subverse吧 关注:69,274贴子:187,186

Subverse DEV Diary #16 Q&A Edition

只看楼主收藏回复

以下内容不代表本人观点,无私货,无添加


IP属地:吉林1楼2022-08-28 10:01回复
    Hi folks,
    Here is our latest update with a Q&A format featuring some of your most popular questions. Hopefully it will be an interesting read!
    A message for our Chinese community:
    大家好,
    以下是我们的最新更新,以问答形式介绍了您最受欢迎的一些问题。希望这将是一个有趣的阅读!
    给我们中国社区的信息:


    IP属地:吉林2楼2022-08-28 10:02
    回复
      大家好,我的小可爱们!
      我想谈谈对众人为中文翻译的担忧。
      我们正在拼命工作着把游戏完成。您们永远在我们的心中。
      我们游戏工作室里的人都很感谢您们这一段时间的耐心,我们还希望能给您们最好玩的游戏经验。
      我们的中国关注者对我们非常重要,而且我们很感谢您们在这发展时期继续支持着我们。
      尽管如此,我们因不跟我们最大的粉丝群之一沟通而表示道歉,我们希望您们能原谅我们。
      此时此刻,我们在寻找一个自愿汉英的翻译者帮我们发布公告之类的贴子。我们更情愿一个会说英语的中国人。
      若觉得您认为您能协助我们,请给 fowchan@streembit.com 发个电子邮件。
      有客户服务工作经验者尤佳考虑。
      Thank you
      谢谢您们的主意,
      此致敬礼


      IP属地:吉林3楼2022-08-28 10:02
      回复
        Q. How do you come up with the names of the characters?
        A. These were decided very early on, even before the script as you know it had been conceived. It’s a combination of personal experiences, mixing and matching famous names/characters or simply just finding a cool name and putting a bit of a twist on it! A lot of what inspires us or amuses us personally, goes into Subverse’s thick plot load, and the names are no exception.
        Q. Who’s the next waifu?
        A. No spoilers just yet, but to be fair there’s not many candidates left to choose from!
        Q. Are there any planned orgy scenes with the waifus?
        A. In order to have the realtime scenes run smoothly, we have to adhere to some technical limitations of the engine. Through research, we’ve found that keeping the scenes to 3-4 waifus maximum is the most optimal course of action.
        Q、 你是怎么想出这些角色的名字的?
        A、 这些都是很早就决定的,甚至在剧本构思之前。这是个人经历的结合,混合和匹配著名的名字/人物,或者只是简单地找到一个很酷的名字并稍加修改!很多激发我们灵感或让我们个人开心的东西,都进入了Subversise的厚重情节,名字也不例外。
        Q、 下一个外福是谁?
        A、 现在还没有剧透,但公平地说,剩下的候选人不多了!
        Q、 有没有计划好和怀弗斯的狂欢场面?
        A、 为了让实时场景顺利运行,我们必须遵守引擎的一些技术限制。通过研究,我们发现,将场景保持在最大3-4个waifus是最理想的行动方案。


        IP属地:吉林4楼2022-08-28 10:03
        回复
          Q. Do you plan on adding a wider array of environments for the pandora scenes?
          A. It’s low on our list of priorities at the moment as we are working hard on making sure the story and the existing scenes look as good as possible. Once we have delivered the main course, we can always go back and look at whether or not this is possible.
          Q. What is the process of creating a manticore? What inspires designs? Does one person finalize designs, or is it a group effort?
          A. We are inspired by interesting concept arts of creatures, that’s usually the starting point. After that, the modellers talk with the director and they try to come up with a 3D sculpt. The cocks for the mantics were very much a group effort, since we had to go through a lot of concepts and put it to a vote. The female members of the devteam were especially vocal during these challenging deliberations! We hope to share more about this very unique process in a future showcase!
          Q. Will our boy Dallick get any ass at somepoint?
          A. Poor Dallick, the best he can hope for is someone to sit on his face. His best days are behind him and he can’t really compete with the Captain
          Q. Can Taron purr?!
          A. Pet her gently and find out!
          Q、 您是否计划为潘多拉场景添加更广泛的环境?
          A、 目前,它在我们的优先级列表中处于较低的位置,因为我们正在努力确保故事和现有场景看起来尽可能好。一旦我们完成了主菜,我们总是可以回头看看这是否可行。
          Q、 创建manticore的过程是什么?是什么激发了设计?是由一个人完成设计,还是由团队完成?
          A、 我们受到有趣的生物概念艺术的启发,这通常是出发点。在那之后,建模者与导演交谈,他们试图想出一个3D雕塑。mantics的公鸡是一个非常集体的努力,因为我们必须通过许多概念并将其付诸表决。在这些具有挑战性的讨论中,devteam的女性成员特别大声!我们希望在未来的展览中分享更多关于这一独特过程的信息!
          Q、 我们的孩子达利克会在某个时候出丑吗?
          A、 可怜的达利克,他最希望的就是有人坐在他脸上。他最好的日子已经过去了,他真的无法与队长竞争
          Q、 塔伦会咕噜吗?!
          A、 温柔地抚摸她,找出答案!


          IP属地:吉林5楼2022-08-28 10:03
          回复
            Q. Do we get to see Demi's nipples?
            A. For the low low price of 4,999,999 spacebux you too can purchase the nipple addon for your commbott! Call now!
            Q. Is mantic evolution still going to happen?
            A. It’s low on the priority list right now
            Q. Will we ever be able to replay missions?
            A. As discussed in a previous dev diary it takes an insane amount of effort to make every story mission replayable. Right now our focus is on finishing the main story and this would divert resources away from that.
            Q. Are you planning on expanding the breadth of tactics in Grid Combat and if so, how?
            A. The answer is a resounding “yes” and there are a few ways with which we are attempting to do so. First and foremost, you must understand that we are not seeking to create a hardcore grid combat system, but rather something more simple to pick up and learn. As such, we are prototyping the following ideas;
            1. Slightly elevating the complexity of the grid space within each fight, for instance introducing destructible AoE hazards, or a pseudo cover mechanic.
            2. Adding equippable and consumable items to our Waifus in the hopes of increasing the options within the playstyle space.
            3. Especially for the last four (4) Waifus, the designs have been thought out with utmost care to ensure that their kits bring unique flavors to Grid Combat playstyles.
            4. The same goes for the latest Mantics.
            5. If we have time at the end of 1.0 we would like to go back and give the older waifu kits a spit and polish as well.
            Q、 我们能看到黛米的**吗?
            A、 以4999999 spacebux的低价,您也可以为commbott购买**插件!马上打电话!
            Q、 曼蒂克进化还会发生吗?
            A、 它现在在优先级列表中排名靠后
            Q、 我们能重播任务吗?
            A、 正如前一篇开发日志中所讨论的,要让每个故事任务都可以重演,需要付出疯狂的努力。现在我们的重点是完成主要故事,这将转移资源。
            Q、 您是否计划扩大网格作战中战术的广度?如果是,如何?
            A、 答案是一个响亮的“是”,我们正试图通过几种方式做到这一点。首先,你必须明白,我们并不是要创建一个硬核网格作战系统,而是要学习一些更简单的东西。因此,我们正在对以下想法进行原型设计:;
            1.稍微提高每次战斗中网格空间的复杂性,例如引入可破坏的AoE危险或伪掩护机制。
            2.将装备和消耗品添加到我们的Waifus中,希望在游戏风格空间内增加选项。
            3.特别是对于最后四(4)个WAIFU,设计经过了精心考虑,以确保其套件为格斗游戏风格带来独特的风味。
            4.最新的Mantics也是如此。
            5.如果我们在1.0版结束时有时间,我们想回去给旧的外福套件一个口水和抛光。


            IP属地:吉林6楼2022-08-28 10:04
            回复
              Q. Will you implement any designs that increase replayability in Space Combat?
              A. We are aware of the repetition space combat brings to the overarching experience. However, the progression system is not in place yet so it is magnifying the problems of repetition. Once the progression system is live we are actually thinking of a big addition that you will most definitely enjoy. Thank you for your patience!
              Q. What is the design philosophy behind the Devotion Quests?
              A. Above all, each Devotion Quest must be emotionally impactful, as story-wise the Devotion Quest is the final chapter of a Waifu’s story, the climactic arc of her personal journey. Due to this, we want each boss you’ll encounter during these special missions to be truly different and memorable. Each quest is tailored specifically for the waifu so a tremendous amount of work is going into them.
              Q. Will we see more of the Drinking Minigame introduced with Sova's patch?
              A. Yes, we are planning to have more of this in the future, with a few competitive tweaks as an extra bonus!
              Q. Will there be any more minigames?
              A. We'd really love to. We will need to complete the main story before we can give a definitive answer to that.
              Q、 你会实施任何提高空间作战中可重复性的设计吗?
              A、 我们意识到重复的太空作战给我们带来了全面的体验。然而,进步制度尚未到位,因此它放大了重复的问题。一旦升级系统上线,我们实际上正在考虑一个大的附加功能,您肯定会喜欢。谢谢你的耐心!
              Q、 奉献任务背后的设计理念是什么?
              A、 最重要的是,每一次献身追求都必须具有情感上的影响力,因为从故事的角度来看,献身追求是外婆故事的最后一章,也是她个人旅程的高潮。因此,我们希望您在这些特殊任务中遇到的每一位上司都能真正与众不同,令人难忘。每个任务都是专门为外福人量身定制的,因此需要投入大量的工作。
              Q、 我们会看到更多的Sova补丁引入的饮酒小游戏吗?
              A、 是的,我们计划在未来有更多这样的产品,还有一些竞争性的调整作为额外的奖励!
              Q、 还有小游戏吗?
              A、 我们真的很乐意。我们需要先完成主要故事,然后才能给出明确的答案。


              IP属地:吉林7楼2022-08-28 10:05
              回复
                Q. Are you going to allow for in-depth scene interactivity in Pandora?
                A. For everything we do we need to consider the manpower limitations and engine limitations that come with developing something of this scope. We put a lot of effort to into the Taron scene but based on the increasing scope and additional resources required we won't be pursuing any advanced interactivity for now.
                Q. Why the 5 Factions in Prodigium? Were these chosen specifically for a reason?
                A. We wanted the factions you encounter to be both politically important to Prodigium, as well as integral parts of the story. The Dreadfleet are a common nuisance across the galaxy, and they tied in to Killi’s storyline. Plus space pirates are just awesome, so they had to be one. The Kloi terrify even the Imperium so we wanted to showcase their military for this reason. The Imperium had to be a faction as well since they are the “big bads” of the plot and it wouldn’t make sense to never fight them. The Requital are tied in with Blythe and also a major power player in Prodigium. And of course the Fuccbotts, who admittedly have not had their time to shine yet but soon will.
                Q. Can you tell us anything about how the Requital plays in grid combat?
                A: For the Requital, we approached it slightly differently, with them introducing a vast array of specializations to the playfield and working tactically, in unison, as a kill-team. Do not underestimate them! They might come in low numbers, but their combined abilities can decimate the field.
                Q、 你打算在潘多拉中进行深度场景互动吗?
                A、 对于我们所做的一切,我们都需要考虑开发这种范围的产品所带来的人力限制和引擎限制。我们在塔龙场景中投入了大量精力,但基于不断增加的范围和所需的额外资源,我们目前不会追求任何高级互动。
                Q、 为什么是神童的5个派系?选择这些是有原因的吗?
                A、 我们希望你所遇到的派系对神童有重要的政治意义,也是故事的组成部分。恐惧舰队是银河系中常见的麻烦,它们与基利的故事情节紧密相连。加上太空海盗太棒了,所以他们必须成为一个。克洛伊人甚至吓到了帝国,因此我们想展示他们的军队。帝国也必须是一个派系,因为他们是阴谋的“大坏蛋”,永远不与他们战斗是没有意义的。《安魂曲》与布莱斯联系在一起,布莱斯也是《神童》中的一位主要力量人物。当然还有那些蠢货,他们承认还没有时间发光,但很快就会发光。
                Q、 你能告诉我们一些关于安魂曲在格斗中的作用吗?
                A: 对于《还魂曲》,我们的处理方式略有不同,他们在游戏场上引入了大量专业技能,并在战术上协调一致,作为一支杀戮团队。不要低估他们!它们的数量可能很少,但它们的综合能力可以在这个领域大行其道。


                IP属地:吉林8楼2022-08-28 10:06
                回复
                  Q. What is the creative process behind your boss fights?
                  A. First and foremost, it is all about invoking a certain sense of emotion, such as claustrophobia or sheer fear. It is also a chance for us to show you the different locations within Prodigium and the dangers they are littered with. Creatively playing around with established mechanics and introducing small, newer ones is also something that motivates us. Honestly, our systems and mechanics library have been built in such a way that they can be mixed and matched with a rather beautiful potential. We look forward to maximizing the potential with each and every update. And of course we are also huge fans of pop culture themes, so if we are given the chance to do Fifth Element memes, we will!
                  Q. How does the team feel working in an explicit project such as Subverse? How's the culture?
                  A. Culturally the core team responsible for animation and creative direction has been working together from StudioFow days. While we have added new personalities and talent to the team to allow us to deliver Subverse, we kept our healthy attitude for making sure we always deliver for the fans.
                  Explicit content means that we have to take a different approach to some business processes, like recruitment and marketing as conventional means and channels are frequently not open to engagement with an adult themed title. This means we rely heavily on the goodwill of the fanbase and the StudioFow fans who continue to support our creations. One example of the curious ways things can be dramatic, was our US trademark application which triggered a storm with US online commentator Tim Pool! Subverse is now trademarked in the US, our biggest market.
                  Q. Why revamp the progression system?
                  A. We feel that something more streamlined will not only birth a far more rewarding experience but also allow players to embrace their preferred playstyle (Waifu). Furthermore, it will also allow the team to work more efficiently on the progression system.
                  Q. Will the DEVA form offer more?
                  A. We are looking into expanding the powerplay playstyle the DEVA form offers, whilst remaining within scope, of course.
                  Q、 你老板打架背后的创意过程是什么?
                  A、 首先也是最重要的是,这一切都是为了唤起某种情感,比如幽闭恐惧症或纯粹的恐惧。这也是一个机会,让我们向您展示Prodigium内的不同位置以及它们所面临的危险。创造性地玩弄已有的机制并引入新的小机制也是我们的动力。老实说,我们的系统和力学库是以这样一种方式构建的,它们可以混合和匹配,具有相当漂亮的潜力。我们期待每一次更新都能最大限度地发挥潜力。当然,我们也是流行文化主题的超级粉丝,所以如果我们有机会制作第五元素模因,我们会的!
                  Q、 团队在Subversise这样的显式项目中工作感觉如何?文化怎么样?
                  A、 从文化上讲,负责动画和创意指导的核心团队从StudioFow开始就一直在一起工作。虽然我们为球队增添了新的个性和天赋,使我们能够交付Subversise,但我们保持了健康的态度,以确保始终为球迷交付。
                  明确的内容意味着我们必须对一些业务流程采取不同的方法,如招聘和营销,因为传统的方式和渠道通常不允许使用成人主题的标题。这意味着我们在很大程度上依赖粉丝群和StudioFow粉丝的善意,他们继续支持我们的创作。我们的美国商标申请引发了美国在线评论员蒂姆·普尔(Tim Pool)!Subversise现在在我们最大的市场美国注册商标。
                  Q、 为什么要修改升级系统?
                  A、 我们认为,更为精简的游戏不仅会带来更为丰厚的体验,还可以让玩家拥抱自己喜欢的游戏风格(外福)。此外,它还将使团队能够更有效地在进度系统上工作。
                  Q、 天神形态会提供更多吗?
                  A、 当然,我们正在考虑扩大天神形态提供的powerplay游戏风格,同时保持在范围内。


                  IP属地:吉林9楼2022-08-28 10:07
                  回复
                    Q. What’s the vision regarding an in-game shop?
                    A. We do want to put it in, it’s just a question of when. The entire endeavour is not particularly challenging from a technical standpoint, but we need to make sure that the value to effect ratio is well thought out.
                    Q. Will Mary Celeste join the space fight?
                    A. We really want to, however, if this magnificent beast is to join the fray, it would require a lot of extra work! And right now we have to put all our manpower into improving the sex and finishing the main story.
                    Q. Will the game go on sale during Early Access?
                    A. We are looking into the possibility of a sale at some point before Early Access ends!
                    Q. There seems to be more reports of Game crashes, should players worry about this?
                    A. As the game is developed and more content is added we are making more time and investment to ensure a stable codebase and that our internal testing is thorough before new updates. There are some instances which could be the cause of crashes for players even if the published build is fully reliable.
                    Players who have implemented mods on the game will potentially need to wait for their mod update from wherever they got it. Subverse is not officially supplying mods during early access.
                    file saves or pirated file saves can equally cause crashes in the software.
                    limitations of the players PC, which could be due to many different scenarios outside of the scope of the team.
                    Q、 关于游戏内商店的愿景是什么?
                    A、 我们确实想把它放进去,只是时间的问题。从技术角度来看,整个努力并不特别具有挑战性,但我们需要确保价值与效果的比率经过深思熟虑。
                    Q、 玛丽·塞莱斯特会加入太空战吗?
                    A、 然而,我们真的很想,如果这头雄伟的野兽要加入战斗,它将需要大量额外的工作!现在我们必须把所有的人力投入到改善性爱和完成主要故事上。
                    Q、 游戏会在早期访问期间销售吗?
                    A、 我们正在研究在早期访问结束之前的某个时间出售的可能性!
                    Q、 似乎有更多关于游戏崩溃的报道,玩家应该担心吗?
                    A、 随着游戏的开发和更多内容的添加,我们正在投入更多的时间和投资,以确保稳定的代码库,并且在新的更新之前,我们的内部测试是彻底的。有些情况可能会导致玩家崩溃,即使发布的版本完全可靠。
                    在游戏中实现了mod的玩家可能需要等待从任何地方获得的mod更新。Subversise在早期访问期间未正式提供MOD。
                    文件保存或盗版文件保存同样会导致软件崩溃。
                    玩家PC的限制,这可能是由于团队范围之外的许多不同场景造成的。


                    IP属地:吉林10楼2022-08-28 10:08
                    回复
                      What we are committed to is continually improve and maintain the codebase for Subverse so that it will be as reliable as possible through early access and to full release. We appreciate hearing details on bugs and issues which is certainly one of the benefits of Early Access players, which we are grateful for.
                      Bis bald,
                      Till Eulenspiegel
                      我们致力于不断改进和维护Subversise的代码库,以便通过早期访问和完全发布尽可能地可靠。我们很高兴听到关于bug和问题的详细信息,这当然是早期访问玩家的好处之一,我们对此表示感谢。
                      双秃头,
                      伦施皮格尔


                      IP属地:吉林11楼2022-08-28 10:08
                      回复
                        因为还要工作,所以不能像之前的翻译一样润色,只能全篇机翻,仅对敏感词进行河蟹处理


                        IP属地:吉林12楼2022-08-28 10:09
                        回复
                          不能把“您们”省了哇,看得出来对方还是有在反省的


                          IP属地:上海来自iPhone客户端15楼2022-08-28 11:29
                          收起回复