[閒聊] spiral knights 你所不知道的十件事
1. One of the earliest designs for the game was called Avatar/Nemesis. It
would have played very similarly to the current game but allowed players to
power up at various points and become and 'Avatar' that protected protected
the party, or a 'Nemesis' that betrayed or stalked parties. It was a neat
idea and then, well, Demon's Souls was announced.
此遊戲的原始設計叫做復仇者與阿凡達(?),遊戲方式與現今的網路遊戲相似,
但不同的地方在於玩家可以藉由提昇能力成為保護隊伍或被保護的阿凡達,或者
當一個背叛隊伍或(stalked?)的復仇者。(後略)
2. Early on, the Spiral Knights looked much more like conventional space
marines (only cuter). Making them knight-like came a bit later when we
determined the space marine look was too generic. Eventually they became
'tech knights.' That name stuck for a long time and to this day they are
often referred to as 'tech knights' internally.
早期,螺旋騎士團看起來根本就是普通的太空海軍陸戰隊(咦),只是比較口唉
,當我們決定把它弄成騎士樣子的時候,我們覺得這實在是沒創意。
最後這遊戲變成了"科技騎士"(這樣有比較厲害嗎?)。這名字使用了很久,直到今日
還是有人會稱這遊戲為科技騎士。
3. The stone puppy in the south west corner of the Haven Town Square is named
'Monomi.'
中央廣場左下的小空地,裡面有一隻石頭狗,他的名字叫做Monomi
4. Gremlins were not always intended to be a monster that you could fight,
but (in part) rather a means of explaining the existence of the Clockworks.
We all agreed it would be cool to make them main characters and my original
design for them were constructs that had faces like tools: wrenches,
screwdrivers, etc. Ian took them in a different direction and I think we're
all the better for it.
哥布林並不是一直想當欠打又討人厭的怪獸,但他們解釋了Clockworks的存在。我們
都覺得讓哥布林來當故事主角會很酷,而且我原本設定gremlin的屬性為construct,
並且有一副傢私臉(像是扳手或是螺賴把等等)。之後Ian將他們帶向另一個方向,
我們覺得蠻不錯滴。
5. Back when the Spiral Knights were still space marines, the design called
for heavy use of 'food' or items that were desired by monsters and could be
used to distract them. Giant bees wanted honey comb and carnasaurs wanted
meat. Players could carry them (like lift objects) and attract hordes of
monsters while the rest of the party sneak past them. We eventually came to
terms with the fact that when you give a player a weapon, they will always
try to solve problems with it. Food is ignored and monsters are just attacked.
回到螺旋騎士團還是太空戰士的時候,當初遊戲中有一個設計是利用食物或是其他物品
來讓怪獸分心,比如說大蜜蜂就用大蜂巢,食肉恐龍要吃肉之類的,
玩家就將這些東西帶在身上(或是舉在頭上),吸引一拖拉酷的怪物,之後其餘同隊的
玩家就可以趁機溜過去。最後我們發覺你只要給玩家一樣武器,他們就會想盡辦法打爆
那些怪獸,所以這個idea就放棄囉。
6. The pickup bar at the top of the screen and the vitapods are in the game
as a result of my affection for Shiren the Wanderer and other rougelikes. I
like the experience of 'leveling up' with every dungeon run and finding an
assortment of tools.
關於螢幕上方的物品攔以及血罐,構想是來自於Shiren the Wanderer(中文翻風塵英雄)
以及其他相似的遊戲。還有,我喜歡升級以及拾荒的感覺>///<
7. The oldest surviving tileset (environment) in the game is sky islands (day
time) and the oldest levels are the Aurora Isles.
最老的背景圖是sky islands (就是背景是天空的樣式,像是JF),最老的關卡是
Aurora Isles。
8. The oldest surviving monster is the spookat. Spookats inhabited the
earliest working prototype of SK we ever built. Sadly, this prototype no
longer exists in a place that is easily accessible.
這遊戲中最老的怪物是貓咪惡魔,起初我們製作sk的時候就將它放在最初的試作裡面
(後略)
9. Haven's original look resembled something similar to a Ald'ruhn from The
Elder Scrolls: Morrowind. As you might imagine, it really didn't look right.
Thank goodness we hired Cory!
Haven原先的樣子看起來很像上古捲軸3裡面的盜賊工會,也許你會想像那個樣子,
但看起來真的怪怪的,還好我們僱用了Cory
10. There's lots of secrets in the game, many that we will unveil as we
continue to develop the world. However there is one that players see every
day that so far as we've seen, no one has ever figured it out. Curious!
遊戲中還有許多的秘密,隨著我們持續的更新,許多的秘密將會被揭開(廢話)。
然而,有一個每天玩家都會看到的秘密但還沒有玩家發現,趕快抓出來吧!!
如果翻得不好,請用力指出來,感謝 XD
--
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