给予任务结果一个永久的影响,并且让每个任务影响下一个任务,我觉得我们为让SB的随机任务更加有意义做了一些合适的工作。有些任务和结果比其他的好使,但总地说我对它的运作很满意,我也希望玩家们享受它。(译者:然而从SB被拿来和TR类比开始就注定会有大批被误导的玩家进场。他们可不见得欣赏这个,和无人深空(暴死深空,误)类比才是正确的。)

  One of the things I learned while building this system is that, depending on the context, even bad or stupid procedural generation can be positive. The first sequence I remember Starbound generating was one where an NPC wanted to make friends with his neighbour… so he asked me to steal his neighbour’s torch off the wall, and then give back to the neighbour as a gift from him. The neighbour was so delighted to have a torch again, they became instant friends!

  在构建这个系统的过程中,我学到了些东西,依靠着前后关系,就算是糟糕的或愚蠢的随机生成也能变得有意思。我记得SB生成的第一个序列是某个NPC想要和邻居交朋友…所以他让我去把邻居墙上的火把偷走,然后他再把火把作为礼物送给邻居。邻居重新有了火把,感到很高兴,他们很快成为了朋友!(译者:无力吐槽)

  The reason this is funny instead of jarring is that the NPCs in Starbound always look dumb, thanks to their cartoony emotes and exaggerated behaviours. So if you know you’re going to be using procedural generation in a project, you can design the context around it to turn its mistakes into (in the legendary words of Bob Ross) happy accidents.

  这很有意思而不是不和谐是因为SB里的NPC总像个哑巴一样,这都是拜他们的卡通表情和夸大的表现所赐。因此如果你知道你在项目中使用随机生成,你可以围绕着它设计上下文来把它从错误变成(用鲍伯·鲁斯(译注:罗伯特·诺曼·鲁斯(Robert Norman Ross),艺名鲍伯·鲁斯(Bob Ross),是位美国画家、艺术指导与电视节目主持人。)的名句来说)快乐的意外。

  Starbound was pretty much the perfect environment in which to experiment with procedural quest generation, thanks to its cartoony NPCs and wide variety of mechanics and activities.

  SB几乎是试验随机任务生成的完美环境,感谢这些卡通NPC们和多变的机械与活动(译注:没明白……)

《星界边境》8月1日日志任务永远的朋友

  I’ve also learned how to make a better quest generation system.

  同样的我也学到了如何让任务生成系统变得更好。

(编辑:顺游网_765游戏网)

【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容!

热点阅读