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大家好,欢迎来到Grey Eminence的第一篇开发日记
Hello everyone and welcome to the first development diary for Grey Eminence!
发布时间:2022年2月7日17:20,原标题:Dev Diary #1: What is Grey Eminence?
我难以表达我内心的兴奋,来分享我们Nestinars工作室在过去三年里所做的工作。起初只是对一项很酷的新技术的粗略探索,现在已经演变成对大战略类型游戏进行革新的全面尝试。因此,不再多说,让我们深入了解一下吧
It’s difficult to describe how excited I am to share what we, the Nestinars, have been working on for the past three years. What began as a cursory exploration of a cool new technology has evolved into a wholesale attempt to revolutionize the grand strategy genre. So, without further ado, let’s dive in!
<hr/>什么是Grey Eminence?
What is Grey Eminence?
Grey Eminence是我们对这个问题的回答。
Grey Eminence is our answer to the question:
&#34;如果你能实现100倍的性能提升,你会如何开发一个历史向大战略游戏?&#34;
“How would you build a historical grand strategy game if you had a x100 bigger performance budget?”
从1356年到1956年,Grey Eminence以迄今认为不可能的规模模拟了(架空)历史的进程。它通过扮演一个特定国家来实现这一点,而你作为玩家,可以尝试通过外交、政治、经济、战争和阴谋来引导历史向你认为合适的方向发展。
Spanning from 1356 to 1956, Grey Eminence simulates the course of (alternate) history on a scale that was hitherto considered impossible. It does this through the lens of a particular country, which you, the player, can try to steer in whichever direction you see fit through diplomacy, politics, economics, warfare, and intrigue.
这在实践中是什么样子的呢?Grey Eminence的世界是一个真正的有机体。它是由1,004,880块六边形地块(和12块五边形地块,出于数学的原因)组成的,每块地块都有自己的人口、建筑和地理环境。这些大量的数据通过多个系统进行互动:从人口统计学模型到生产、消费、贸易、气候等等。
What does that look like in practice? The world of Grey Eminence is truly a living organism. It is made up of 1,004,880 hexagonal tiles (and 12 pentagonal tiles, because math), each with its own population, buildings, and geography. This vast quantity of data interacts via multiple systems: from demographics modelling to production, consumption, trade, climate and so much more.
所有这些系统的核心是模拟现实的理念。在Grey Eminence中,没有随意的机制,没有类似棋盘游戏的抽象概念,没有点数。相反,Grey Eminence的系统尽可能忠实地表现了推动人类走向现代的因素和历史现象。总的来说,它们使我们能够准确地模拟1356年到1956年之间存在的大量国家:从贵族君主制和部落联盟到宪政共和国。
At the heart of all these systems is the idea of simulationism. In Grey Eminence, there are no arbitrary mechanics, no board game-like abstractions, no mana points. Instead, Grey Eminence’s systems represent the phenomena that drove mankind towards modernity as faithfully as possible. Collectively, they allow us to accurately model the huge variety of states that existed between 1356 and 1956: from aristocratic monarchies and tribal confederations to constitutional republics and communist dictatorships.
我们的模拟机制超越了物理领域,延伸到社会领域。在《Grey Eminence》中,你所扮演的国家不是一个单一的实体;它是精英们各种利益竞争的集合体。贵族、教士、商人、军队和国家官僚机构本身都在争夺权力,并将经常迫使你的国家向你可能不想要的方向前进。这些阶层也不是铁板一块的实体:它们又是由各种人物组成的,每个人物都有自己的个性、历史、野心和恐惧。
Our simulationist approach extends beyond the realm of the physical and into that of the social. In Grey Eminence, the country you play is not a monolithic entity; it is the amalgam of the various competing interests of its elites. The nobility, clergy, merchants, military, and the state bureaucracy itself all vie for power and will often drag your country in directions you might not agree with. The estates aren’t monolithic entities either: they are, in turn, made up of various characters, each with their own personality, history, ambitions, and fears.
虽然所有这些复杂的内容听起来令人生畏,但《Grey Eminence》并不是一个学习起来很困难的游戏(至少对于大战略游戏而言)。我们之所以能做到这一点,是因为我们创新地使用了UI/UX,有意识地放弃了微操而选择了自上而下的战略抉择,以及以 &#34;非强制的复杂性 &#34;为中心的设计理念。在Grey Eminence中,许多核心系统都是 &#34;非强制的&#34;,也就是说,即使没有玩家的干预,它们仍然可以按照你在历史上的期望发挥作用。你可能在600年内没有建造一个农场,但这不会阻止贵族们扩大他们利润丰厚的烟草种植园,或者在发现新的矿藏时开设银矿。当然,让你的国家完全靠自动机制来运转,可能会导致不太理想的结果,但至少它可以让你在开始第一场游戏之前不必阅读每一个工具提示和百科条目。
While all this complexity might sound daunting, Grey Eminence is not a game with a steep learning curve (at least for a grand strategy game). We have achieved this thanks to innovative use of UI/UX, consciously eschewing micromanagement in favor of top-down strategic choices, and a design philosophy centered around “optional complexity”. In Grey Eminence, many core systems are “optional”, in the sense that even in the absence of player intervention, they still function as you would expect historically. You might not build a single farm in 600 years, but that won’t stop the nobility from expanding their wildly profitable tobacco plantations or from opening a silver mine when a new deposit is found. Of course, leaving your country to be ran entirely on autopilot will likely result in less-than-ideal results, but at least it’ll spare you the need to read every tooltip and encyclopedia entry before starting your first game.
Grey Eminence的创新不仅仅是为了玩家,也是为了mod制作者。我们从一开始就考虑到了游戏的可修改性,因此,几乎没有硬编码的机制。在Grey Eminence中,你可以修改任何东西:用户界面、人工智能、图形,甚至核心系统逻辑。我们几乎让你接触了除源代码本身之外的所有东西。值得注意的是,原版游戏将包括一个内置的世界编辑器,也就是我们现在用来构建默认的1356开局的游戏世界的工具。在未来的开发日记中,除了概述Grey Eminence的各种功能外,我们还将解释如何在世界编辑器中操作它们。
Grey Eminence has innovations not just for the players, but for modders as well. We have built the game from the ground up with moddability in mind, and as a result there are virtually no hardcoded mechanics. In Grey Eminence, you can modify anything: the UI, AI, graphics, even core system logic. We’re pretty much giving you access to everything short of the source code itself. Notably, the base game will include a built-in world editor, the very same one we’re using right now to build the default 1356 game world. In future dev diaries, in addition to outlining the various features of Grey Eminence, we’ll also explain how they can be played around with in the world editor.
总而言之,Grey Eminence是以下三个设计原则的体现。
1.模拟现实高于抽象化
2.非强制的复杂性
3.普遍的可修改性
如果你想知道一个独立工作室是如何用比迄今为止发布的任何游戏都多两个数量级的数据来构建一个大战略游戏的,我们写了一篇短文,介绍了Unity的面向数据的技术堆栈背后的一些创新,这个实验性技术为Grey Eminence提供动力。你可以以下地址阅读这篇文章:
https://nestinars.com/news/technology-overview/
To summarize, Grey Eminence is the embodiment of the following three design principles:
Simulationism over abstraction
Optional complexity
Universal moddability
If you’re wondering how an indie studio is capable of building a grand strategy game with two orders of magnitude more data than anything released to-date, we’ve written a short article that goes into some of the innovations behind Unity’s Data-Oriented Tech Stack, the experimental technology that powers Grey Eminence. You can read the article here.
最后,我想告诉你为什么我们现在公开宣布 Gray Eminence,而我们距离游戏发布至少还有一年的时间。自成立以来,我们的工作室一直是完全自筹资金的。 Gray Eminence 最初是一个完全由热情驱动的项目——事实上,大约一半的 Nestinars 工作室成员来自现有大战略的mod社区。我们不依赖外部投资者,也不追求固定的最后发布期限,因为我们了解在游戏准备就绪时发布游戏的重要性,而不是在股东要求的截止时间。
I want to conclude by telling you why we’re announcing Grey Eminence now, when we’re at least a year away from a full release. Since its inception, our studio has been entirely self-funded. Grey Eminence began as a passion project – indeed, about half of the Nestinars come from the modding communities of existing grand strategies. We are not beholden to external investors and are not chasing fixed deadlines because we understand the importance of releasing a game when it is ready, not when it is convenient for the shareholders’ bottom line.
然而,随着我们团队和项目规模的扩大,开发 Gray Eminence 的成本超过了我们的承受能力。在这一点上,我们不仅用尽了自己的毕生积蓄,而且——对我们中的许多人来说——也用尽了家人和朋友的积蓄。我们相信 Gray Eminence 是大战略类型游戏的未来,我们已经付出了一切来实现这个梦想。如果您也想看到这个梦想成真,请考虑在 Patreon上支持我们。前面还有很长的路要走,但我们可以共同推动这场革命。
我们将在接下来的几周内分享更多新闻,所以不要忘记加入我们的 Discord 和 Subreddit,并在 YouTube、Facebook 和 Twitter 上关注我们。
As our team and project grew in scale, however, the cost of developing Grey Eminence outstripped our capacity to sustain it. At this point, we have exhausted not only our own life savings, but – for many of us – those of our family and friends too. We believe Grey Eminence is the future of the grand strategy genre and we have given everything to fulfill that dream. If you, too, want to see this dream come to life, please consider supporting us on Patreon. There is a long road ahead, but together we can make this revolution happen.
We’ll have a lot more news to share in the coming weeks, so don’t forget to join our Discord and Subreddit, as well as to follow us on YouTube, Facebook, and Twitter.
<hr/>请关注我,我将持续发布Gray Eminence的各种消息。 |
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