[SC2] Blizzcast EP6

看板StarCraft (星海爭霸2 - SC2)作者 (Carrier has Arrived!)時間16年前 (2009/02/06 06:50), 編輯推噓19(1900)
留言19則, 19人參與, 最新討論串1/1
摘錄自Bliicast EP6 http://us.blizzard.com/blizzcast/archive/episode6.xml StarCraft II - Unit from Concept to Conception 星海爭霸二 - 單位的構想到形成 Sam Didier (Art Director - StarCraft II), Dustin Browder (Lead Designer - StarCraft II) 山姆.迪迪爾 (星海爭霸二美術總監) 達斯汀.布勞德 (星海爭霸二首席設計) [ top ] Karune: Welcome Dustin, Sammy, we have Dustin Browder our lead designer for Starcraft 2 here and also Samwise our art director for Starcraft 2. We’re going to be talking a little bit about how units are created from the concept to final creation of the unit actually in the game. Welcome guys. 卡魯恩: 歡迎達斯汀,山米,我們請來達斯汀布勞德,星海爭霸二的首席設計,以及山姆 懷斯,星海爭霸二的美術總監。我們將要談論一些有關單位是如何構想出來,與這些創意 最終將會在遊戲中怎麼呈現。歡迎你們。 Sam Didier: Hail! Dustin Browder: Hey. 山姆.迪迪爾: 嗨啊! 達斯汀.布勞德: 嘿. [ 19:28 ] Karune: So for units, I mean how do these units actually start up. I mean I don’t think a lot of people wonder, you know, does it start from a gamplay element like you guys have a specific unit in mind for a certain gameplay mechanic or does it actually start from the art side, you know this unit looks really rad? 卡魯恩: 談到單位,我指得是這些單位一剛開始設計的時候。我的意思是我認為應該不會 很多人去好奇這個,不過你應該知道,這些單位是因為你們在腦中已經有特定想法,來符 合某些遊戲模式與策略元素,或者他們的確是從美術層面先著手發展,然後你們才知道這 個單位到底該長得是甚麼樣子? Dustin Browder: It’s a pretty organic concept. I think it sort of depends, right Sammy, on which way we go. Sometimes we start with the art first, sometimes we move from the design first and sometimes we have different, you know, we have a piece of art we have a piece of design and we try to marry them together. 達斯汀: 我們的想法念其實蠻活的。我想也這端看需求,來決定從哪邊著手,對吧,山米 。有時候我們會先從美術下手,有時候我們又會先構築設計單位,有時候又是從不同方向 ,你知道,我們會有一些美術成果,有一些單位設計,然後我們試著讓他們搭配起來。 Sam Didier: Yeah a lot of the times the artists will just have a cool idea we’ll show it around and everyone will go “Yeah we got to get that in the game.” And then sometimes the designers will have an idea or two “Hey we need something that will ‘this’ and ‘this’ and then the art team will start concepting things up and from there we just let it roll and iterate, iterate, and iterate and at the end of the day we have a finished unit that we will redo three or four times. 山姆: 對的,很多時候美術人員剛好有一個很酷的想法,而我們給大家看時,每個人都說 "好啊,我們必須把這玩意弄進遊戲"。有時候設計師們也會有一兩個主意說"我們需要一些 東西可以做這個跟作那個",然後美術小組就會開始著手構思這些東西,並且不斷地修改, 修改再修改直到搞定的那天,大概得重作這個單位三到四次。 Dustin Browder: (laughs) Right and be balanced a thousand times before it’s finally done. 達斯汀: (哈) 的確我們也得要平衡至少上千次才能搞定。 [ 19:45 ] Karune: So what are some of the examples for a gameplay unit? 卡魯恩: 所以舉例來說遊戲裡哪個單位這樣搞過? Dustin Browder: So some of the gameplay units we’ve had like, I think the Colossus is kind of a good example. There’s a unit that we had an idea for a cliffwalker we wanted to do for the Protoss, we wanted something very large that could do some area affect types of damage and It obviously kind of suggested, maybe, a kind of art for it but then the artists really took that core mechanic and ran off and did some really cool stuff with it. 達斯汀: 遊戲單位裡有些我們調整過的,我想巨神兵就是一個很好的例子。我們想要神族 有一個單位,可以在峭壁間行進的。我們希望是個很大的玩意,並且能作出範圍性攻擊, 這點被明確地要求。或許,給他多一點美術深度。結果,這些美術人員完全地掌握了這個 理念並且搞出一個真的很酷的玩意。 Sam Didier: Yeah we did all drawn inspiration from some of the giant walking robots and tripods but if you notice our Colossus has four legs, not three. So our tripod is way better then everyone elses because we have one more leg. Take it! 山姆: 對啊,我們擷取所有巨型移動雙足與三足機器人的創意,但你可以注意到我們的巨 神兵是有四隻腳的,而不是三隻。所以我們的三足機器人是比別人更好的,因為我們有多 一隻腳。就是這樣! Dustin Browder & Karune: (laughs) 達斯汀與卡魯恩: (嘎嘎嘎) [ 20:43 ] Karune: So what about the art side? Is there a particular unit you guys have in mind that came specifically from art? 卡魯恩: 所以在美術方面又是怎樣的? 有沒有一個單位是因為美術設計的巧思而出現的? Sam Didier: Well we had an idea, on the Terran side, we had the old Goliath. It was cool. We had the Valkerie. It was cool. But we wanted to kind of make the Terrans a little bit more new. We wanted to add some more transforming to the Terran side so we said “Okay well what if each of those was one stage of the unit and then it transforms?” So now you have an air attacker, you have a ground attacker, whatever they end up doing at the end of the day whether it’s machine guns on the ground, missiles in the air, whatever, we knew we wanted to have some kind of transforming robot. That was one of the areas of sci-fi lore that we hadn’t had. We all grew up in the eighties and nineties watching transformers so that was something really dear to our heart that we wanted to put in. 山姆: 嗯我們有一個想法,在人類方面,我們有舊式的巨人,他很酷。我們有女武神,那 也很屌。但我們想要人類看起來更新穎一點。我們想要在人類方加入更多變形的東西,所 以我們想說"那好吧,讓他們每個都有另一個階段的變形如何? "所以你現在有個空優單位 ,你也有個地面攻擊單位,不管你怎麼搞,他們最終還是飛彈打空中,機槍打地面。總之 ,我們想要搞一個可以變型的機器人。這個在科幻小說是我們還沒有嘗試過的範疇。我們 都是出生於80和90年代,看著變型金剛長大的。所以把這個創意放進遊戲裡面,讓我們感 覺相當地窩心。 Karune: Everyone was waiting for that. 卡魯恩: 每個人都期待著。 Sam Didier: STARSCREAM! 山姆: 超愛天王星!! Dustin Browder: (laughs) Yeah I think units like the mothership, I know when I first got to the studio from the original movie for the beginning of Starcraft had a very huge Protoss ship in it that shot a terrible beam and destroyed the small terrain salvage ship and this was a unit that was part of the lore but we never actually saw in the game so the idea of a mothership, I think, had been floating around the studio for quite some time just based on that opening cinematic on that really cool piece of art. And so there was an example of a unit that sort of came from art and lore first and then we’d been working on different mechanics for it now for quite some time to make it work in the game. [ 21:23 ] 達斯汀: (哈哈)對啊,我想有些單位例如神族母艦,當我第一次在工作室裡看到他時,是 在星海爭霸動畫開頭裡,一艘非常巨大的神族船艦發射一道可怕的光束摧毀了可憐的人類 回收船。這個單位一向是星海爭霸設定裡面的一環,但我們在遊戲裡面從來就沒看過。所 以,這就是母艦的起源。我想,這在工作室裡已經流傳了很久,也因為這段動畫實在是項 很酷的傑作。所以這就是個先有美術和設定,再進行平衡和構想的最好範例,我們也試著 去平衡他有一段時間了。 Karune: Interesting. Are there units created specifically for single player that isn’t for multiplayer? How do those units come about? How do you decide they a re for single player or multiplayer? 卡魯恩: 相當有趣。這些單位是否只出現在單人戰役而不會在多人連線中亮相呢? 這些單位 目前的效果怎樣? 你們是怎麼決定某些單位只出現在單人戰役或是多人模式的? Sam Didier: We’ll come up with a unit and we’ll all like it and then we’ll decide it’s too powerful or unmanageable and it will end up getting delegated to just single player play but we also create a lot of things specifically for single player. Like we’ve created the Jackel now I believe it’s called the Hellion and we will take variations of that, strip off the black paint, make flames on it, and then it becomes a single player civilian vehicle. [ 22:53 ] 山姆: 我們先挑出一個單位,如果大家都喜歡他的話,我們再來決定他是否過於強大或是 難以融入遊戲,最後才會開會決定他是否只在單人戰役出現。不過我們也同樣的創造了許 多單人戰役才有的東西。就像是豺狼,現在被稱為惡棍,我們做了一些修整,除掉了黑色 噴漆,加上點火焰,然後他就變成了單人戰役中市民的車輛。 Karune: So what are some of the challenges in creating these units when they first come up? How do you decide if we’re going to go idea A or B or C and so forth? 卡魯恩: 那麼在創造出新單位的時候有碰過哪些困難? 你們是怎麼決定要做A或B或C或是繼 續這個發展方向? Dustin Browder: It’s usually pretty obvious to me when we got something good. We got a nice piece of art really if we don’t have mechanics for it you’re pretty enthusiastic to come up with cool mechanics for a nice piece of art. At the same time, because we’ve been able to play our multiplayer for so long if we’ve got a nice game mechanic, I think a lot of the art guys are pretty enthusiastic to come up with cool art to match that game mechanic. So when you’ve got something cool it’s pretty easy to get enthusiastic about it. It’s just making sure we have enough of those in the game to make it exciting. [ 23:31 ] 達斯汀: 對我來說通常是很清楚的。當我們有個好東西,有非常漂亮的美術,而我們沒有 適當的遊戲架構給他,那麼你就會想要發揮熱血給他一些很酷的設定來符合美術;另一方 面,我們也測試遊玩我們的多人模式很久了,如果我們有很好的遊戲構想,那麼我想許多 的美術人員也會投入熱情創造出一些很棒的成果來搭配架構。所以你只要有個好點子,通 常不缺人焚膏繼晷地讓他實現。這些成果都讓我們確定遊戲裡有足夠的讓人興奮的好物。 Karune: Can you guys guide us through one of the units you guys created and maybe the process on how that unit was created? Any challenges you guys faced while also creating that unit? 卡魯恩: 你們能帶聽眾實際執行一次你們創造單位的流程嗎? 其中你們有碰到甚麼樣的困 難? Sam Didier: One example was for the Terran side was the Thor: big giant, earthshaking robot. Great, cool, cool, sounds awesome. We ended up doing the concept then we started the modeling and we always tweak when we’re in modeling nothing ever really follows a concept a hundred percent. And then after that we animate it, texture, animation and all that. The problem with it we had in the concept is we had these giant guns on his shoulders. ‘Real cool! Yeah that look s awesome!’ Well anytime we have something cool in the art like that we have to justify it in gameplay. So it had these giant guns, what’s it do? Well we already have a siege tank that rains death upon the battlefield so what do these big guns do? Rain bigger death? That makes the siege tank obsolete. So we couldn’t do that. So one of the problems with this unit is we went with the art first and because it had the big cool guns now were trying to figure out what to do with it design wise. At the end of the day it will be perfect mind you. But you know we’re still working on that sort of thing. 山姆: 創造人類單位時的一個例子,就是雷神: 巨型機甲,震撼地表的機器人。強大,很酷 ,帥到掉渣,光名字就可以嚇死一票人。最後我們統整出了概念,並且開始製作外觀。我們 常常改變造型,並不是每樣東西都百分之百遵循設定,然後試著讓他動起來。這裡的問題在 於在設定上我們想要這些巨型機甲的肩上有些大槍。"真他媽的酷! 乾這看起來就是炫! "可 是如果美術上看起來很棒,我們也得在遊戲平衡上去做表現。所以他有了這些大槍,那可以 吃嗎? 我們已經有了攻城坦克能在戰場上打死一狗票人,那麼這些大槍也是一樣嗎? 可以打 死更多人? 那讓攻城坦克很沒立場。所以我們不能這樣搞。一個問題是這些從美術設計起源 的單位,因為他們有又大又酷的槍,所以我們必須要試著去解決這個問題,並且好好地設計 他們。發行的時候將會是個完善的設計。不過你也知道我們仍然在處理相關的東西。 Dustin Browder: I’m not too worried about the Thor these days. The Thor using his cannons in the back for long range anti air has been pretty successful and that’s a great example there of a unit that started with art first, we all got behind, that everybody was really geeked up to see a giant battle robot on the Terrans, it really fit in the sci design really well and it looked awesome on the battlefield. And then we’ve been really working on the mechanics to make them as tight as we possibly can. And so far that’s done really well. It’s been a very successful example of how we sort of marry these two things together. 達斯汀: 其實我一向不擔心雷神會是個問題。雷神使用背後的砲擊當作一種長距離的對空 武器,事實上相當的成功,而且也是一個單位從美術設計起源,也可以發展的很好的優良 例子。我們都很喜歡它,每個人也都對於這個人類陣營的巨型戰鬥機器人瘋狂著迷。它也 十分符合科幻設計,在戰場上也看起來很屌。我們也很努力地運作遊戲模式讓他找到自己 的定位。目前來說成果不錯。這就是個結合美術和遊戲設計的成功例子。 Sam Didier: All you guys out there listening, you should have seen how big it was before uh . . . we had to make it playable. 山姆: 外面這些人你們聽好了,你們真應該去看它..呃..在我們修改它符合遊戲架構前, 真的是很大一隻。 Dustin Browder: (laughs) They’ll see that version in solo play I’m sure. [ 24:07 ] 達斯汀: (笑)他們會在單人模式裡有機會看到那個版本的,我很確定。 Karune: Just for some of the non-Starcraft users Dustin, can you tell us about the Thor’s current role right now in Starcraft 2? 卡魯恩: 幫一些沒接觸過星海爭霸的玩家問達斯汀,你能告訴我們目前雷神在星海爭霸二 裡確切的定位嗎? Dustin Browder: So the Thor does two things for the Terrans: It gives them a sort of tip of the sword kind of unit, something you can push up front that can take a lot of damage from enemy fire. It’s very survivable, very tough, very hard to kill. And you can use that sort of push past an artillery barrage or push directly into an enemy base to sort of lead your smaller lighter marines into battle. And it’s also got these huge cannons on its back that can strike against air targets so you can use the Thor to defend your forces from enemy air threats and it’s a very powerful weapon in both of these roles. So it really gives the Terrans some additional flexibility in the battlefield they haven’t really had before. [ 25:54 ] 達斯汀: 雷神現在在人類陣營裡擔任兩項任務: 它可以成為突破陣型的單位,你可以推進 陣線,讓他承受大量來自敵方火力的傷害。它存活性很好,非常堅韌,極端小強。你也可 以用他推進穿越砲轟區域,或是直接推向敵方基地,帶領你的小型輕裝陸戰隊投入戰鬥。 它背上也有很大的砲塔,可以對抗空中目標,所以你也能讓雷神保護你的軍力不受敵方空 襲威脅。它在這兩項需求上都是極為強大的武器。所以它的確讓人類陣營在戰場上,比之 前有更多的彈性運用。 Karune: Nice, nice. Obviously a very sweet unit. The Thors a great example for a unit that really came from art, could we talk about another unit that came specifically from gameplay side and what some of the challenges were in that terms? 卡魯恩: 很好,很好。很明顯地它是個很棒的單位。雷神是個從美術演化的優良例子。那 麼我們來談談從遊戲架構面發展的單位,其中碰到的挑戰又有哪些? Dustin Browder: Sure. So I think a unit that maybe we’ve been working on a little while, we’ve liked for a long time on the gameplay side is the roach. And this was just an idea to have a very simple zerg unit that regenerated very, very quickly. And when you combo this with some clever micro using burrow or even just a straight attack move, this is a unit that creates a lot of choices, a lot of fast paced gameplay for both the owner of the roach and the person who’s fighting the roach as well. And so it was definitely a unit we’ve wanted to have for quite some time. We’ve worked on it for quite a long time before the art really got into play. 達斯汀: 好的。我想有個單位我們處理它好一陣子了,從遊戲架構上發展的,就是蜚蠊。 這個想法源自於我們需要一個簡單的異形單位,可以回復非常,非常的快速。而且當你配 合其他技巧,例如漂亮的微操遁地,或直接拿他進攻,都是個可以為你創造出機會的單位 。對於蜚蠊的操作者,或是對抗蜚蠊的玩家,都是極為快節奏的戰鬥。這就是我們一直以 來都想要作出來的單位。我們設計單位好一段時間後,美術部分才參與進來。 Sam Didier: Yeah and basically art-wise when the designers came up to us and said they wanted this type of unit and the name for it at the time was the roach, we kind of just ran with that. We wanted a squat little nasty beetle looking thing that like a real roach will survive nuclear bombs and siege tank barrages and all that. So that sort of dictated the art. One of the things that happened recently was, I say recently within the last year, years are like minutes here, it was actually a melee unit. It would get up close and just chomp at you. But now it’s a ranged attacker. [ 26:36 ] 山姆: 是的,基本上美術成果的建立,是在設計師來找我們之後,並且告知我們想要一個 這樣的單位,那時才把單位定名為蜚蠊,我們也照著這個方向發展。我們想要一個小隻而 且骯髒的昆蟲,跟實際蟑螂一樣,能在核爆與坦克轟炸下存活。這些是美術發展的依據。 有件事情最近發生過的就是,我想就在去年,你也知道在這裡歲月如梭,蜚蠊本來是個近 戰單位,他可以接近你並且咬你一口。但他現在是遠程單位。 Karune: So for the roach unit, could you tell us a little bit about the process of actually creating the unit on a the more technical side? Going through animation and modeling and so forth. 卡魯恩: 所以關於這個蜚蠊單位,你們能多透露一些實際創造這個單位的過程,以及技術 面細節? 從動畫和模組發展之後。 Sam Didier: Yeah basically, I think I covered a little bit early, but we’ll have a bunch of our artists do some concepts and we’ll look at the different pictures and say ‘Oh I like that. Oh that part looks cool. We should add that to this one over here.’ So after a couple of iterations on the concept we’ll settle on one and then we’ll sic one of our artist to start modeling it. And they’ll model it up, they’ll start mapping it, we’ll have our texture guy, if it’s not the same guy who modeled it, start working on it and then it’s ready to be handed off to the animators. And the animators will hit up and we’ ll go through various stages of the animation, we’ll have a, here’s a quick walk skittering across, here’s one that makes it look like it’s lumbering. We’ll see which one looks the best because the walk is basically what you see the most with all these units. Then after that we’ll pick one and then we’ll go on and settle on an attack. ‘Oh we want it to really reach out far.’ We want it to ‘this’ or ‘that.’ After that the unit’s all done then we’ll move in on to the portrait. This is where you get all the character on the unit. You know you can’t really see their faces on the field of battle so we have the little portraits there. And that’s where we’ll come up with, ‘Okay the roach needs to have this. We want to focus more on little beady eyes.’ And this and that and lots of little teeth. And so after that, we may need to go back to the unit and tweak the face that’s on the unit to match more to the portrait. But after that it’s pretty much done and then, barring any design changes or if we’re allowed to add more polygons, we hopefully have a finished unit there and then we’re done with them. [ 28:01 ] 山姆: 是的基本上我前面有提到,我們有一狗票的原畫師在作概念設計,並且看著不同的 圖稿說"哦我喜歡這個,這部分看起來不錯,我們應該把那個加到這邊。"所以幾次流程之 後我們會決定一張概念稿,並且把他交給模組師開始製作。他們就會開始製作模組,製作 貼圖,我們也有專屬的材質專家。如果跟模組師不是同個人,沒關係他就接手繼續作,直 到他交棒給下面的動畫師。動畫師從這邊開始參與,並且製作不同場景下的動畫。我們會 有些要求像,這邊要快速溜過畫面,這邊要他看起來像是在伐木。我們會評估哪個看起來 最合適,這也是幾乎所有單位的製作過程。然後我們會選一個版本,並且讓他作出攻擊等 動作"喔我們想要他能打到這麼遠""我們想要他能作這個或是作那個"。當這個單位全部搞 定以後我們才開始作肖像圖。我們通常會想著"好地,蜚蠊應該有這個。我們想要更加強調 他小顆圓滾滾的眼睛""這個和那個以及許多細碎的牙齒。"在這之後,我們必須回到單位並 且修改他的臉孔讓他更符合肖像圖。但到這邊差不多就搞定了,不需要再去修改設計,或 也許只是加一點多邊形上去。我們希望當全部作完時是個很完整的單位。 Karune: Kind of a side question: What is your favorite PIP animation or your portrait animation for the units in Starcraft so far? 卡魯恩: 有個跟這個相關的問題: 從星海爭霸以來,那個簡報人物動畫你最喜歡,或是單 位肖像圖動畫? Sam Didier: So far, I think for the Terran side, I like the Thor. I don’t know if any of you guys have seen it yet. The marauder also has a killer portrait. For the Protoss, for some reason the zealot, it was our first one but I think it captures the Protoss look. 山姆: 就目前為止,我想在人類陣營方面,我喜歡雷神。我不知道你們看過了沒有。搶匪 也有很棒的肖像圖動畫。神族方面,基於某些原因我喜歡狂戰士。他是我們第一個作品, 而我想他也代表著神族觀感。 Karune: That’s the one from the announcement right? 卡魯恩: 你是說在發表時候的那個動畫對嗎? Sam Didier: Awesome yeah and the high templar. And then the Zerg we have a couple new ones that I don’t know if people have seen but we have one’s for the baneling and for the mutalisk and those are just looking killer [ 29:49 ] 山姆: 完全沒錯,那時還有高等聖堂。再來異形部分我們有些新臉孔,我不確定大家是否 有看過,但我們有柏油蟲和飛螳的動畫一樣看起來很酷。 Karune: So, on average, how long does it actually take to create a unit from this beginning portion when you guys concepted and then to finally creating everything with the PIP animation, the death animations and so forth? 卡魯恩: 所以,一般來說,從最剛開始的部分,構思製作一個單位,到完全作好每個細節 ,包括過場動畫,以及之後的死亡動畫等等,要花多少的時間? Sam Didier: About six years. 山姆: 大概要六年。 (註: 意即Starcraft 2 是從2003年開始有計劃發展以來) Dustin Browder: (Laughs) It really does depend. Sometimes it does take quite a long time. A unit like the baneling for instance went through the whole process extremely quickly and hasn’t had any significant changes since it first went into the game. More complicated units like a Mothership or a Viking or a Reaper sometimes go through some significant changes as they go throughout the process and they can take a lot longer especially if we end up moving around the design a little bit. If we end up changing some of the core mechanics on the unit like we did with the roach where we changed it from being a melee attacker to be a ranged attacker that obviously has an impact on the art and it obviously lengthens the amount of time it takes them to make that unit work in the game. 達斯汀: (哈哈) 這真的很難講。 有時候需要很常一段時間。一個單位,舉例來說柏油蟲 ,從頭開始跑整個流程相當的快速,而他從一開始設計加進遊戲以來也沒有很明顯的改變 。比較複雜的單位如母艦,維京人或是死神,有時候在經過討論流程後,會有很明顯的改 變,也讓他們耗時較久,尤其是在設計層面有更動時。如果我們決定改變一些核心的遊戲 架構,就像我們在修改蜚蠊的時候,把他從一個近戰攻擊單位改成遠距攻擊單位,這很明 顯會影響到美術部分,也會增加更多時間來完成它,直到能加入遊戲裡。 Sam Didier: Yeah we have a lot, even now, in games that people are playing now we have a lot of placeholder art still. And we have that in there so that if the designers have a new idea they want to try, we’ll come up with some place holder art that looks cool but it’s not one hundred percent polished because there is no reason to polish this unit all the way to one hundred percent if we’re going to end up taking it out or... 山姆: 事實上還不少這種情況,即使是現在,在遊戲中大家可以看到我們仍然還有很多僅 是暫時放上去的影像。如果設計師有新的想法我們也會很快地去試看看。有些暫時製作的 影象看起來也很酷,但是它仍然不是一個百分之百雕琢好的影像,因為它也僅只是一個暫 時替代方案,不需要做得很精美,也許我們哪天會決定把它拿掉.. Dustin Browder: If we’re going to chuck it or change it or... 達斯汀: 如果我們決定要留下它或是改變它,或是.. Sam Didier: Yeah, we’re still going over, and I’ll talk with Dustin say, 山姆: 是的,我們還在製作中,我也會配合達斯汀的指示, ‘How are we on this now? Are we good to go? ‘ "我們還在搞這東西嗎? 我們可以繼續下一個東西?" ‘We’re good to go.‘ "我們準備好了" ‘Okay. Ninety percent or a hundred? ‘ "好的,那是90趴或是百分百?" ‘Ninety percent.’ "90趴。" ‘Okay Ninety percent is good enough we’re going to finish it off.’ "好的,90趴已經夠好了,我們準備上架了。" [ 30:28 ] Karune: Are there any other units or anything that the public hasn’t already seen as far as with Starcraft 2? 卡魯恩: 在星海爭霸二裡還有甚麼東西或單位是大家都還沒有看過的嗎? Dustin Browder: That they haven’t seen yet? Well I think we’ve been talking about the giant voltron unit made of all of the vehicles; and units of the entire Terran race. Is that right Sammy? 達斯汀: 還沒看過的東西嗎? 我想我們談過有關於車子組成的巨大莖肛戰士;以及人類的 所有單位。是嗎,山米? Sam Didier: Yeah see that’s more of a designer thing. Personally, guys on the forums, I don’t think that would work so you know if something like that gets in where every single unit on the Terran side turns into a giant robot, that’s probably not anything to do with my decision. It’s probably Dustin’s. 山姆: 對啊,你看這些都是設計師搞的鬼。論壇上的網友們,我必須告訴你們,我個人認 為這狗屁不通。如果你看到人類陣營每個單位都變成了巨大機器人,那大概跟我沒啥關係 ,不是我的決定,去怪達斯汀吧 Dustin Browder: What about the flying two headed ultralisk that breaths fire? I thought we were going to do that one as well. 達斯汀: 那麼那個雙頭飛行噴火雷獸呢? 我以為我們要開始做那個了。 Sam Didier: Yeah I think that one could work 山姆: 對啊,我想那個不錯。 Dustin Browder: That’s probably what’s coming up next: the flying two headed ultralisk that breathes fire will be on the website next. 達斯汀: 那麼下個要公布的單位就是這個: 雙頭飛行噴火雷獸將會出現在網站上。 Sam Didier: You’ll be seeing those in single player only probably. [ 31:53 ] 山姆: 你大概只能在單人戰役模式看到他吧.. Karune: So it seems today we’ve seen a lot of units come from either a gameplay origin or an art origin in how it first starts, which is better do you think for Starcraft 2. 卡魯恩: 所以今天我們的確看了不少單位,不論是從遊戲架構而來或是起源於美術設計, 以及他們如何被製造出來的。你覺得在星海爭霸二裡哪個模式比較好? Sam Didier: Well if you want something that’s totally bean ‘countery’, you know, predictable and kind of boring then yeah the design one is the best. 山姆: 如果你是想要一個完全確切的回答,好吧,你也知道這無聊問題的答案。從設計面 的確是個比較好的方法。 Dustin Browder: And if you want something that doesn’t really play and it’s just pretty but it’s no fun then I think you want to go with the art way. 達斯汀: 而且你如果只是想要一個看起來很漂亮,但是完全不能玩,而且沒啥意思的東西 ,我想你可以從美術面著手。 (註: 這是在暗指Warhammer DOW2?) Sam Didier: : Oh is that how it’s going to be now? 山姆: 喔? 我們正在朝這個方向發展嗎? Dustin Browder: That’s how it’s going to be. 達斯汀: 這就是我們目前的方向.. Karune: We got some weapons here in the sound studio... 卡魯恩: 錄音室裡有一批摺凳,很便宜的。 Sam Didier: I don’t need a weapon for him! Please. 山姆: 讓他嘗嘗老衲的棒子就可以了,不用麻煩。 Karune: All right guys, thanks a lot for talking to us 卡魯恩: 好的,今天謝謝你們參加。 Sam Didier: All right, thank you. Dustin. I’ll be talking to you later. 山姆: 好的,謝謝你達斯汀,等等我們廁所見。 Karune: (laughs) Take it easy guys. Hope you guys enjoyed our Starcraft 2 segment. Next we have Bashiok with Diablo 3. 卡魯恩: (哈哈哈)放輕鬆點。希望大家喜歡我們星海爭霸二的部分,下一個我們要來談D3 -- Blizzcast EP7 沒有星海爭霸二相關訪談部分 -- PP講過些甚麼話 距離大魔王降臨最多只剩半年 這我到現在都還是這樣 林北還變本佳麗 我這個月都會規攬啪火 想什麼?沒有 只有懶趴火 規攬趴火 已經溢出洞口了 林北就踩斷你懶趴 不信你試試 -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 155.98.80.226 ※ 編輯: Kendai 來自: 155.98.80.226 (02/06 06:54)

02/06 07:45, , 1F
雙頭飛行噴火雷獸是啥鬼?進化的雞美拉嗎
02/06 07:45, 1F

02/06 07:50, , 2F
翻的真是生動wwwww
02/06 07:50, 2F

02/06 08:00, , 3F
讓他嚐嚐老衲的棒子吧!
02/06 08:00, 3F

02/06 08:32, , 4F
XD 精湛的翻譯
02/06 08:32, 4F

02/06 08:54, , 5F
各位觀眾:四隻腳!! 推,翻的好強
02/06 08:54, 5F

02/06 10:17, , 6F
M好快!!!
02/06 10:17, 6F

02/06 10:38, , 7F
翻譯超棒XDDDDDDDDDD
02/06 10:38, 7F

02/06 11:39, , 8F
push
02/06 11:39, 8F

02/06 14:49, , 9F
XDDD
02/06 14:49, 9F

02/06 15:35, , 10F
山姆: 超愛天王星!!
02/06 15:35, 10F

02/06 15:45, , 11F
認真的 joke 式翻譯 =口=
02/06 15:45, 11F

02/06 17:34, , 12F
推阿幹!!!!
02/06 17:34, 12F

02/06 18:26, , 13F
boyo蟲:媽的 炸你全家!!
02/06 18:26, 13F

02/06 19:02, , 14F
有關於車子組成的巨大莖肛戰士.....我來錯版了orz
02/06 19:02, 14F

02/06 23:27, , 15F
翻譯果然是一門學問 XD
02/06 23:27, 15F

02/07 03:05, , 16F
如果人類單位除了變形外也能合體就好了
02/07 03:05, 16F

02/07 04:59, , 17F
我喜歡樓上的主意!!
02/07 04:59, 17F

02/07 10:26, , 18F
人類單位能交配就好了..
02/07 10:26, 18F

02/07 11:27, , 19F
海陸和medic合體 => 四腳獸 邊打針邊補血
02/07 11:27, 19F
文章代碼(AID): #19YsqYWp (StarCraft)
文章代碼(AID): #19YsqYWp (StarCraft)