順手把這個他的第一次LD的Postmortem也譯一下,也是挺有意思的。
? 下篇鏈接(譯):http://www.itdecent.cn/p/fecee480d8e9
原文:Ancient Tech To Return – Postmortem
Posted by?imphenzia
古代技術(shù)回歸--開發(fā)復(fù)盤
(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.)
距離我提交了我的作品已近兩天過去了,我也有了一些時間來反思這段過程的經(jīng)驗。
這是我的首次Ludum Dare,也是我參加的第一個jam。我在過去曾做過幾個游戲(http://games.imphenzia.com),但制作游戲這件事總是排在我大多數(shù)其他優(yōu)先事項之后。除了全職的IT顧問工作,我還有一個妻子和3個孩子,以及有一個名為“Imphenzia”的小公司,公司主要用于創(chuàng)造和出售游戲資源資產(chǎn)(音樂音效和太空相關(guān)的圖形圖像)
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年中旬以來我便想?yún)⒓覮D,但現(xiàn)在為止的每一次LD活動的時候,我要么在出國要么就是被其他事情所占據(jù)(我最糟糕的借口是我來自英國的丈母娘的來訪 --如果你問我,那將是一個完美的時間去參與,但我的妻子卻有其它安排 :)
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,終于我能夠參加第36屆LudumDare,但直到前一晚我都還沒有決定.我有點不情愿去進入,因為我通常都會在周末盡量的遠(yuǎn)離計算機,至少在孩子們醒著的時候,但最后我想,只一個周末還是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.
我期望我將在最后時限之前能夠完成一個游戲,只要我為自己設(shè)置一個現(xiàn)實些的上限。我仍有我雙休日的計劃,像是去參加我的侄子的生日聚會,騎摩托車玩越野,以及跟朋友吃晚飯。
籌備(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.
我首先做了一個對我工具環(huán)境的簡要檢查(Unity,Blender,Photoshop,Cubase,Sound Forge) - 一切都按預(yù)期運轉(zhuǎn)。
我設(shè)置了OBS屏幕和攝像機錄制來為整個過程創(chuàng)建Timelapse。
我確保聲卡混音器設(shè)置和OBS能夠錄音捕獲桌面聲音,麥克風(fēng)音頻和ASIO音頻應(yīng)分開以決定從部分的timelapse中分隔處理。
我整理了我的電腦桌面和文件夾結(jié)構(gòu)。
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.
我打開了Blender,然后意識到我對幾乎是最簡單的命令、UI界面、工作流都沒有印象(我之前有相對更多的3DSMax的經(jīng)驗,但因為授權(quán)的原因需要切換到這個工具)
我告訴我的妻子和孩子,我將會專注并可能不得不在周末做很多“有趣的工作”(孩子們分別是兩歲,五歲和六歲,所以他們不一定能足get到我這么說的意思 :) ?
基于LD compo的規(guī)則來重新調(diào)整我自己。
我住在瑞典,所以LD會在凌晨3點開始。我和孩子們在20:00上床睡覺,并將鬧鐘設(shè)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便伴隨著興奮感而醒來且因此難以再次入眠,所以我便又去檢查了一下我的電腦...發(fā)覺原來它正運行在100%的CPU狀態(tài)(由Windows問題報告顯示) - 我重啟了它然后鼠標(biāo)光標(biāo)卻不見了,嚇我一跳!拔下我的Wacom手繪板和鼠標(biāo),再次重啟,重接...呼!.....
步驟分解(Breakdown of acts)
I sat in 5 sessions
我分了5個階段。
階段#1:六個小時(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 =)
做規(guī)劃(花了20分鐘)
大綱式的構(gòu)建unity中的工程
在Blender中創(chuàng)建玩家角色(建模,展UV,骨骼/綁定,蒙皮,動畫)
重溫重學(xué)Blender+觀看能夠幫助解決骨骼,綁定,動畫等模塊的相關(guān)教程 :)
階段#2:三個小時 (Session 2: 3 hours)
Importing character and controlling/animating it in Unity
在Unity中導(dǎo)入角色并對其進行動畫控制器的建立等操作。
階段#3:七個小時 (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中建立游戲里的守衛(wèi)這個角色(建模,展UV,骨骼/綁定,蒙皮,動畫)
? 導(dǎo)入守衛(wèi)角色并在Unity中對其構(gòu)建動畫控制器
? 繼續(xù)建模游戲中的技術(shù)工件道具,木箱子(chests)并導(dǎo)入unity.
? 實現(xiàn)關(guān)卡的隨機生成
階段#4:七個小時 (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
創(chuàng)建GUI和菜單界面
在Photoshop中創(chuàng)建GUI圖像資源
創(chuàng)建游戲狀態(tài)機去控制菜單界面,游戲邏輯,勝利/失敗,暫停/恢復(fù)等各種狀態(tài)
試玩測試
創(chuàng)建第一個音效(由桌面麥克風(fēng)錄制并在Sound Forge中加工修飾
在Cubase里著手為游戲制作第一個音樂曲目
階段#5:九個小時 (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
完成對第一個音樂曲目的作曲,并在游戲中構(gòu)建它。
創(chuàng)建了大量的音效(在桌子上錄制) - 鳥鳴聲,警衛(wèi)響應(yīng)聲,木箱的打開/關(guān)閉聲,UI的點擊音效等等。
構(gòu)建了音樂/音效的聲音控制(Music/SFX volume)以及玩家配置的存儲。
更多的試玩測試
時間有余-獎勵性活動:
?---更新主界面的Title的圖形
? ---編曲了一首替代性的額外音軌,并在主菜單中構(gòu)建了音樂切換功能
? ---增加了樹的變化并調(diào)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.
構(gòu)建(伴隨多次的測試)打包游戲和Unity項目以便用于被下載 --然后將其上傳到我的網(wǎng)站
提交一切到LD36
驚慌失措 - 我錯過了什么嗎?我的提交正確嗎?
所有內(nèi)容都被提交并在瑞典時間02:30完成,也是在截止日期前的30分鐘。
總而言之,我使用48小時中的32個小時制作了這個游戲。
哪兒出了問題 (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.
*我本應(yīng)在之前就訓(xùn)練自己對Blender使用,要是這樣我現(xiàn)在就能更舒順的搞定我正在做的這些事情了。
*在使用Blender時我陷入了一個骨骼/綁定問題,尤其是使用了為腿部的IK使用了pole target這見識令我決定在折騰了2小時后停下來并決定棄用。
*我陷入的另一個麻煩是當(dāng)骨骼影響未加權(quán)重的頂點時,蒙皮網(wǎng)格不正確。我決定再次重做一切,然后我開始后悔走平臺跳躍這條路了。
*出現(xiàn)相當(dāng)多的錯誤需要花時間來解決,例如.來到空的箱子,玩家將獲得從前一個箱子獲得的物品。解決bug花費了比預(yù)期花了更多的時間。
*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)
*坐在一個有我3個孩子們(2,5,6歲)進進出出的玩耍,聊天,擁抱,哭泣,打鬧的房間里,在許多方面是很棒的的 - 但這并不是很適合參加LD的方式。同時我也不得不應(yīng)對我越來越厭倦自己去告訴他們“我不能這樣做或不能做那樣”的樣子(As I had to crunch I grew bored of myself telling them that I can’t do this or can’t do that)。我優(yōu)先考慮每天和他們玩幾個小時,讀睡前故事,一塊吃飯等等。然而,我覺得我是把他們推開或保持專注于“在我的區(qū)域”很多時間保持在軌道上。
*我家最小的女兒在星期天生病發(fā)燒了。
*我沒有在星期天如我計劃的去騎摩托車越野賽。
*我沒有去朋友的晚餐聚會(這是由于女兒生病)
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. =)
我在最后期限前約3小時開始感到有壓力。不是因為游戲沒有完成 ——而是像擔(dān)心我會在最后一點調(diào)整中弄亂一些東西進而毀掉游戲,或是我的互聯(lián)網(wǎng)會掉線而無法提交等等?:)
哪些地方做的不錯 (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)
游戲按計劃最終完成。
我對游戲的視覺和整體外觀很滿意
我覺得游戲在一些腦海中存在但未被書面化的設(shè)計記錄上達到了標(biāo)準(zhǔn):
----玩家可以在不到10分鐘內(nèi)完成游戲
---人們可以挑戰(zhàn)自己的最佳成績(游戲通關(guān)時間),游戲本身也會記錄下最佳成績(具備可重放性)
---它應(yīng)該有一個愉快且平和的環(huán)境
---非暴力(我葉喜歡暴力游戲,但我并不想要這個成為之一 :)
---游戲訓(xùn)練你的記憶 - 當(dāng)你需要它們的時候,你需要記住你把物品放在哪個箱子里
---游戲有聲音效果和多個音樂曲目在內(nèi)
---角色動畫達到合適水平
*我有花時間與我的家人在一起,盡管在如此緊張的活動狀態(tài)中。
*我忠實地堅持了所有的規(guī)則并完成從無到有完成游戲所有部分。
*我及時提交了游戲(提交過程沒有問題)
關(guān)鍵因素(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 ,最好提前準(zhǔn)備。
我將避免再在LD周末期間做出任何其他承諾。
這個持續(xù)的過程是一場有趣的體驗
我不想再在妻子和孩子在家的時候進行活動,基于多個原因我希望她們到時候有一個周末的計劃:
? ?---我想要能夠?qū)W?br>
? ---以及最重要的,我不希望當(dāng)我正在高度集中狀態(tài)的時候去趕她們到一旁
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! =)
我的兒子曾在LD過程中告訴過我:“爸爸,我不喜歡當(dāng)非常專注于某些事時的你"-- 然后這話擊中了我的內(nèi)心。我也在看Timelapse時意識到,他們很長時間都看到我全神貫注的盯著電腦并全身心的投入于解決問題或進行創(chuàng)造性任務(wù)。這是為什么我說這是一個有趣的體驗的原因,因為那時我是如此的專注其上。而后來我有時間去反思。與此同時,它教會了我很多,在星期一,我獻出了很多與孩子們的玩耍時間,并使自己在他們醒著的時候不去擺弄手機或電腦。我星期二也一樣,今天也一樣! :)
我會再次嘗試嗎?(Would I do it again?)
Yes, but only with the key takeaways strongly in mind – especially the social aspects.
是的,但要在意識中強化上面那部分關(guān)鍵因素(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.
如果你仍還在讀......謝謝:)我大概也應(yīng)該介紹和展示游戲了。
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”(這并不能說是個令我興奮的主題)
它是一個等距頂視角的平臺跳躍游戲。作為時間旅者的你,誕生于一塊遍布樹木和木箱的土地上。你的目標(biāo)是進行一次時光穿梭,但卻有5個守衛(wèi)擋在了你通往浮游島的路上。每個衛(wèi)兵都想要一個隱藏在木箱里的古代技術(shù)工件。你一次只能攜帶一個項目,所以當(dāng)你搜索一個木箱,一旦你得到其他的東西,它都會把任何你之前正在持有的物品轉(zhuǎn)存在當(dāng)前的木箱中。你必須訓(xùn)練你的記憶去記住你看到/放置下個守衛(wèi)所需要的工件的地方。試著去挑戰(zhàn)你自己完成所用的時間!
I welcome you to play the game:
PLAY ANCIENT TECH TO RETURN (WEB + WINDOWS)
Screenshots:



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