暗黑3社区管理员"Bashiok" |
回复:所有带纹理的图象,都会对游戏的执行产生影响(加重CPU或服务器的负担?),所以我们必须对这些血迹的多少和时间进行限制,我们也在找这个平衡点(玩家体验,同时游戏执行的负担最小化);另外尸体血迹的堆积也会影响游戏的乐趣.增加玩家的辨认难度,造成视觉上的困扰.
关于游戏里的环境,我们在系统里放置了很多的建筑物和地形系统,每次生成的地牢都是不重复的.但这样做不代表会让大家产生迷惑或让大家迷路(玩家还是很容易辨别方向的).我们不希望玩家每次都在相似的环境下游戏.所以更没必要让尸体和血迹一直堆积在游戏里(看久了也会厌烦).
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原文 |
Even decals, which are textures, impact performance. So there has to be some limit on how many of them are allowed to linger and for how long. We have to try to strike a balance somewhere. Also, a ground literally covered with corpses or blood becomes less and less interesting, more and more confusing, and can actually create some frustration. Regarding visible markers, we put a lot of effort into building rooms and areas to ensure that the randomly generated dungeons are indeed random, but also not confusing and maze-like. We don’t want everything to look the same. So in that respect a visual marker of a blood spot or corpse really shouldn’t be necessary.
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