[翻译]LD#36(Ancient Tech To Return – Postmortem| by imphenzia)

顺手把这个他的第一次LD的Postmortem也译一下,也是挺有意思的。

  下篇链接(译):http://www.jianshu.com/p/fecee480d8e9

原文:Ancient Tech To Return – Postmortem

Posted by imphenzia

古代技术回归--开发复盘

(Ancient Tech To Return – Postmortem)


Nearly two days have passed since I submitted my entry and I’ve had some time to reflect over the experience.

This was my first Ludum Dare and the first jam I’ve participated in. I have created a few games in the past (http://games.imphenzia.com) but making games have always came after most of the other priorities I have. In addition to working as an IT consultant by day, I have a wife and 3 kids and I have a small company called “Imphenzia” where I mainly create games assets for sale (music, sound effects, and space related graphics.)

距离我提交了我的作品已近两天过去了,我也有了一些时间来反思这段过程的经验。

这是我的首次Ludum Dare,也是我参加的第一个jam。我在过去曾做过几个游戏(http://games.imphenzia.com),但制作游戏这件事总是排在我大多数其他优先事项之后。除了全职的IT顾问工作,我还有一个妻子和3个孩子,以及有一个名为“Imphenzia”的小公司,公司主要用于创造和出售游戏资源资产(音乐音效和太空相关的图形图像)

Since mid-2016 I’ve wanted to participate in LD but for every event up until now I’ve either been abroad or occupied in other ways (my worst excuse is my mother-in-law coming over from England for a visit – that would have been a perfect time to participate if you ask me, but my wife had other plans =)

自2016年中旬以来我便想参加LD,但现在为止的每一次LD活动的时候,我要么在出国要么就是被其他事情所占据(我最糟糕的借口是我来自英国的丈母娘的来访 --如果你问我,那将是一个完美的时间去参与,但我的妻子却有其它安排 :)

So then, finally I was able to participate in LD36, but I didn’t decide until the night before the event. I was somewhat reluctant to enter because normally I try to stay away from the computer room on weekends, at least while the kids are awake, but I figured one weekend would be OK in the end.

因此,终于我能够参加第36届LudumDare,但直到前一晚我都还没有决定.我有点不情愿去进入,因为我通常都会在周末尽量的远离计算机,至少在孩子们醒着的时候,但最后我想,只一个周末还是OK的。



期望(Expectations)


I expected that I would finish a game in time for the deadline as long as I set a realistic bar for myself. I still had plans for the weekend that I was going ahead with – my nephew’s birthday party, riding motocross, and visiting a friend for a dinner.

我期望我将在最后时限之前能够完成一个游戏,只要我为自己设置一个现实些的上限。我仍有我双休日的计划,像是去参加我的侄子的生日聚会,骑摩托车玩越野,以及跟朋友吃晚饭。


筹备(Preparations)


I did a brief check of my environment (Unity, Blender, Photoshop, Cubase, Sound Forge) – all was working as expected.

I set up OBS for screen and webcam recording to create atimelapse of the entire event

I ensured that the sound card mixer settings and OBS recording captured Desktop Audio, Mic Audio, and ASIO Audio separate should I decide to break out parts of the timelapse

I tidied up my computer desktop and folder structure.

我首先做了一个对我工具环境的简要检查(Unity,Blender,Photoshop,Cubase,Sound Forge) - 一切都按预期运转。

我设置了OBS屏幕和摄像机录制来为整个过程创建Timelapse。

我确保声卡混音器设置和OBS能够录音捕获桌面声音,麦克风音频和ASIO音频应分开以决定从部分的timelapse中分隔处理。

我整理了我的电脑桌面和文件夹结构。

I started up Blender and realized I have no memory of even the most basic of commands, workflows, or UI (I have more of a 3DSMax background and want to switch over for licensing reasons)

I told my wife and kids that I would be focused and probably had to do a lot of “fun work” during the weekend (the kids are 2, 5, 6, so they don’t really grasp what it means =)

Refreshed myself on the rules of LD compo

I live in Sweden so LD starts at 3AM. I went to bed at 20:00 with the kids and set my alarm for 02:00.

我打开了Blender,然后意识到我对几乎是最简单的命令、UI界面、工作流都没有印象(我之前有相对更多的3DSMax的经验,但因为授权的原因需要切换到这个工具)

我告诉我的妻子和孩子,我将会专注并可能不得不在周末做很多“有趣的工作”(孩子们分别是两岁,五岁和六岁,所以他们不一定能足get到我这么说的意思 :)  

基于LD compo的规则来重新调整我自己。

我住在瑞典,所以LD会在凌晨3点开始。我和孩子们在20:00上床睡觉,并将闹钟设置在次日凌晨02:00。

I woke up at 01:00 in excitement and couldn’t sleep again so I went to doublecheck my computer etc… Turns out it was running at 100% CPU (Windows Problem Reporting) – I rebooted and the computer came back WITHOUT a mouse cursor. Panicked. Unplugged my Wacom Tablet and Mouse. Restarted. Sorted. Phew.

我在在01:00便伴随着兴奋感而醒来且因此难以再次入眠,所以我便又去检查了一下我的电脑...发觉原来它正运行在100%的CPU状态(由Windows问题报告显示) - 我重启了它然后鼠标光标却不见了,吓我一跳!拔下我的Wacom手绘板和鼠标,再次重启,重接...呼!.....


步骤分解(Breakdown of acts)


I sat in 5 sessions

我分了5个阶段。


阶段#1:六个小时(Session 1: 6 hours)

Planning (20 minutes)

Outlining project in Unity

Creating player character in Blender (Model, Unwrap, Armature/Rig, Skinning, Animations)

Relearning Blender + watching tutorials on bones, rigging, animation, etc =)

做规划(花了20分钟)

大纲式的构建unity中的工程

在Blender中创建玩家角色(建模,展UV,骨骼/绑定,蒙皮,动画)

重温重学Blender+观看能够帮助解决骨骼,绑定,动画等模块的相关教程 :)

阶段#2:三个小时 (Session 2: 3 hours)

Importing character and controlling/animating it in Unity

在Unity中导入角色并对其进行动画控制器的建立等操作。

阶段#3:七个小时 (Session 3: 7 hours)

Creating guard character in Blender (Model, Unwrap, Armature/Rig, Skinning, Animations)

Importing guard character and controlling/animating it in Unity

Modeling technology artifacts, chests in Blender and importing to Unity

Implementing game mechanics of the game in Unity

Implementing random spawning of level

  在Blender中建立游戏里的守卫这个角色(建模,展UV,骨骼/绑定,蒙皮,动画)

  导入守卫角色并在Unity中对其构建动画控制器

  继续建模游戏中的技术工件道具,木箱子(chests)并导入unity.

  实现关卡的随机生成


阶段#4:七个小时 (Session 4: 7 hours)

Created GUI, and menu screens

Created GUI graphics in Photoshop

Created game state machine to control Menu, Play, Win, Lose, Pause, Resume, states etc.

Play testing

Created the first sound effects (recorded with mic at desk and modified in Sound Forge

Started on the first music track of the game in Cubase

创建GUI和菜单界面

在Photoshop中创建GUI图像资源

创建游戏状态机去控制菜单界面,游戏逻辑,胜利/失败,暂停/恢复等各种状态

试玩测试

创建第一个音效(由桌面麦克风录制并在Sound Forge中加工修饰

在Cubase里着手为游戏制作第一个音乐曲目


阶段#5:九个小时 (Session 5: 9 hours)

Completed composing the first music track and implemented it in the game.

Created the bulk of sound effects (recorded at the desk) – bird tweets, guard responses, chest open/close, UI clicks, etc.

Implementing Music/SFX volume controls and storing user configuration

More play testing

Time left – bonus activities:

---Updated main title graphics

---Composed an alternative music track and implemented music toggle in menu

---Added tree variations and tweaked lighting and colors

完成对第一个音乐曲目的作曲,并在游戏中构建它。

创建了大量的音效(在桌子上录制) - 鸟鸣声,警卫响应声,木箱的打开/关闭声,UI的点击音效等等。

构建了音乐/音效的声音控制(Music/SFX volume)以及玩家配置的存储。

更多的试玩测试

时间有余-奖励性活动:

 ---更新主界面的Title的图形

  ---编曲了一首替代性的额外音轨,并在主菜单中构建了音乐切换功能

  ---增加了树的变化并调整了光照和色彩

Build (with multiple tests) packaging the game and Unity project for download – uploading it to my site

Submitted everything to LD36

Panicked – did I miss anything? Did I submit correctly?

Everything was submitted and finalized at 02:30 Swedish time, 30 minutes before the deadline.

All in all I used 32 out of the 48 hours to make the game.

构建(伴随多次的测试)打包游戏和Unity项目以便用于被下载 --然后将其上传到我的网站

提交一切到LD36

惊慌失措 - 我错过了什么吗?我的提交正确吗?

所有内容都被提交并在瑞典时间02:30完成,也是在截止日期前的30分钟。

总而言之,我使用48小时中的32个小时制作了这个游戏。


哪儿问题 (What Went Wrong)


*I should have trained myself in Blender before so I would have been comfortable with what I was doing

*I ran into a bone rigging/armature problem in Blender, especially using pole target for leg IK which I decided to dump and not use after 2 hours.

*I ran into another problem in blender when the bones were affecting unweighted vertices which warped the mesh incorrectly. I decided to redo everything again and I started to regret going down the path of a platformer.

*Quite a few bugs appeared that took time to solve, e.g. coming to an empty chest the player would get an item from a previous chest. Solving bugs took longer than expected.

*我本应在之前就训练自己对Blender使用,要是这样我现在就能更舒顺的搞定我正在做的这些事情了。

*在使用Blender时我陷入了一个骨骼/绑定问题,尤其是使用了为腿部的IK使用了pole target这见识令我决定在折腾了2小时后停下来并决定弃用。

*我陷入的另一个麻烦是当骨骼影响未加权重的顶点时,蒙皮网格不正确。我决定再次重做一切,然后我开始后悔走平台跳跃这条路了。

*出现相当多的错误需要花时间来解决,例如.来到空的箱子,玩家将获得从前一个箱子获得的物品。解决bug花费了比预期花了更多的时间。

*Sitting in a room where I have 3 kids (aged 2,5,6) coming in to play, chat, hug, cry, fight, etc. is in many ways great – but it’s not the way to do it for something like LD. As I had to crunch I grew bored of myself telling them that I can’t do this or can’t do that. I prioritized playing with them for a few hours every day, reading bed time stories, and eating together etc. Still, I felt that I was pushing them away or staying focused “in my zone” a lot of the time to stay on track.

*Our youngest daughter fell ill with fever and pains on the sunday.

*I didn’t go ride motocross on the Sunday as I had planned.

*I didn’t go to the friends dinner party (this was due to the daughter being ill since we were committed to this earlier)

*坐在一个有我3个孩子们(2,5,6岁)进进出出的玩耍,聊天,拥抱,哭泣,打闹的房间里,在许多方面是很棒的的 - 但这并不是很适合参加LD的方式。同时我也不得不应对我越来越厌倦自己去告诉他们“我不能这样做或不能做那样”的样子(As I had to crunch I grew bored of myself telling them that I can’t do this or can’t do that)。我优先考虑每天和他们玩几个小时,读睡前故事,一块吃饭等等。然而,我觉得我是把他们推开或保持专注于“在我的区域”很多时间保持在轨道上。

*我家最小的女儿在星期天生病发烧了。

*我没有在星期天如我计划的去骑摩托车越野赛。

*我没有去朋友的晚餐聚会(这是由于女儿生病)

I started to feel pressure about 3 hours before the deadline. Not that the game wasn’t complete – but that I’d mess up something during last bits of tweaking to break the game, or that I would lose internet connection for the submisson etc. =)

我在最后期限前约3小时开始感到有压力。不是因为游戏没有完成 ——而是像担心我会在最后一点调整中弄乱一些东西进而毁掉游戏,或是我的互联网会掉线而无法提交等等 :)


哪些地方做的不错 (What Went Well)


The game was completed as planned

I was happy with the visual and overall appearance of the game

I felt the game lives up to some of the undocumented design goals I had in mind:

The game can be completed in less than 10 minutes

One can aim to beat their own best time of the game and it remembers the best time (for replayability)

It should be a pleasant and peaceful environment

Non-violent (I like violent games too, but I didn’t want this to be one =)

The game trains your memory – you need to remember where you placed items in which chests when you need them

The game has sound effects and multiple music tracks in it

The characters are animated to a reasonable level

I did get to spend time with my family despite committing to this for such an intense event

I faithfully stuck to all the rules and completing everything from absolute 0.

I submitted the game in time (and the submission process was not problematic)

游戏按计划最终完成。

我对游戏的视觉和整体外观很满意

我觉得游戏在一些脑海中存在但未被书面化的设计记录上达到了标准:

----玩家可以在不到10分钟内完成游戏

---人们可以挑战自己的最佳成绩(游戏通关时间),游戏本身也会记录下最佳成绩(具备可重放性)

---它应该有一个愉快且平和的环境

---非暴力(我叶喜欢暴力游戏,但我并不想要这个成为之一 :)

---游戏训练你的记忆 - 当你需要它们的时候,你需要记住你把物品放在哪个箱子里

---游戏有声音效果和多个音乐曲目在内

---角色动画达到合适水平

*我有花时间与我的家人在一起,尽管在如此紧张的活动状态中。

*我忠实地坚持了所有的规则并完成从无到有完成游戏所有部分。

*我及时提交了游戏(提交过程没有问题)


关键因素(Key Takeaways)

I need to refresh my skills, especially in Blender, well ahead of time

I will avoid having any other commitments during the LD weekend.

It was a fun experience while it lasted

I don’t want to do it again with my wife and kids home, I want them to have a plan for the weekend for multiple reasons:

-----I want to be able to focus,

-----and more importantly I don’t want to push them away when I’m in my focus zone.

我需要更新我的技能,尤其是Blender ,最好提前准备。

我将避免再在LD周末期间做出任何其他承诺。

这个持续的过程是一场有趣的体验

我不想再在妻子和孩子在家的时候进行活动,基于多个原因我希望她们到时候有一个周末的计划:

   ---我想要能够专注

  ---以及最重要的,我不希望当我正在高度集中状态的时候去赶她们到一旁

My son told me once during the LD “Dad, I don’t like it when you are so focused on something” – and that hit home with me. I also watched the timelapse and realize what they see a lot of the time – me starring at the computer and my mind is really dedicated to solving problems or with creative tasks. This is why I say that it was a fun experience “while it lasted” because then I was so focused on it. Afterwards I had time to reflect. At the same time, it taught me a lot so on the Monday I dedicated a lot of play time with the kids and made myself not look at a phone or a computer during their awake time. I did the same on Tuesday and I will do the same today! =)

我的儿子曾在LD过程中告诉过我:“爸爸,我不喜欢当非常专注于某些事时的你"-- 然后这话击中了我的内心。我也在看Timelapse时意识到,他们很长时间都看到我全神贯注的盯着电脑并全身心的投入于解决问题或进行创造性任务。这是为什么我说这是一个有趣的体验的原因,因为那时我是如此的专注其上。而后来我有时间去反思。与此同时,它教会了我很多,在星期一,我献出了很多与孩子们的玩耍时间,并使自己在他们醒着的时候不去摆弄手机或电脑。我星期二也一样,今天也一样! :)


我会再次尝试吗?(Would I do it again?)


Yes, but only with the key takeaways strongly in mind – especially the social aspects.

是的,但要在意识中强化上面那部分关键因素(key takeaways)- 尤其是社交的那部分。


The Game


If you’re still reading… thanks =) I should probably show the game as well.

如果你仍还在读......谢谢:)我大概也应该介绍和展示游戏了。

It’s called “Ancient Tech To Return” (can’t say I was thrilled about the theme)  and it’s a top down isometric platform game. You spawn on a patch of land among trees and chests as someone who traveled back in time. Your goal is to get to a time teleport but in your way stands 5 guards on a path from the floating island. The guards each want a ancient technology artifacts that are hidden in the chests. You can only carry one item at a time so when you search a chest it’ll put whatever you had in that chest once you get something else. You have to train your memory to remember where you saw/placed items when the next guard may need it. Try to beat your own time!

它被叫做“Ancient Tech To Return”(这并不能说是个令我兴奋的主题)

它是一个等距顶视角的平台跳跃游戏。作为时间旅者的你,诞生于一块遍布树木和木箱的土地上。你的目标是进行一次时光穿梭,但却有5个守卫挡在了你通往浮游岛的路上。每个卫兵都想要一个隐藏在木箱里的古代技术工件。你一次只能携带一个项目,所以当你搜索一个木箱,一旦你得到其他的东西,它都会把任何你之前正在持有的物品转存在当前的木箱中。你必须训练你的记忆去记住你看到/放置下个守卫所需要的工件的地方。试着去挑战你自己完成所用的时间!


I welcome you to play the game:

PLAY ANCIENT TECH TO RETURN (WEB + WINDOWS)

Gameplay Footage

Screenshots:


screenshots1

screenshots2
screenshots3

VIDEO: Timelaps of the entire making-of with session and act descriptions

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