《鬼妇》开发者日志No.4 - 物品交互系统优化

精华2018/12/07241 浏览综合
文章翻译:Vickie
Hello! Andre’s here.
After receiving various feedback, we decided to revamp the interaction system we previously used. This new improved system will be implemented on the folklore one as well as the other folklores.
哈啰!我是安德烈。
收到了不少玩家关于试玩的反馈之后,我们决定优化一下物品交互系统。新升级的这套系统将会运用于《白衣鬼妇》和之后的其它系列。
Overview of the old system:
On the previous system, when you hover the crosshair to an interactable object, the crosshair will change slightly and the name of the object will appear on top.
旧系统简介:
之前那套系统中,当玩家把十字标志移到可交互物品上,该标志会略微改变且物品的名称会出现在上方。
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When you click and hold your mouse, choices will appear ranging from observing/looking at the object to directing interacting with it (pushing, grabbing, etc.) Then you move your cursor and release it on the choice you would like to take.
当你点击并按住鼠标时,会有几个选项出现,如:观察/查看物品,或与物品交互(推,抓取,等等),然后你移动鼠标,将鼠标移到你的选项后放开鼠标。
Why revamping the system:
The old system works quite well but it raises some problems and limitations which are:
1. The choice/actions given to the player is limited only to 4.
2. We wanted to give players the choice on what to say, but this is hard to implement because of the limited choices (4) and it needs to have a way to tell player that a particular choice is an action (e.g. grabbing, pushing, opening) or a speech (mocking, looking, praising).
The speech choices are an important feature for us, because it gives us the room to expand the narrative. Moreover, in Indonesia, speaking wrongly may be as disrespectful as doing a wrong action. We want to present such experiences as well on the game.
3. We also wanted have player to have a choice menu specifically for using tools, for example if the player is holding a broom he’ll be able to ‘clean’ fallen leaves.
为何要优化该系统:
虽然旧系统也能良好动作,但是存在一些问题和限制,比如:
1. 给予玩家的选项/行为最多只有四个。
2. 我们想给玩家提供说话语句方面的选项,但是因为选项上限只有四个因此这个很难实现。另外还需要给玩家提供关于动作方面的选项(如,抓取,推,打开)或者话语(嘲笑,表扬)
语言选择对我们来说是很重要的特点,因为它让我们有了空间来展开叙述。此外,在印度尼西亚,说错话可能和做错事一样失礼。我们想要在游戏中呈现这样的体验。
3.我们也希望玩家可以选择菜单专门为使用工具,例如如果玩家拿着一把扫帚,他将能够扫‘干净’落叶。
Possible solutions:
In a nutshell, we made the choices into 3 different menus: action menu (standar actions), speech menu (player’s monologue) and tool menu (actions by the tool that the player is holding).
可行的解决方案:
简而言之,我们将选项弄成了三种不同的菜单:动作菜单(标准动作),话语菜单(玩家独白)以及工具菜单(使用工具产生的行为)。
We came out with these solutions:
1. Adding a keyboard button.
When player hovers their crosshair to an intractable object. Player will be given the choice to press either the E button or the F button which will open the action menu and the speech menu respectively.
2. Ctrl clicking the mouse.
The old system is still kept but it will be used specifically for ‘actions’. As for the speech menu, it will appear if the player adds ctrl while left clicking.
But for the second solution to work, there needs to be some sort of visual feedback that shows the player whether that particular object has the action menu, the speech menu, or both. So then I tried brainstorming and came up with some drafts:
我们做了如下改进:
1. 增加了一个键盘按钮。
当玩家将十字标志移动到某一可交互物品上,玩家将会看到两个选项“按E或F键进行交互”,按E键可以打开动作菜单选项,按F键可以打开语句菜单选项。
2. 按住ctrl键点击鼠标。
原来的系统依然保留着,不过现在是用于“动作”选项。在话语菜单中,它会在玩家按住ctrl键并点击鼠标左键时出现。
但要让第二个解决方案起作用,就需要有某种视觉层面的反馈,向玩家显示该特定对象是否具有动作菜单、语音菜单或两者兼有。于是我试着进行头脑风暴,并有了一些基本想法:
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But in the end I feel that on all the drafts above, the UI is to intrusive and isn’t in-sync with our UI’s grand design. And adding a new button and ctrl-clicking is too much hassle for the player.
What we choose to do?
After further iterating and testing we came up with this:
When hovering over an object, and two halves of a circle will appear. If the player left-clicks and holds, the choices for the action menu will appear
但后来我发现,这个UI具有干扰性,并且与我们总体的UI设计有点违和。并且添加新按钮以及ctrl-点击对玩家来说有些麻烦。
我们该如何选择?
经过进一步的迭代和测试,我们得出了以下结论:
当鼠标移到某一物品时,将会出现两个半圆形。如果玩家点击鼠标左键并按住鼠标不放,动作菜单将会出现。
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If the player right clicks, the speech menu will appear.
如果玩家按住鼠标右键,则话语选择将会出现。
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If a particular menu doesn’t exist, the the half-circle that corresponds to that menu will appear inactive and a subtle animation will show that the player is unable to access menu. The example below shows what happen if the player tries to access an inactive menu.
如果当前不存在某个菜单,那指向这个方面的半圆形会呈现非激活状态,并且有一个细微动画告诉玩家无法进入菜单选项。下面这个例子就说明了如果玩家要打开未激活的菜单是什么情况。
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As for the tool menu, we decided to separate it. And I’ll take more about this on my next devlog.
We are currently testing out and improving this system as we speak. Hopefully we could share this with you soon.
关于工具菜单,我们决定将其进行分离。我会在以后的《开发者日志》中说到这个。
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