[翻译] LD#37 (Space Junk – Postmortem | by imphenzia)

  这次LD刚进入点评周期的阶段就有注意到这个老兄,他的TimeLapse中的很多要素当时给我留下极其深刻的印象,也感觉是近期看过的最喜欢的一份(细节如:个人音乐配制的运用、记录层面个人方法的强化延伸、家庭意识和分享、孩子的参与、整体的时间调控、快速建模等等等)

  因此当时遇到后,当即就产生了想找机会一定要通过简译以分享一下他主页文字的念头; 感觉其对记录理念的贯彻,还有对他体验过程的态度都有较为特别的价值,相信也能唤起一些人的共鸣和启发。

新年今天正好起个小早,遂发觉正好也是时候把之前的念头贯彻一下了;于是一边听着这个老兄的音乐一边就陆续有了这篇里的这些:   

(另,上篇也不错,见 LD#36-PostMortem[译])


原文:Space Junk – Postmortem

Posted byimphenzia  --December 15th, 2016 12:52 pm

  太空垃圾--开发复盘

(Space Junk – Postmortem)


译注: 文中基于他的选择分享了大致开发流程和他对平衡的一些看法探讨—— 关键词:(游戏状态机构造 Blender  家人 平衡....)

另,Timelapse视频则包含大量有趣的小细节;近期他也刚刚更新了一个更慢速版本的Timelaspe,也可以与最初的版本以及此文中的进度描述相互呼应来参考。


Three months ago I participated in my first Ludum Dare. It was was a very educational experience which I explained in more detail in my

三个月前我参加了我的第一次LudumDare,正如我在上一次的复盘中阐述的那样(LD36 postmortem.),这是一次对我非常有教育意义的体验。

One of the key takeaways was that I would either A) ensure that my wife and kids could be on a weekend trip somewhere, or B) limit the time I spend on my game entry so it wouldn’t make me anti-social during the weekend. This time around my family would be home during the weekend so I went for option B which I looked upon as a challenge itself.

其中一个重要的发现是,我要么 A)确保我的妻子和孩子可以在某地周末旅行  要么B)限制我花在我的游戏项目上的时间,以使我不至在周末陷入疏离社会的状态。而这一次我的家人在周末将会在家,所以我选择了选项B,我也把这个选择本身看作是一次挑战。



准备环节(PREPARATIONS)


For a couple of weeks following LD36 I continued to practice Blender modelling, texturing, rigging, and animation. Blender was my weakest skill during LD36 and much time was spent looking at tutorials and troubleshooting my lack of skills during the competition itself. I box modeled some spaceships and rigged characters. I textured them as fast as I could. I managed to push time down to modelling and texturing a low poly spaceship in about 15 minutes. I wish I would have kept using Blender frequently up until LD37 but I started a new full time consultancy assignment and I also had to dedicate time to the house renovation so after September I did not keep active in Blender, unfortunately. I had to look at tutorials during LD37 too to properly use the Rigify addon and I also had problems with animations.

之前LD36之后的几个星期里,我有继续去练习Blender建模,纹理,绑定与动画等模块。Blender是我在LD36期间最弱的技能,当时很多时间被花在了啃教程和修整我比赛期间有所缺漏的各种技能。

我以简易box建模的方式做了些宇宙飞船并绑定了角色。我尽可能快速的为它们赋予材质纹理。因为这次我设法将用在建模和贴图上的时间压下去,于是在大约15分钟内完成low-poly风格的宇宙飞船建模跟纹理处理。在LD37之前,我一直希望之后会保持经常使用Blender的习惯,但由于之前我开始了一份新的关于顾问的全职工作,加上当时不得不花时间应对房屋装修的问题,所以在9月份后,非常遗憾,一直没有如愿保持自己对于Blender掌握上的活性状态。所以这次LD37的过程我不得不跟之前一样还是看着教程以确保能正确运用*Rigify插件,而且我在动画方面也有些问题。

(*译注:关于rigify addonhttp://blog.digitaltutors.com/rigging-minutes-blenders-rigify-addon/ )

LD36 also taught me not to underestimate the time it takes to create the UI and game manager to maintain game states. I spent some time in September to touch up on some fundamental game states to have that clear in my mind for the next time around.

Finally, the evening before the event was about to start I verified that the OBS screen recorder and all the applications launched and worked as expected.

LD36还教我不要低估构造维持游戏状态的GameManager和创建UI所需花费的时间。我在9月份花了一些时间来对一些基础性的游戏状态进行预热与激活,以便在下一次LD时能够在脑中对其有一个清楚的理解。最后,在LD即将开始之前的那个夜晚,我也校验了像是OBS屏幕录像机以及所有的工具都准备就绪并能按预期运转。



执行阶段(EXECUTION)


Ludum Dare starts at 3am Swedish time so I went to bed at 10:30pm the night before and set my alarm for 2:50am. I snoozed for 10 minutes so after 4 hours and 30 minutes of sleep I woke up, made a cup of coffee and sat at the computer to find out the theme; One Room.

Ludum Dare在瑞典时间凌晨3点开始,所以我在前一天晚上10:30睡觉并把闹钟设置在凌晨2:50。在4小时30分钟的睡眠后我醒了,打了10分钟小盹,弄了一杯咖啡,然后坐在电脑前并查到了本次主题;One Room。


游戏开发阶段#-1:(约 03:20--08:00)

GAME DEV SESSION 1 (approx 03:20 – 08:00)


This time I started straight away to program the game state framework code and I created a new truetype font. This gave me time to think of ideas for the game while creating content that would be necessary regardless of what game I would make.

这一次我开始于马上切入游戏状态框架代码的编写,并且我还创建了一个新的*truetype字体。创造这些无论之后要做什么类型的游戏都能够用上的内容,也给了我去为游戏思考点子的时间。

(*译注:关于truetype字体https://zhidao.baidu.com/question/31051633.html)

I did not have a clear game in mind but I had a vague feeling that I wanted to make something in a space hangar (one room) having a flash back to Space Quest 3 where you wake up in a junk room on a spaceship.

I proceeded to launch Blender and started to model a primitive astronaut. I like the anonymous look of them. Following a short box modelling phase, I debated whether to use the Rigify addon or manually create bones for the rig. I decided to go for Rigify because it makes it easier to animate the character but the downside is that the rig becomes very complex which takes some time to wrap your head around. I wasn’t sure if this would bite me later on in the process.

我当时在脑中还没有一个清晰的关于做什么样游戏的念头,但那会儿有一个模糊的感觉,大概想做点关于太空机库(oneroom)的某些东西,比如有闪念到像是《宇宙传奇3(Space Quest3)》中你于一个飞船上的垃圾室中醒过来的情景。

我开始启动Blender并着手建模一个简易的宇航员。我很喜欢宇航员所具备的这种带有匿名者的外观特性。在经过一段短暂的白盒建模阶段后,我开始考量是去使用Rigify插件还是手动创建骨架绑定的事情。因为Rigify会使为角色制作动画更加的容易,所以我当时还是决定去用了Rigify,但不利的是绑定变得变得非常复杂了,以至于需要花费时间把大把的注意力集中在这部分。当时我完全不确定这部分在之后的进度中是否会把我搞垮。

I continued to drink coffee and animate the character with a cartoonish walk cycle and some basic idle and jumping animations. I created the animation by googling for walk cycle animation references and manually setting the main poses to transition between with key frames. I verified that it would work to import into Unity. So far so good. I was very pleased with the arcade-feel of the walk cycle.

我继续喝咖啡并根据一些搜索到的参考(如角色行走循环表)来调整角色动画和手动设置一些关键帧之间的主要动作和过渡,包括一个卡通风格的行走循环以及一些基础的如Idle和跳跃等部分,我通过谷歌搜索动画周期动画参考和手动设置关键帧之间用以过渡动画的主要姿势。我已有验证过它导入到Unity后可以运作。总之到目前为止还好。我对行走循环动画呈现出的的街机感也很满意。

My son woke up around 8am and came in to greet me, excited to see what was going on. We had breakfast together and then the two little girls and my wife woke up.

我的儿子则在上午8点左右醒来并跑来跟我打招呼,他很高兴来看看进展如何。我们一起吃早餐,然后两个小女孩和我的妻子也都醒了。

The first session came to a close at around 8:30am on the Saturday morning.

如此,第一阶段在周六上午8:30左右结束。

[翻译] LD#37 (Space Junk – Postmortem | by imphenzia)_第1张图片
Status after session 1


AFK SESSION 1 (approx 08:00 – 20:00)

离开电脑的阶段#-1(约8:00-20:00)


Since I did not dedicate this weekend entirely to Ludum Dare, I set off to do stuff that I normally do on weekends. First up was to ride motocross which is what I try to do every Saturday with a friend of mine. It takes about 30 minutes to load the bike on the trailer and pack the gear followed by an hour’s drive. It had started to snow and the roads were icy so it took longer than normal. When I drive I tend to be able to focus a lot on thinking about gamedev and it is something about not being able to use a computer that allows the extra mental focus. I spent the hour drive figuring out two game designs to choose from and an endless runner inside a room with a conveyor belt was one of the ideas. Since it was icy I had to start by changing my rear tire to an ice tire and then I rode and hung out until 2 pm before heading back home. More icy roads and then the process of cleaning the bike, and myself for that matter =) In the afternoon I went with my wife and kids to go Christmas shopping, cut my hair, and we ate out. Then the drive back home and tucking the children in for the night.

由于我没有把这个周末完全献给Ludumdare,所以我动身去做那些我通常在周末做的事情。

首先是骑摩托车玩越野赛,这是我每周六都会与我的一个朋友一起做的事。将自行车装载运输并收拾装备大约需要30分钟,然后是一小时的车程。那时已开始下雪且道路结冰,因此比平时也花了更久些的时间。

当我开车时,我倾向于让大量思考活动能够集中于游戏开发这方面上,而且这是一件在不能用计算机时能让额外的心智聚焦的方式。我用于驾驶的这一小时想出了两个游戏设计可供选择,在一个房间内部的输送带上有一个永不停息的跑者,这是其中的一个想法。

由于冰冻,我不得不更换我的后胎到一个防冰轮胎,然后我一直玩到下午2点才回家。道路结冰更严重了,我也对自行车进行了清洗,同样也包括我自己 :) 下午,我与我的老婆和孩子进行了圣诞采购,理了发,并在外面吃了顿饭。之后驱车回家,把孩子都安置好让他们准备睡觉。

[翻译] LD#37 (Space Junk – Postmortem | by imphenzia)_第2张图片
AFK Session 1

GAME DEV SESSION 2 (approx 19:30 – 23:45)

游戏开发阶段#-2 (约19:30-23:45)

I got back with working on the game and added some of the game-play elements.

我返回到了开发状态并给游戏添加了一些gameplay要素。

[翻译] LD#37 (Space Junk – Postmortem | by imphenzia)_第3张图片
Status after session2

AFK SESSION 2 (approx 00:00 – 13:30)

离开电脑的阶段#-2(大约0:00-13:00)


Feeling really tired I went to bed around midnight. I had only managed to get 8-9 hours of game development in and I had doubts that I would be able to make a complete game to the level I had hoped. I woke up at 9 am. My wife had already been up for some hours so she headed to bed to get some rest and I spent the morning playing with the kids and tidying up the house. After lunch when my wife was back in action I got cracking with the final session.

感觉着实很累,大约在午夜才上床睡觉。我只能设法得到8-9小时的游戏开发时间而且我有怀疑我能够否做出一个能达到我所期望水平的完整的游戏...

之后,我在上午9点醒来。我的妻子已经起床好几小时了,她正准备去休息一会儿,于是我则用早晨时间陪孩子一起玩与孩子们一起玩并整理了房子。午饭后,当我的妻子调整完状态归来后,我也将突入开发的最后一个阶段。

[翻译] LD#37 (Space Junk – Postmortem | by imphenzia)_第4张图片
AFK Session 2

GAME DEV SESSION 3 (approx 13:30-02:59)

游戏开发阶段#-3 (约13:30-02:59)


At this point I had most of the game yet to do. The game play was very primitive with a few test blocks and no real idea how to progressively build the flow of blocks to make it interesting. I came up with the idea of adding air for the astronaut and running forward and jumping consumes air. I created some more interesting level content in Blender to add some visuals to the game. I made progress by adding the side pistons, the particle field to prevent escaping the room, and some different death mechanics. I was becoming more and more happy with the progress and by 9 pm I had most of the game completed except music, sound effects, build testing, and some final polish.

在这一时间点上,我的游戏还有很多部分没有去做。游戏玩法非常原始,仅一些测试方块,没且没有一个确定的关于如何逐步构建这些让方块流动更有趣的有效点子。

我想出了为宇航员增加氧气值的设定:向前跑和跳跃都会消耗它。我在Blender中创建了一些更有趣的关卡内容物以为游戏增添更多的一些视觉成分。我通过增加侧面活塞门,防止逃离房间的粒子场,以及一些不同的死亡判定而取得了进展。伴随着这种进展我也越来越高兴与进步,大约下午9点我完成了大部分的游戏,除了音乐,音效,构建测试和一些最后的抛光。

I began to make the music and I wasn’t too happy with the direction that the music was taking but I had no time to start over so I salvaged what I could when making the menu and game music. The sound effects are primitive vocal effects into my mic that I warped and twisted a bit.

我开始制作音乐,只是对音乐的方向并不够高兴,但我已没有时间重新开始,所以当制作菜单和游戏音乐时我尽量能挽救的部分。声音效果是通过我的麦克采集并经过一点点扭曲处理后的原始的浊音。

At 2 am the game was pretty much finished. I attempted to compile for PC (which worked fine) but the WebGL build resulted in the astronaut being black / having no texture. I thought it was a lighting issue after I searched the Internet a bit but in the end I noticed that the astronaut texture was 1024×1024 and all the others were 512×512. When reduced the astronaut texture to 512×512 it worked and the game looked fairly close in the browser to the PC version.

在上午2点,游戏几乎完成了。我试图编译PC版(运转良好),但WebGL版的构建导致宇航员变成了黑色/没有纹理的情况。在搜索互联网后我认为这是一个照明问题,但最终我注意到,宇航员纹理是1024×1024,所有其他的则是512×512。当我把宇航员的纹理减低到512×512后它终于生效了,与此同时,游戏在浏览器中运行也看起来基本接近在PC版本的效果了。

I compiled the PC and WebGL versions, packaged the Unity project, and uploaded everything to my web server. I submitted the game to the Ludum Dare site at 02:59.

I was very pleased to have completed the game within the time frame and under the circumstances. Knowing I had to get up before 7am the next day for my day-job I still made an effort to tweet a few tweets and create a gameplay video and uploading it to YouTube. This is my normal master plan for marketing; A YouTube video and a couple of tweets =)

我编译了PC和WebGL版本,打包了Unity项目,并将所有内容上传到我的Web服务器。我最后在02:59将游戏提交上了Ludum Dare网站。

我非常高兴在时间框架内以及在这种情况下最终完成了游戏。在知道我必须要在第二天上午7点之前为我白天的工作而起床的情况下,我仍然做出了努力去发了tweet并创建一个游戏视频上传到了YouTube。这是我原本的关于推送的整体计划; YouTube视频和几条tweets :)

[翻译] LD#37 (Space Junk – Postmortem | by imphenzia)_第5张图片
Status after session 3 (game finished)


AFK SESSION 3 (03:30 – onwards)

离开电脑的阶段#-3(03:30- 当前)


I slept for three and a half hours and drove off to work… business as usual only more tired than usual.

我睡了三个半小时,开车去工作...像往常一样只是比平常感觉更累些。

结果(RESULT)


I was happy with the game all things considered. The tactile feel of the game could be better and some more variation of junk, and maybe traps, would have been fun to add.

我对于游戏所被考虑到的所有事情而感到开心。游戏的触觉(操控感?)还可以更好,还可以有更多种类的物件(游戏中的太空垃圾),或是陷阱什么的,这些若是添加应该会蛮有趣。

得到的教训(LESSONS LEARNED)


Don’t aim too high if time is limited.

*如果时间有限,目标/预期不要订的太高。

Accept that failure IS an option when attempting to balance LD and normal weekend activities.

*接受失败将会是一个选项这件事,尤其当你试图平衡LD活动与日常周末活动的时候。

Start the game state machine and framework of the game while thinking about the theme.

*在思考主题的阶段便开始着手游戏状态机和游戏框架的构建。

When balancing life and LD, prioritize to do time consuming things early on, it gives you time to reflect on the game mechanics when you’re away from the computer (for me, driving for 3 hours on the Saturday gave me plenty of time to mentally explore ideas without the pressure of coding and content creation.)

*当平衡生活和LD,在早期优先做比较耗时的事情,当你离开电脑时的这种状态,会给你去思索反思游戏的机制的时间(对我来说,在星期六驾驶3小时给了我大量的时间可以用于精神层面的灵感挖掘,尤其是在这种没有代码和内容制作等压力下的状态。)

Consider simplifying UI if elements are not needed. I ended up scrapping a main menu with the option to just start playing by pressing a key (the player avatar was introduced in the “menu”/title screen.

*请考虑简化UI,尤其是当这些元素不被需要时。我以只需要按下键的选项来替换掉了主菜单这个选项放(玩家所控制的角色在“菜单”/标题屏幕也直接被呈现出来)。

Prioritize family over gamedev, but focus immensely on gamedev at timeslots I CAN allocate.

*优先家庭于游戏开发,但重点是于可以分配的时段中高度专注于游戏开发

Prioritize gameplay over music – you can always skip music if necessary (even if music is something I feel strongly about =)

*将游戏性优先于音乐 - 如果必要,你可以随时省略掉音乐(即使音乐是我强烈在意的部分 :)


WHAT ABOUT LD38?


Yes – I will attend again. If it will be a dedicated run or another shared weekend like this will yet have to be decided!

是的 - 我仍会再次参加。如果它将被专门运作或是另一个像这次一样的共享式的周末,则还有待决定!

SPACE JUNK – Ludum Dare 37 Game Page (Play WebGL + Windows Download)

GAME PLAY VIDEO

Youtube 

TIME-LAPSE VIDEO

FINDING BUGS VIDEO

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