"game" via 柠檬杀手 in Google Reader |
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Posted: 31 Aug 2008 06:07 AM CDT 效率……TAT
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Posted: 31 Aug 2008 01:04 AM CDT |
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Posted: 31 Aug 2008 03:55 AM CDT 北大的夏天,只有记忆是潮湿的。我们不是植物,不能在这块土地上生生不息。 青春在窗边的风中飘逝了。玻璃做的风铃摔下来,发出最后短暂的呼救声。谁来救我们呢?水瓶躺在床脚,布满灰尘。大四了,没有人象以前那样勤劳,跑到水房去打水。宁可渴着,要么喝凉水。床头女明星的笑容已经苍白,象一朵枯萎的忘忧草。录音机里还是那首令人心恼意乱的老歌,劣质的磁带,快要转不动了。 毕业论文上的字,象蚂蚁,各自回自己的家。我们或留下或离开,这座城市,我们呆了四年,尚未熟悉。 某某人出国了,某某人上研了,某某人找到了一个肥得流油的工作,某某人被遣返到偏远的家乡。一切都以平静的口气诉说,一切都不能引发一点激动。大四的最后几个月是一潭死水。 一位费了九牛二虎之力才考上研的朋友诚恳地对我说:“没意思。”他拿到那张梦寐以求的通知书后,静静地端着一盆衣服,到水房中冲洗去了。水房中哗哗的流水,总有好心的同学去关上。而时间是关不上的,虽然我们谁也不说。 蝉还没有鸣,我们的心便开始鸣了。毕竟我们还年轻。 那支烟一直燃到尽头也没有吸一口,那根琴弦寂寞了一个星期也没有弹一下。许多老房子消失了,校园里正在大兴土木。老房子留在照片里,我们呢?我们也能留在照片里吗?包括那些做作的微笑和夸张的“V ”形手势? 深夜,一长排自行车哗啦啦地倒了,是个丧尽天良的家伙干的。楼上传来几声遥遥的咒骂,却象是上帝在说话。翻个身,又迷迷糊糊地睡去。把愤怒留给新生们,把倦怠留给自己。 快毕业了,粉刺一点也不理会这个变化,依然肆无忌惮地生长,在我们胡须还未茂盛的脸上。随身携带的小镜子摔了好几个缺口,还是舍不得扔进垃圾堆里。照来照去,这个脸庞怎么也不能让女孩喜欢。月光都是伤人的,在一个接一个的不开心的夜晚。 昆德拉说,聚会都是为了告别。 还在想江南吗?还在写那些关于江南的诗吗?还在为那个江南的女孩子牵肠挂肚吗? “没有”--说没有的时候,有气无力。大讲堂拆除了,没地方看电影了。而那最后一场电影,恰恰又是看过的。 爱和被爱,似乎都没有发生。自行车骑得太快了,蓦然发觉该停下来的时候,才发现停在没有方向的十字路口。 同窗们比陌生人还陌生,既是是那位睡在上铺的兄弟。一直都搞不清楚他的发型是怎么梳出来的。好多次想问,却没有问。 大家都躺在床上看书,不再去教室了,不再去听课,尽管讲课的是妙语连珠的教授。也不去图书馆,尽管图书馆里有460 万册藏书。躺在床上是自由的,看不下去的时候,便随手把武侠和爱情扔到床下。 宿舍的墙也会写诗,受诗人们的熏陶,墙上爬满甲骨文,等待下一届的古文字学家们来解读。他们想象得出,自己所住的铁架上曾住过怎样的一位前辈吗? 女生楼前的白杨树,听惯了那五花八门的呼喊,或悠长,或短促,或如巨钟,或如电子琴,或深情,或绝望。那些呼喊的男生站在树下,日复一日地呼喊一个个女生的名字和名字后面的如花似玉。以后,还是同样的场景,同样的呼喊,只是换了不同的名字。 白杨树拱卫着女生楼,一言不发,一对恋人靠着它接吻。另一边,是另一对恋人。 这座宽敞而狭小的校园。 男生都在打扑克,女生都在织毛衣。 打扑克不是为了打扑克,织毛衣不是为了织毛衣。毕业前的日子,必须找一种办法来“打发”。前途是否如意,不是我们所能决定的。对于离开,多少有点恐惧,虽然毫言努力地掩饰着恐惧。毕业的时候,我们发现了彼此的不同,水底的鱼浮到了水面,水面的鱼沉到了水底。 校园是不能缩到鞋底带走的。被单已经洗得发白。系领带的时候依然觉得别扭。教授的批评和表扬都忘记了,因为我们将生活在彼处。 蝉鸣的时候,行李都打点好了。上路吧,毕业生。 |
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Posted: 30 Aug 2008 01:11 PM CDT 这里我将通过对一个矩形模型以BassicEffect贴图和通过HLSL贴图作对比,从而掌握在XNA中使用.fx效果文件,和初步了解HLSL。 下面先分析一下没有使用贴图时的代码: Code highlighting produced by Actipro CodeHighlighter (freeware)http://w 阅读全文 ...
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Posted: 31 Aug 2008 12:58 AM CDT
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New DS Lite Color Ready to Sell Posted: 30 Aug 2008 11:13 PM CDT Image from Gonintendo. For all 2 of you that don't yet have a Nintendo DS, you now have a new color option! The silver DS Lite is going to be available very soon. Gamestop apparently already have them. You know, I keep on truckin' with my DS "Phat," the blue one. Someday I'll have to upgrade to the brighter screen and sexier contours of the DS Lite... maybe this will be my inspiration? In any event, count this in with Blue, Red, Black, Pink, and of course White, as the available choice of DS Lite colors. See full article. Related Entries: Nintendo of America rep comments on DS lite color variations - 15 June 2006 Nintendo Black DS Lite - leaked photos - 20 June 2006 Interest in Flash Lite Increasing? - 12 July 2006 Rumor: Lite-On to Manufacture New 360 DVD Drives - 31 May 2007 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Posted: 30 Aug 2008 10:10 PM CDT 编写插件
在开始编写插件之前,应该先熟悉lighttpd中两个基本数据结构以及他们所在文件: * buffer (buffer.c) * array (array.c) * global structures (base.h) 接下来需要阅读: * http://www.lighttpd.net/documentation/state.html (在lighttpd的'doc/'目录下可以找到,名字为state.txt) * http://www.lighttpd.net/documentation/plugins.html (在lighttod的'doc/'目录下可以找到,名字为plugins.txt) 框架 确保你的系统中安装 * automake 1.8.x or higher * autoconf 2.57 or higher * libtool 1.5.x or higher 当要编写自己的插件,可以从修改mod_skeleton.c开始,mod_skeleton.c包括一个插件的基本架构,它是mod_access模块的一个拷贝,mod_access模块非常简单,以至于把mod_access模块作为演示插件如何工作的基本向导。 如何把mod_skeleton变成一个自己的插件,你需要用编辑器打开这个文件,把文件里面的 'skeleton'替换成你自己的插件名‘counter’。 $ cd src/ $ cp mod_skeleton.c mod_counter.c $ vi mod_counter.c :%s/skeleton/counter/g 把下面代码添加到src/Makefile.am,告诉编译器我们需要创建新的插件: lib_LTLIBRARIES += mod_counter.la mod_counter_la_SOURCES = mod_counter.c mod_counter_la_LDFLAGS = -module -export-dynamic -avoid-version -no-undefined mod_counter_la_LIBADD = $(common_libadd) 默认情况下,生成系统将假定你是一个普通用户,只是想编译现有代码。所以更改makefile.am文件后不会产生新的makefiles 。你需要手工执行以下命令: $ ./configure --enable-maintainer-mode ... 无论何时更新Makefile.am,比如增加新的依赖库,执行上面命令都会自动重建完整的Makefile文件. 开发过程中,如果你希望通过前缀安装所有的文件来避免真实安装,可以: $ ./configure --enable-maintainer-mode --prefix=${HOME}/testbed/lighttpd-1.4.x/ ... 这样可以消除你每次以root身份安装的负担,并且不需要root权限就可以运行lighttpd。启动lighttpd之前,最好把lighttpd配置文件中的port修改为大于1024的端口。 如果开发的插件不能正常工作,您可能需要使用autoconf重新创建生成系统,如下命令 $autoreconf -fi $./configure --enable-maintainer-mode ... 如果一切正确, 生成目录中将会创建mod_counter.la 和 mod_counter.lo两个文件 . 调整代码 查看mod_counter插件. 你会发现: * 配置结构体: plugin_config和plugin_data。 * 结构体初始化代码。 * set_defaults函数分析配置结构。 * the patch-function which applies the conditionals * the real work code and finally * plugin_init函数在插件注册服务时被调用一次。 plugin_config 每个插件在全局配置文件中可以选择是否设置配置信息,并且可以通过plugin_config结构体记录这些不同的设置信息。这个结构体被用在结构体plugin_data结构中,用于保存插件的配置信息。 plugin_data 每个插件都有属于插件自身的本地数据(像配置信息和临时缓存),通过plugin_data结构体保存这些数据。 handler_ctx 如果插件需要存储此次连接(connection)的特定信息,需要用handler_ctx结构来存储每个连接的信息。更深入的了解可以参考mod_rewrite插件。 所需函数 * _init * _free * _set_defaults * _plugin_init _plugin_init 每个插件需要编写 ..._plugin_init函数,这个函数会在插件加载时被调用。需要设置p->name指向插件名字(用户定义的插件名,本例中为 counter)缓存地址,设置相关的钩子(hooks)函数(init,set_defaults,cleanup),最后返回0即可。 _init ..._init函数在插件自身初始化时被调用,这个函数返回plugin_data结构体指针。 _free ..._free 函数在插件生命期要结束时被调用,这个函数用来释放插件申请的内存,记住不要让程序结束时为你清理内存,请自己手动释放插件中申请的内存。考虑使用valgrind或者其他工具分析验证你写的插件是否存在问题。 _set_defaults 一旦配置文件被解析,每个插件都有机会从配置文件中获取它的配置值,并验证正确性,在插件中使用config_values_t结构体保存配置文件中相应的关键字和类型信息。需要注意的是Config_values_t结构体的最后一项必须用NULL标示结束。 如果你不关心插件配置, set_defaults功能是相当简单的: * set the destinations of the config_values_t * 调用config_insert_values_global() conditionals 如果编写的插件需要配置信息,在调用config_insert_values_global()函数之前还需要多做一些工作(就是对配置文件内容的解析处理),具体参考mod_access.c模块中的实现。 使用config_storage存储所有的条件和一个patch函数(比如mod_counter_patch_connection函数)。 patch function sets the basic defaults and applies the necessary modifications for the currently valid conditionals. Don't forget to check if the patched config makes sense when you use it. The patch functions have to be called as soon as one of the work-handlers is called (like _uri_handler and friends). mod_counter_patch_connection(srv, con, p); 插件返回值 在大多数情况下,只需要使用HANDLER_GO_ON, HANDLER_FINISHED and HANDLER_ERROR作为插件的返回值。 HANDLER_GO_ON:当你需要其他插件处理此次请求时,在多数情况下返回HANDLER_GO_ON。有时如果你知道不需要处理这个请求,可以直接返回HANDLER_GO_ON。 HANDLER_ERROR:当发生致命错误时,当连接终止时,当调用hanlers相关函数(产生错误时)或者终止lighttpd时,当调用_set_defaults函数时(主要指配置文件出错时)返回HANDLER_ERROR。 HANDLER_FINISHED: 终止返回值状态,在以下两种情况下返回: * 设置非200的状态码; * 生成完用户所需的内容; HANDLER_WAIT_FOR_EVENT 和 HANDLER_WAIT_FOR_FD:当插件没有处理完成并等待fd-event或者执行FDs时,需要返回 HANDLER_WAIT_FOR_EVENT或者HANDLER_WAIT_FOR_FD(这两种状态码用在异步事件处理的插件中,比如 mod_proxy,mod_fastcgi等插件中,以后还会提到) HANDLER_COMEBACK:当需要重新检查请求结构(request-structur)时,需要返回HANDLER_COMEBACK状态码。在mod_rewrite插件中用于重写URI. 翻译原文: http://trac.lighttpd.net/trac/wiki/HowToWriteALighttpdPlugin 说明:在这片文章的原文中作者没有严格区分plugin(插件)和module(模块)的概念,这里为了和原文一致,在出现plugin的地方翻译为插件,出现module的地方翻译为模块,两者表示相同的意思。对于patch-function部分,实在不好翻译,所以没有翻译,好在这部分内容容易理解。 初次翻译,有不合适的地方,欢迎大家批评指正。也希望和大家对lighttpd相关内容进行探讨。 本文版权归原文所有,转载请注明出处! |
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Behold the up and coming superstars: Renegade Kid Posted: 30 Aug 2008 10:56 PM CDT Image from Renegadekid.com
I'm filing this under Nintendo DS because Renegade Kid's first two titles, the already released Dementium: The Ward and upcoming Sci-Fi FPS(!) Moon, were and are DS games. What made these efforts impressive is that they pushed the limited Wii hardware to the limit. Moon is being reported by insiders are the best FPS on the system, even better than Nintendo's own Metroid Prime Hunters. Dementium also turned heads with its cinematic, survival horror, pulled off extremely well on a tiny handheld. So it is with real excitement that they have undertaken a new project for Wii! Well, yes, it is unofficial, but it is unofficial in the sense that everybody with a brain knows what they are doing. We'll be keeping an eye on this new title here at House of Nintendo. For now we know it is for Wii and it involves some pretty well known theme- probably vampires. Read. See full article. Related Entries: Dell XPS 600 Renegade - 13 January 2006 Poker Superstars Invitational 3 - 14 March 2006 Starcraft 2: Behold, the Protoss Stargate - 27 June 2007 Renegade Gaming Chair - 01 November 2007 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Posted: 30 Aug 2008 10:44 PM CDT We really ought to do more to support this great looking third party title, which is shaping up to not only be a great game on Wii, but possibly the most exciting FPS game on any system in 2009. Note how great the game looks! It has a bright, colorful style that really takes advantage of the Wii- for those who don't know, the Wii does in fact have more raw power than the previous generation... but not as much as the Xbox 360 or PS3. Those systems are really designed for hyper realistic graphics, while the Wii was clearly made with colorful, stylized looks in mind. Via nintendowiifanboy.com. See full article. Related Entries: Conduit: 个性化制作浏览器工具条 - 13 三月 2007 Conduit Labs 再度获收 800 万美元投资 - 23 一月 2008 The Conduit Is lookin' Good: High Voltage Might Deliver FPS Hit on Wii - 18 May 2008 Conduit Footage Looks better and better - 10 July 2008 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Wii Music Defense Force Gets A High Profile Member Posted: 30 Aug 2008 10:37 PM CDT The Wii Music Defenders have been far and few in between. Basically Gamespot and myself were the two lonely outposts on the Nintendo internets that were supporting the software. I thought it was a great idea, and I make my defense here.
Jeremy Parish has now come out in support of the software, saying that additional time with it at PAX has given him a different view. Expect this to happen a lot. Wii Music is a brand new idea in music games, one that doesn't involve mindless mashing of buttons in robotic order based on falling gems. Hey, that can be fun, but why not take a different approach? The money quote: But Nintendo has a slightly more fleshed-out version of the game on display this weekend at Penny Arcade Expo, and despite this version sporting only a few modest tweaks, I think it has won me over. The difference: A sense of purpose. While the game's primary mode remains the same — a group of faux musicians jamming together and playing individual notes or beats of a predefined music track — the single-player mode now has added depth. Rather than simply pantomiming music with a phantom backing band, you can record their own personal renditions of each tune's six tracks, including melody, harmony, rhythm and percussion. You can save performances, then splice them into the standard rhythm tracks, allowing you to effectively create a complete custom performance of each track. This also works for group performances, although it has more impact with a single performer. What Jeremy reports is very exciting because of the single player element. My only real worry with Wii Music was that it would be primarily a multiplayer experience. Unfortunately, as a family man, I don't often have "the boys" over (both my wife and I would love to have more people over, but baby's 9pm bedtimes sort of limit this), so multiplayer in general is less appealing. However, it seems that the single player in Wii Music might be its best element. Color me excited! Read. See full article. Related Entries: Yet another reason for music decline: boring music - 24 April 2006 Earth Defense Force X Previews - 09 February 2007 Add More Music, Videos, and Music News to MySpace - 03 July 2008 Meet our music tutor - youtube - 29 August 2008 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Posted: 30 Aug 2008 08:48 PM CDT I’ve been busy with shooting interviews at PAX today, but now that I’ve got the chance to catch up, I just wanted to share an update on the SOCOM Confrontation public beta that was posted earlier today on SOCOM.com. Here’s the word straight from SCEA’s Seth Luisi:
For the latest updates on the public beta, and everything SOCOM, keep an eye on SOCOM.com. |
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The PSB, SOCOM.com & Killzone.com Weekly Recap Posted: 30 Aug 2008 01:57 PM CDT
Courtesy of David “Point Man” Brothers
Courtesy of Victor Zuylen – Editor, Killzone Community
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How Do You Know That Your Game Is Fun? Posted: 29 Aug 2008 08:53 AM CDT One guy posed a question to the producers of the round table (answers coming next week), and I thought the question was something that could be worth pondering by other people as well. He asked “How do you know that your game is fun?” How do you know that your game is fun? I think it’s a tough question to answer, and here’s some ideas on how to spot a fun game. In my opinion, a game is fun when: Your game is fun when you get excited about your game Your game is fun when when you smile watching the characters walking on the screen or hear the music Your game is fun when when you enjoy testing it These were some ideas, and I’m sure there’s plenty of more. What’s your take on this? How do you know when your game is fun? |
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Posted: 30 Aug 2008 10:03 AM CDT 明天記得掃圖………………
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Ultima VII: Off The Beaten Path Posted: 30 Aug 2008 12:30 PM CDT Corvus Elrod has a post about my favorite CRPG of all time, Ultima VII: The Black Gate. More specifically, he's talking about what he refers to as "Sub-Optimal Paths." Part of what made Ultima VII such a great game was that there was a LOT to the game that was off the "optimal" path to the conclusion. Not to mention that this makes any story more interesting - a hero who never makes a mistake and takes a direct path to the end of the story is pretty boring.
Ultima VII: The Land of Sub-Optimal Paths An excerpt: "Britannia, the realm in which the Ultima games are set, contains more than ten cities and a great many tiny islands. Every city has a story taking place within its borders. The Avatar herself is a reflection of the virtues upon which the Britannian cities were founded and the struggles of the citizens reflect the decay of those virtues. By diverging from the central plotline, which takes you to all of the cities at one point or another, the player learns about the culture of the world and her character’s own role in the creation of that culture. Additionally, the little simulated lives you touch bring greater purpose to your grand goals. No longer are you merely saving the world simply because you’re a hero, but because you want to save all of the individuals you’ve met along the way."Origin had a motto: "We create worlds." The extended version of it, I think, was "Others make games. We create worlds." I think this was never more true than with the "middle trilogy" of the Ultima series. Granted, it was far from perfect, and the illusion would get frayed a bit at times. But there was a lot packed into the game - even in the places where players were unlikely to see. You don't see that so much anymore. Many games are pretty rigidly linear, making certain that every ounce of expensive development effort is enjoyed by the maximum number of players. Even in sandbox-style games, so much is randomly or procedurally generated that you don't really feel like there is anything truly interesting to be found off the beaten path. Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 31 Aug 2008 04:49 AM CDT
The horror genre is a subject that never fails to capture my attention, doubly so when it comes to games - and triply so when it comes to massively multiplayer gaming. The Secret World is an MMOG that - at least in part (or in huge, meaty, bloody chunks) - can be filed under the genre ‘horror’.1 There are certainly good reasons why there are no (or few) horror MMOGs out there. It’s a challenge to infuse a sense of dread and fear into an open world setting where designers can’t tightly control what the player sees and experiences, where the player is rarely alone, where - typically - the same content has to be available regardless of whether it’s day or night, foggy or clear, and where death - in a traditional sense - is never much of a threat. This article over at Massively takes a brief look at the challenges of creating a horror-themed online game, and while I would have loved to see the author explore the subject in more detail, it’s (fast) food for thought and touches on a lot of the issues we face in the development of TSW. How would you envision a horror MMOG? What would scare you the most? And do you think it’s even possible to combine traditional horror with a persistent online multiplayer setting? EDIT: The discussion continues over on The Secret World forum. I’ll be keeping an eye on both the comments here and that thread.
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《欧洲卡车模拟》(Euro Truck Simulator)CLONE版/破解版/破解补丁[Bin] Posted: 30 Aug 2008 10:59 AM CDT 做源服务器:eDonkeyServer No1 中文名称:欧洲卡车模拟 英文名称:Euro Truck Simulator 游戏制作:SCS Software 游戏发行:Excalibur Publishing 游戏类型:Simulator 讨论专区: http://3dmgame.chnren.com/bbs/showforum-251.html 前4个文件是CLONE版,用最新版 DAEMON TOOLS 加载即可进入游戏 后3个文件是破解版 最后一个是破解补丁 [QUOTE]Minimum Requirements Operating system Windows XP or Windows Vista Processor 2.4 GHz Intel Pentium 4 or equivalent 512 MB RAM (1 GB on Windows Vista) 128 MB video card: GeForce 4 (not MX!) or better, ATI Radeon 8500 or better DirectX 9 compatible sound card DirectX 9.0 600 MB of free hard drive space [/QUOTE] 【游戏简介】 欧洲卡车模拟终于在2008的盛夏献身。有别于SCS开发的18轮大卡车系列,这个版本广纳建议,弥补了18轮大卡车系列的不足和缺点,使卡车模拟游戏更上一层楼。增加了真实的后视镜,AI变得更加人性化,加强了布景素材的真实美观,修改雨天特效,采用了进阶玩法,使游戏耐玩度大大增强,完全按照欧洲的交通制度,采用电子监控违章,还有很多新惊喜. 【游戏截图】 CLONE版NFO P R E P A R E T O B E U N L E A S H E D ! ! Euro Truck Simulator CLONECD (c) SCS Software ─ ───────────────────────────────────────────────────────────────────────── ─ Release Date : 08.30.2008 Protection : Safedisc Release Type : CD Game Genre : Trucking ─ ───────────────────────────────────────────────────────────────────────── ─ Release Notes: Euro Truck Simulator is a European first - A truck simulation game in a European setting, with European long haulage trucks! Drive cargos from Rome to Berlin to Madrid to Prague - and many more cities - in realistic vehicles. Euro Truck Simulator is a faithful reproduction of driving trucks on the European road. Drive across a realistic depiction of Europe, visit its beautiful cities, pick up a variety of cargos, and deliver them on time! ─ ───────────────────────────────────────────────────────────────────────── ─ Install Notes: 1. Unpack the release with WinRAR or equivalent. 2. Mount/Install with latest DT 3. Play and enjoy the game ─ ───────────────────────────────────────────────────────────────────────── ─ Unleashed salutes all friends of the family, contacts and competition! ─ ───────────────────────────────────────────────────────────────────────── ─ " Ready and Unleashed " 破解版NFO Euro Truck Simulator (c) SCS Software 08/2008 :..... RELEASE.DATE .. PROTECTION .......: Safedisc 1 :.......... DISC(S) .. GAME.TYPE ........: Simulator ▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▀▓ █ ▓ ▓▀ ▄ █ █ ▓ ▓▀ █ ▓ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀ From the creators of Bus Driver, Euro Truck Simulator is a truck simulation game set in continental Europe. The player can drive across a realistic depiction of Europe, visiting its beautiful cities, picking up a variety of cargo and delivering them on time! The road network in Euro Truck Simulator is based on genuine European roads and cities. Being set in Europe, European truck-designs feature exclusively - all trucks use highly realistic, meticulously detailed models. The truck interiors of Euro Truck Simulator are as equally impressive as the exteriors. With actual working instruments such as flashing indicators, temperature and low fuel warning lights, wipers, and naturally - a full set of gauges including speedometer - all built into the interior 3D model, Euro Truck Simulator offers a truly immersive simulation environment. The player can pan around the cabin, just as if they were actually sitting at the wheel. ▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀ █ █ ▓ ▀▀▀█ █ ▄ █▀▀▓ █ █ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ 1. Unrar. 2. Burn or mount the image. 3. Install the game. 4. Copy the cracked content over from the Crack directory on the disc to your installation directory. 5. Play the game. ▄▀▀ ▄▀▀█ ▄▀▀▄ ▓ ▄ ▄▀▀█ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▓ █ ▓ █ ▓ █▀▀ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ █ ▀▀ ▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ This posting includes an audio/video/photo media file: Download Now |
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Posted: 30 Aug 2008 11:03 AM CDT 怀念冬天的味道
裹着厚重的衣服,心里会很踏实。 家乡的冬天,清晨被云雾缭绕所包围。 上学的时候喜欢呼口气,在教室的窗户上写字。 开始怀念读书时的课桌,怀念透过窗户远望操场上那颗大树的日子。 似乎我从来没去了解过那颗是什么树,虽然在那里度过初中、高中的六年。 广州的冬天是什么样子的,虽然在这里度过了1年多,但是记忆里似乎出现了断层,无法想象到。 我似乎仍然不习惯在广州生活,除了公司就是家里,这里的一切还是如此的陌生。 还能忍耐多久呢,不知道噢。 想着家乡的日子,躺在河堤上数星星。 深刻的记得,儿时的一个夜晚看到了7次流星,不过已经忘记自己许了什么愿望了。 家乡的冬天虽然寒冷,但是却不下雪,唯一一次是我6岁的时候,见过雪,现在已经再也没有了 清晨的时候,妈妈把我叫醒,打开窗户,我看见了白色的山。妈妈说是半夜下的,然后我们去山上打雪仗,还有很多中学的哥哥姐姐。我堆了一个雪娃娃,然后用桶把它装回家。 很想家了 在家的时候对时间没有概念,而现在却被时间逼得紧紧的。 或许是天气的炎热,混合着钢筋混泥土的味道,让人感到焦虑。我还是想裹着厚厚的羽绒服蹲在寒风中寻找清醒的感觉,然后深深的喘一口气。 |
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Posted: 30 Aug 2008 10:10 AM CDT 首先需要着重指出的一点是,本文所针对的仅是当前最流行的战争策略类Webgame,对于其它类型Webgame并不适用。
事实上,在当前的Webgame市场上所充斥的这些战争策略游戏的高度同质化,已经使得我们在很大程度上对于Webgame品质的好坏丧失了判断力。究竟一款Webgame设计成什么样子才能够成功,这个问题是行业内没有任何一个人可以回答的了的。在当前以运营和宣传能力作为评判一款Webgame成败的标准是一种很可行和可信的方法,但是对于Webgame的设计者和开发者(尤其是策划),这样的现状却是致命的。究竟我们如何去设计一款Webgame,应当遵循什么样的设计原则?在找到这个问题的答案前,我们的游戏设计者被迫处在一个迷茫期中。事实上,本文无意于去找到这一设计原则,仅仅是尝试在开发过程中寻求一些减少和避免设计失误的方法。 数值设计被认为是战争策略类Webgame设计中最难的一环,其原因就在于我们对于数值设计的评价标准知之甚少。从表面上看,Webgame的数值设计是存在有很大的随意性的,尤其是作为Webgame核心的各项时间和资源增长速度的设计,由于它们对于各个玩家来讲是公平的,而且相互之间往往很难看出直接的数值关联,因此很多对此并不精通的游戏策划在设计它们时往往过分随意。而隐藏在这种随意背后的,往往就是灾难性的游戏进程。无论是资源生产速度和资源消耗速度的不匹配,游戏战略进程和玩家部队生产速度的不匹配,主城和分城建设因不同资源和科技起点造成的数值漏洞,都属于容易带给玩家很严重的游戏体验挫折,但并不容易在设计阶段快速发现的问题。因此的,在战争策略类Webgame的设计开发过程中,我们需要引入设计测试的方法。 传统的软件测试和游戏测试更加偏重的都是程序漏洞(一般称为Bug)而不是设计漏洞。究其原因,很重要的一点就是测试的测试文档(或称测试用例)是基于既有的设计文档的,测试的评判标准是实现的程序(游戏)是否符合既有的需求文档。但是在这一过程中,设计的错误往往被忽略。大量的设计漏洞由于测试不充分而没有在游戏开发测试阶段被发现,而是被保留到了正式的外部测试阶段。尤其是一些后期的数值型漏洞,往往是在游戏开始公测甚至于正式运营后才暴露出来的。由于游戏数值的普遍关联性,以及玩家角色积累的连续性,在这一阶段暴露出的设计漏洞能否被弥补,弥补需要多少时间都成为了未知数。因此的,在游戏开发过程中,我们需要针对设计漏洞的测试流程和测试方法。 事实上,在游戏行业的开发过程中,针对单一玩法,单一流程的设计测试(或者叫内容测试)是存在的,而且也可以说是比较到位的,但是,战争策略类Webgame的特殊性就在于它的设计漏洞往往出现在多个系统,多个玩法,多个流程共同作用的一个混合的玩家游戏过程中,而不是存在于某一个个体中,这样的,传统的基于模块的测试方法在应对战争策略类Webgame时往往是很不充分的。那么,Webgame测试中还需要什么样的测试方法呢?很简单的,就是测试者(事实上,这个测试者的角色建议以游戏策划而不是专门的游戏测试人员担任)以不同的游戏阵营和游戏角色加入游戏,整体体验游戏进程,并且记录各种体验性数据(一般为混合性数据,即不存在于游戏数值策划文档内的数据,例如玩家主城升级到X级所需的整体时间,玩家从进入游戏到开出第一座分城所需要的时间等)。 我们来看一个近期比较火热的战争策略类Webgame:《热血三国》中所出现的两个最为严重的,也是游戏设计者在近期更新中着重解决的两个设计漏洞: 1.游戏中后期很容易出现资源堆积现象(尤其是石头和铁),继而频繁的发生“人祸”。一个玩家因故两天不上游戏就可能导致接近致命的非PVP损失。 2.玩家频繁刷十级NPC城快速提升声望。 我们会注意到,以上的设计漏洞恰恰反映了两种最常见的容易在设计开发测试流程中被忽略的漏洞:一是多个混合系统长时间作用所发生的混合效应(漏洞一反映了资源生产,资源储存,资源消耗和人祸系统四个系统共同作用过程中的配合问题);二是单一系统的效果没有直观反应出其漏洞(十级NPC城的掠夺收益是在游戏策划的规划之内的,但他并没有清晰的意识到这一规划到底会导致什么样的整体结果)。而对于绝大部分在游戏中进行到这一阶段的玩家而言,这些漏洞都是显而易见的。同样的,我们可以意识到,如果我们有这样一个基于玩家整体游戏过程的测试的话,那么很多问题是可以在游戏面世之前被发现和解决的。 当然的,另一个问题也摆在了我们面前:战争策略类Webgame以游戏进程缓慢,周期长为主要特征,难道我们的一环测试需要测试者连续去玩上几个月么?是否还需要游戏测试者24小时在线?因此的,我们接下来要指出的,就是这一基于设计的测试所应采取的正确方法。 1.在游戏开发早期预留速度调整和用于中断的游戏控制接口。对于测试过程来讲,测试者有需要简化和跳过一般玩家的长时间等待过程,但又要保持在这一过程中的数据可以与游戏正常运行时一般玩家同步变化,这就需要游戏开发过程中为测试预留出可以控制游戏速度的接口。需要控制的游戏速度主要包括:玩家资源获取的速度,建筑单位的建筑速度,科技研发速度,军队和其他物品的生产度,以及玩家单位在地图上的移动速度等。需要特殊指出的是,由于测试者测试的是当前数值体系下的数值平衡问题,因此不应该提供给游戏测试者改变两个速度间相对比例的接口,换言之,游戏测试者需要的仅仅是一个调整游戏整体运行速度的接口。另一方面,游戏测试者会有测试玩家离开游戏一段时间后游戏状况变化的需求,以及游戏测试者本人因为下班,休息或其他原因暂时离开游戏的需求,因此需要在程序上提供给测试者一个暂时中断游戏进行的接口。这两个接口应该在游戏开发早期即预留,这样可以让游戏设计者在第一个可运行版本出来时即可开始初步的数值测试。事实上,考虑到当前Webgame主流使用的页面脚本的后台开发模式,游戏策划可以在早期进行的测试应该是非常方便和快捷的。 2.为游戏设计测试提供自动化的脚本式的测试机器人。无论我们的游戏在实际的玩家界面和功能上是否支持玩家连续指定多个任务(Ogame默认允许玩家安排长达10个的任务序列,其他战争策略类Webgame则大多将这一点作为收费点),游戏开发者都应该为游戏设计测试开发这一功能。这将大大有助于提高设计测试的效率,并为一个测试人员同时测试多个角色,多个流程提供可能性。为了达到这一目的,一个可能的程序架构原则是尽量粒子化各个玩家单一过程(例如升级1座兵营或者升级1级民房),并至少在开发测试过程中为各个玩家单一过程提供外部的驱动接口,从而从外部直接接受玩家的脚本式的测试指令集。这一指令集的一个可能的形式是:(官府(ID:1)升级到2级;建造民房(ID:2);民房(ID:2)升级到2级…………)。当然,如果测试人员能够略有一点程序基础,将会大大有利于这一自动化测试流程的建立。 3.提供便于非开发人员使用的单一玩家日志。事实上,我是支持在游戏的正式界面中为一般玩家提供查看个人行为日志的功能的,并且非常建议在服务器上尽量保留玩家的玩家行为日志,这将成为日后游戏设计者进行基于玩家游戏行为的数据分析和挖掘的基础,这一思路在传统的互联网运营和设计中是非常普遍的,但在游戏行业并没有得到足够的重视。但至少,在游戏开发测试过程中,需要为游戏的设计测试人员(他们往往是非技术开发人士)提供便于他们使用的玩家日志。这一日志将成为他们发现问题,以及发现问题成因的根本来源。以前面讲到的《热血三国》的设计漏洞为例,玩家日志中频繁出现的人祸将成为游戏设计测试人员发现设计漏洞的一个重要着眼点。事实上,在游戏的正式运营过程中,对游戏日志进行数据分析和总结,也是找到游戏设计漏洞的一个重要方法。 4.明确需要进行测试的玩家行为模式。由于游戏设计测试往往是以10倍甚至100倍于一般玩家游戏过程的速度在进行的,因此的,我们需要更加明确我们需要关注的玩家行为模式有哪些,并将其映射到我们的测试环境下,来进行有针对性的行为模式模拟。典型的需要关注的玩家行为模式包括: (1)深度游戏玩家。他们可以在自己需要的任意时刻保持在线,而且每天可以保持12个小时甚至更长的在线游戏时间。对于这样的玩家,我们需要模拟的是长时间连续操作的游戏过程,以及一个模拟玩家每日在线12小时以上的周期性游戏过程。 (2)办公室型玩家。他们每天白天可以基本保证长时间在线,但是他们每天的在线时间往往局限在上班时间的9小时内。对于这样的玩家,我们需要模拟的是一个每日在线9小时以下的周期性游戏过程。 (3)夜晚玩家。以学生和从事某些行业的工作者为主的,他们每天的主要游戏时间在晚上下班(放学)后的几个小时。对于这样的玩家,我们需要模拟的是一个每日在线5小时以下的周期性游戏过程。 (4)不定时玩家,这些玩家可能以在校学生以及其他低端玩家为主体,他们往往以网吧为主要上网地点,游戏时间非常不固定,日上网时间也可能发生很大的波动。对于这样的玩家,我们可以模拟一个以随机时间驱动的游戏过程。 (5)双休日及节假日现象。双休日意味着会有一大批玩家频繁的出现连续两天半(即从周五下 班到周一上班)的离线情况,而节假日则意味着会出现(但不会频繁出现)大批玩家连续3天~7天不上线的情况。事实上,只要游戏测试人员在游戏测试过程中有意识的停止一段时间的游戏操作,很容易模拟这一现象。事实上,前文中《热血三国》的第一个设计漏洞恰恰出在了对于双休日及节假日现象的忽略。 5.明确需要达到和避免的玩家体验和游戏局面。我们希不希望玩家每次在线都有事可作?我们希望玩家被卡在建设时间还是资源上?我们希不希望玩家的资源很容易达到城市的储存上限?在各种玩家行为流程下,我们希望各种负体验设置(例如天灾人祸)以多大频度发生?诸如以上的设计目标越明确,测试时越能做到有的放矢,测试效果也会越好。事实上,如果设计测试者能够将这些设计目标量化为明确的数值目标,那么我们的程序开发者完全可以将这些设计目标作为游戏系统的报警机制,从而在这些设计目标被突破时直接给予游戏设计测试者以反馈。这样的测试流程效果会大大好于盲目的体验式测试。另一点需要指出的是,由于设计测试过程往往处在一个高速的非正常的游戏过程中,因此诸如“玩家建造一个建筑所需时间造成的体验”这样的问题是不适合于在我们的测试过程中去解决的。 建议对这一测试过程不够了解或者存有疑虑的朋友可以去尝试一下Ogame的第三方服务器,该第三方服务器提供了管理员随时手动管理游戏速度的功能(事实上,这一功能的开发难度基本可以忽略),从而使得我们可以很直观的体验游戏中一个玩家整体的发展流程。一个额外的话题是,当你在游戏中发现以100倍速升级一个科技需要几十个小时时,大概你也会感觉到在标准的游戏过程中这会带给玩家什么样的体验了。 |
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Saving the Day: Save Systems in Games Posted: 01 Sep 2008 11:00 AM CDT |
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Posted: 01 Sep 2008 09:35 AM CDT 摘要: 开发游戏的时候,总会做下同类型游戏的性能对比,一般nvperfhud只能用来分析我们自己写的应用程序,因为这涉及到改代码的问题。那么如何分析别人做的游戏呢,可以用nvidia的perfkit提供的计数器结合系统管理工具perfmon、dx pix for window进行监视。 阅读全文
[新闻]2008年微软技术大会中国区现已开始售票(Tech·Ed 2008) |
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Posted: 01 Sep 2008 08:26 AM CDT |
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Posted: 01 Sep 2008 06:45 AM CDT 求职区域推广工作,以前为中广网大连的区域推广经理,如果有哪个公司要发展大连这边的市场请联系我,从推广员做起也无所谓!
联系电话 0411-82928869
QQ 4031382
邮箱
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Posted: 01 Sep 2008 02:20 AM CDT 简历至邮箱:(注明来自豆派)
要求文笔好,了解游戏行业,中文或新闻传播专业优先。工作地点,上海。
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Posted: 01 Sep 2008 05:28 AM CDT 经过公司的统筹安排,新飞飞的上市时间已经于上周五最终敲定,新飞飞的上市将分为两个步骤:第一步是老玩家转档、第二步是正式的公测,老玩家转档时间敲定为10月15日,正式公测时将会投放大规模的地面推广、以及宣传和广告,具体的公测时间目前保密。 在正式公测之前,新飞飞将会在以下方面进行深度的优化: 1、安全系统(包括大家期待以久的租借系统、卖号系统、帐号共用机制、游戏内投诉系统等等) 2、战斗体系进行深度优化(包括PVP和PVE的平衡性调整、防具特效重新设计、80+武器特效特殊制作、神兵系统、空艇系统、空战系统) 3、飞行系统(会尽快推出超级马里奥,新的飞行器会持续开发) 4、恋爱社区(包括恋爱系统、结婚系统、同时启动恋爱之家的制作) 5、宠物系统(这个,嘿嘿,就不多说啦) 6、王国系统和家族系统(家族系统目前只完成基础的升级功能,后面会陆续推出家族竞技玩法,比如接下来的家族赌矿战、家族争霸战、家族领地战等等) |
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Posted: 01 Sep 2008 05:25 AM CDT 文/天姿 从今天开始,我在我所管理的这个小团队采用了站立式会议,为什么要采用这种方式呢?
1.每日例会、每日学习是我所在的这个部门自成立以来的传统,我们有必要把这个传统进行下去。它存在的意义不仅仅是一个惯例,还是一个仪式,是学习型团队的表现之一。
2.大家每天都是坐着工作,采用站立式的会议而不是坐式的,利于大家能换一个环境轻松一下,活动一下颈骨和血液,另外也能最大限度的控制会议时间,不让每日例会变成大家坐着打哈欠的时机。
3.每日站立会议的主题和议程是,轮流讲述今日的工作成果、工作阻碍以及下一步的计划。方便大家每日对工作有个小结,也能尽快的发现工作中存在的问题,还能让不在状态的人融入工作的节奏中去;另外每日例会也方便管理者合理的调配人力和资源。
4.每日例会工作内容并不向上一级领导汇报,每日例会的工作内容会有专人记录,作为这个团队的日志而存在。 从今天的表现来看,会议表现取得了预期的效果。这是我所作的一个稳中求变的团队管理小革新。 2008年9月1日 |
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Posted: 01 Sep 2008 05:24 AM CDT |
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Posted: 01 Sep 2008 05:24 AM CDT 各位亲爱的玩家朋友: 问卷地址:http://survey.163.com/survey/survey/ecard_jifen/survey.php |
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Posted: 01 Sep 2008 02:45 AM CDT |
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Posted: 01 Sep 2008 12:15 AM CDT 每一个成功的男人背后都有一个贤内助,这个贤内助不一定要文武双全、能力非凡,但最好能够甘于奉献,全力支持、鼓励男人在外面奋斗。IT富豪们也一样,他们的成功大多离不开他们背后,同样富有传奇色彩的女人。
一、李彦宏
李彦宏没有妻子就没有百度
北京时间2005年8 ...
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Posted: 01 Sep 2008 01:40 AM CDT 這樣上色原來也挺好玩〜想塑料一樣的質感〜XD全画完再調顏色吧。
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Posted: 01 Sep 2008 02:42 AM CDT 文/天姿 玩家尝试一个操作,该操作是被禁止的或者说无效的,是弹出提示信息框告诉他呢,还是仅以明确的处理告诉他即可呢? 比如说,玩家要把一件裤子移到武器装备栏的位置,是弹出提示框“该道具不可装备到该位置”呢,还是在他在武器装备栏松开鼠标左键,鼠标上粘着的裤子图标变为普通图标且裤子又正常显示在背包内呢? 只要程序处理表现的够明显,玩家能理解,就不需要提示信息框。为什么不需要呢? 1.玩家确认该信息框并关闭,多了一到两步操作; 2.提示信息框相当于一个break,对于沉浸游戏中的人来说,会造成一个打断的效果。 当然,提示信息框能把一些重要的信息第一时间告知玩家,并最大限度的减少了玩家对于程序处理的误解。但是在整个游戏设计开发中,这个提示信息框的量绝对应该控制在一个限度以内。 另外,就算没有提示信息框,在程序作无效处理反馈时,也可发送一条系统信息给玩家。 2008年9月1日 |
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Posted: 01 Sep 2008 12:57 AM CDT “提出创意的先决条件是目的明确。” 有的人说,聪明的大公司总是让别人去做第一个,然后自己嗅觉敏锐的跟上。 |
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Posted: 01 Sep 2008 12:28 AM CDT 文/天姿 关于往管理方向走,我早就有打算,jls之前也是一直把我往这个方向培养的。机会到来时,我无疑是有限的候选人中最适宜的那一个。 从今天开始,我负责测试部的主管工作。从与技术主管的交谈得知,我以后要有1/3的精力转向管理。 我们的这个测试部的小团队并不大,10人以内,年均23周岁,平均工作时间不足一年。好在jls在这个部门的创建及发展中,已经做了很多,它已经有了一些规范和习惯可以延续下去。部门内的同事们相处了一段时间,彼此有一定的默契和信任。 我想,我承担了这一份责任,同时也是接受了一件礼物。
对于观者来说,我愿意分享一下我的一点增加幸运值的经验。回顾起来,我的部分优势如下: 1.对于部门的工作对象、工作内容、工作流程和工作规范,我是整个部门中最了解也最有经验的一个。 2.当管理者不在时,我能代表本部门在其它部门或领导面前合适应对,并给其它部门领导人以一定的良好印象。 3.时刻工作认真努力、好学上进,经常成为部门内的典范。 4.更重要的是,降临给我的机会也正是我计划中将要走的那条路。 职场中的幸运并不是绝对的,机会总是留给有准备的人。 2008年9月1日 |
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Posted: 01 Sep 2008 12:25 AM CDT 文/天姿 宁可错杀一千一万,不可漏过一人。大手笔的封号、惩罚措施只是曲折的进行自我惩罚罢了。还别真以为自己就是游戏世界的缔造者和统治者了。您干的就是一个服务业啊。 2008年8月30日 附: http://bbs.wangye173.com/read.php?tid-28046.html 以上账号将暂时被冻结,相关玩家可以有2天的申诉时间。相关申诉说明请直接跟帖,截止6月28日15时,未申诉或申诉未通过账号将被删除。 |
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Posted: 01 Sep 2008 12:22 AM CDT 文/天姿 无论是生活中的选择,还是游戏设计时面对多方案的选择,对于一些人来说,选择无疑是困难的。如何让艰难的选择变得简单呢? 答:增加明晰的世界观。 2008年8月28日 |
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Posted: 01 Sep 2008 12:15 AM CDT 文/天姿
据说不是如何去吸引目标客户群(有钱没时间的),而是解决这部分人与其它类玩家(比如有时间不花钱的)的矛盾。
2008年8月28日
附金鲁生的文章:
上次蛇爷提到了游戏中的RMT的问题,其实这个问题我也思考过很多年,有一点小小的心得,借日志的机会和大家分享讨论。
在网络游戏中,最早对玩家的分类是按有无时间有无金钱分了4类,然后设计重点在于吸引有时间的用户,对有时间无金钱和有时间有金钱这两类用户分别针对性地设计游戏内容。后来逐渐有人意识到,有钱没时间的用户的潜力,然后逐步出现了众多的“免费游戏”,也在这时候出现了RMT的概念,也出现了RMT和普通玩家的冲突。目前来看,很多策划都在考虑吸引RMT的问题,但是只有少数人在考虑解决RMT和普通玩家的冲突,而真正能拿得出手的解决方案更加少。我也只是想到了一个思路:引导玩家确立适合自己身份的游戏目标。
就像体育项目,足球爱好者非常多,其中也有很多爱好踢足球,但是他们一般来说没有机会和职业足球队对抗,就算有对抗也不会因为输赢而受挫折,只会因这种对抗机会的降临而欣喜,这其实就是一个用户自我定位的问题。
让RMT和非RMT玩家分别找到自己的定位,而不是直接对抗,这大概就是我想到的解决RMT和普通玩家冲突的最有效途径,其实,具体方案目前市面上也有一些,但是效果并不理想,有些可能还是歪打正着,我想如果有哪个公司能够真正把握了这种方法,就能够在免费游戏当道的这些年独领风骚。 |
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Posted: 01 Sep 2008 12:14 AM CDT 文/天姿 终于在超忙的一天里,用visio画了一张涉及三部门工作的流程大图。还用excel体现三维考核。还用project做了一份近日计划。 2008年8月28日 |
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Posted: 01 Sep 2008 12:12 AM CDT 文/天姿 我无法保证我现在所拥有的一切想法、理念、做法、记录都是正确的,但是我一直在思考,进行着一个自我认知的版本更新的过程。 我是求变的人。求变只是为了更强大,生存能力的更强大,理念、信仰和技术的更强大。 请像对待一款正在测试中的产品一样对待我,你我都无法发现刘娟娟认知的所有毛病,但她正在快速进化,越来越完美。 2008年8月26日 |
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Posted: 02 Sep 2008 10:00 AM CDT 跳舞毯以全场最高分晋级复赛,复赛还没开始。 实况足球以小组赛第二名晋级复赛,主客场淘汰赛。不过可惜,以1:1,0:1被淘汰出局了,虽然没有达到赛前预定的八强目标,但是首次参赛能做到小组赛晋级,也算及格了。 稍稍有些失落吧,某些关键球没处理好,不然应该是赢球。 下周决赛。我最多最多,也只能出现在跳舞毯的决赛场了,实况的决赛场,我只能以解说和裁判的身份出现。 然后是,下周去埃及,希望旅途愉快。 |
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Posted: 02 Sep 2008 09:31 AM CDT 说中国IT浮躁,从活跃在各个论坛和博客以及其它种类社区里的所谓“资深”人士就可见一班,这些人,有个共同的特点: 1.本职工作干得不咋地,不出成果,也不出效率; 2.特喜欢在人多的地方穷显摆,发表一些所谓的高论,不是这个预测,就是那个推论,好像世界的明天都听他的; 3.为了写东西而写东西,全然不顾实践,也不管是否可行,甚至,从来就没想过要把自己的想法进行实践。 混得时间长了,就变成了大家脸熟的常客,也就变成了所谓的“资深人士”,自认为这就有了“资历”。 这种情况,不论在作技术的程序身上,还是在作设计的策划身上,都很常见,其中,策划身上表现得也更多一点。 然而,有没有“资历”,最终,还是要看产品说话的,你再有资历,再资深,如果你没有作成功过一款产品,这些名头在我看来都是很虚无的,除了你自己,你唬不了任何人。成王败寇,这就是自然法则。 比较常见的是,那些被人认为或自认为有资历的人,常常因为这样的感觉而产生幻象,作事浮躁,不求实际,死抠主义和理论,全然不顾当前项目的实际情况,他们的目的,就是在于宣扬自己虚无缥缈的观点和理论,而不关心产品本身的成败。 很早之前,我写过一个有关理论与实践关系问题的博文,我认为:实践是高于理论的。理论,是实践之后的总结。尽管别人可能已经总结了相同的理论,但是,如果你想把它变成你骨子里所恪守的东西,那就必须你也亲自实践一下。 也所以,我是一个彻头彻尾的实践论者,也是一个彻头彻尾的务实派。你的名头吹得再大,你的所谓资历再深,如果你不务实,到我这里,也不好用,我一样认为你是一个只会说不会作的人。 对于个人,以成绩说话; 对于团队,以产品说话; 对于公司,以利润说话; 这才是“资深”的标准。 要想成为“资深人士”,就从你每天工作中的小事作起,把一个个函数写扎实了,把一个个功能测完备了,把一个个异常处理周详了,慢慢地,你也就有资历了。 |
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Posted: 02 Sep 2008 09:18 AM CDT Well, I probably wouldn't have minded another week of time off, but I'm starting the new job today. And while I wouldn't have minded the week off, my bank account will no doubt appreciate me getting back in the saddle. The indie thing doesn't pay the bills for me yet. I didn't get nearly as much done as I'd... well, I won't even say that I hoped to do, because I knew the target was unrealistic when I set it. But I did get some serious gaming in. I have another post pending for Wizardry 8, as I got a lot of time in playing that one. The combats are admittedly pretty time-consuming, and so I find myself with hours having passed enjoyably by, but without much to tell about it. I also made a HUGE mistake (and I knew it was a mistake when I made it), and bought the Twilight of the Arnor expansion for Galactic Civilizations II, and I also started reading another Harry Dresden novel. They were mistakes because I knew how much time they'd suck out of my life. Yet I still miraculously found time to work on Frayed Knights, go to the Timpanogos Storytelling Festival (well, one evening of it), and party with friends on Labor Day (yesterday) - which included watching the first Harry Potter with the RiffTrax commentary (one of their better ones, IMO - very funny!), and playing Rock Band. So - yeah. Gaming Happened. What did you expect? |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Postmortem: 2K Boston/2K Australia's BioShock Posted: 02 Sep 2008 11:00 AM CDT |
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Posted: 02 Sep 2008 06:49 AM CDT
我的难题
就这么一路走来,又做了一个项目。 这个方法有效,内部的效率有所提高。 面对这样的情况,我们很容易得到一个结论。
相互体谅是说,我们要相互了解对方的情况。 我们继续深入一点,怎样才能相互尊重? 第二个问题,怎样相互体谅?
团队没有“问题”,只有“情况”
很容易犯的一个错误是,过分追究责任: 很多时候,我们把问题复杂化,严重化了,特别是和其他人打交道的时候。 所以我觉得这样的观念很重要: 了解情况比解决问题远远重要。 的确,只要我们总是团结在一起,那么各种问题都能够得到解决。
回归原点
当我们不断努力也无法获得成功的时候,这个规则也没有错。 |
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Posted: 02 Sep 2008 04:57 AM CDT |
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Posted: 02 Sep 2008 04:56 AM CDT 《梦幻西游》第2亿个用户于2008年9月2日上午6时56分56秒注册成功。至此,中国第一网游《梦幻西游》注册用户突破2亿大关。这是国内首个注册用户数突破2亿的大型多人在线网络游戏,《梦幻西游》稳坐中国网游市场第一把交椅。 这些虚拟世界的用户如果组成一个名叫《梦幻西游》的国家,将是全球第五大国度,在人口数量上仅次于中国(13亿)、印度(11亿)、美国(3亿)、印度尼西亚(2.5亿)。 自2008年以来,《梦幻西游》注册用户、同时在线稳步增长、不断攀高。一个月前,《梦幻西游》还创下232万同时在线的新纪录。在网络游戏两大关键指标上,梦幻注册用户突破2亿,同时在线超过232万,以至在许多玩家眼中,《梦幻西游》已经成为中国经典传统文化题材网游的代表作,是不得不玩一下的网络游戏。 在谈及《梦幻西游》注册用户、同时在线人数屡创新高的原因时,网易CEO丁磊表示:“《梦幻西游》始终专注于网络游戏最核心的东西——产品品质和游戏玩法,开创了中国自主研发的典范,我们绝大部分新增用户都来自于玩家自发的口碑传播。只要游戏真的好玩,就不愁没有用户来玩。” 在产品研发上,《梦幻西游》产品总监丁迎峰介绍到:“《梦幻西游》产品研发的成功主要源自我们对玩家需求的快速响应,我们的研发团队能够持续不断地根据玩家的建议及时完善游戏玩法,开发出满足玩家需求的新玩法,新功能。从这个角度来说,与其说梦幻研发团队策划了梦幻,不如说是我们和玩家一起在策划《梦幻西游》,玩家是我们最好的老师。” 相关数据:
(也可通过手机访问wap.nie.163.com及时了解以上内容。) |
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Posted: 02 Sep 2008 03:59 AM CDT 《剑灵(Blade&Soul)》是韩国网络游戏著名开发商NCsoft的最新作品。这是一款试图摆脱单调的游戏方式,让玩家体验新乐趣的奇幻武侠动作MMORPG。 开发了两年的《剑灵》,由《天堂2》的开发总监负责开发,知名画面设计师担任美工,目前开发度仅一半。目前已经删除了一批太过于暴露的角色,但从游戏的视频中可以看到游戏现有的女角色还是非常的性感。 超震撼的视频为我们展示了逼真的东方武侠世界、令人叹为观止的轻功、美轮美奂的人物造型、拳拳到肉的打斗感、血脉贲张的战斗过程,以及搞怪幽默的任务情节…… 总而言之,玩家所熟悉的风格、华丽的画面、增强的动作性和淋漓尽致的暴力美学,这款东方武侠网游已经具备了成为超级大作的潜力。 |
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Posted: 02 Sep 2008 07:10 PM CDT |
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Posted: 02 Sep 2008 03:00 AM CDT
It is a common feature of many psychological models to distinguish between people whose focus is the external (human) world of people and relationships, and those whose focus is the interior landscape of their experience. The former are referred to as extroverts, and the latter as introverts, although it would be fairer to say that the extrovert is one who prefers to spend their time among the external world of people and relationships, since we all express introversion and extroversion in different situations and to varying degrees. The introvert is happiest within their own head, hence the typical love of books, and often of videogames, which gloriously light up the internal landscape of the introvert’s mind. Some introverts, however, find their interest in the external world, just not in the human world – this aspect of me can be found in my love of nature, and the tremendous time I can fritter away in the company of squirrels and other wildlife. One can confidently bound the domain of the introvert at the interaction with other people, which for most introverts (including myself as a child) is a source of anxiety. Yet we all have to deal with the external world of humans – we all have to develop an extrovert mask or persona, even if it is not our preferred state. Some introverted children find they fit neatly into an extroverted space as they grow up – some, in fact, transition from introvert to extrovert at the dawn of adulthood; whether this is a transformation or the unlocking of previously buried potential is a matter of speculation. But many introverts do not make this transition easily or comfortable. For such a person, rather than learning to be extroverted (which is too terrifying to contemplate), they learn to interact with the human world by a kind of inversion of their mental space – they become an inverted introvert, who deals with the world of people by flipping their interior landscape onto the outside. This can manifest in many ways. There are inverted introverts whose internal dialogue is rendered externally, and thus they say all manner of strange things to those around them (usually to their detriment). There are inverted introverts who build detailed models of the world in their heads, and so substitute these models of other people for real human communication (usually with disastrously anti-social results). There are inverted introverts who seek to control their personal space tightly, and when they try to apply this externally they inadvertently become bossy and overbearing (usually driving away those that they would like to have as friends). Many inverted introverts have an over-inflated impression of their own judgment. It seems to them that they have exquisite insight and taste, and that everyone else is thus deeply flawed by comparison. This comes from the fact that the whole of their world is drawn solely from their internal impressions – so of course, whatever pushes their buttons is magnificent, and whatever does not push their buttons is rubbish. Other people’s reactions are seldom considered, except perhaps to selectively notice when other people’s views accord with their own as a means of reinforcing their personal prejudices. Occasions when such a person is in error are rarely remembered, creating an overly inflated confidence in one’s perceptions that comes across to other people as an unjustified arrogance. Or the inverted introvert can fall the other way, and lose faith in their judgment entirely and so tumble into a world of apparently inescapable depression where taking any action is a Herculean effort. Some give up hope, and succumb to suicide. Many linger in melancholy isolation for years not knowing how they might possibly escape from the Stygian hole they have entombed themselves within. And it is not uncommon for the inverted introvert to flip between these two states – overconfidence and desolate self-doubt – trapped in these two desperate worlds, because they can find no way out of their situation. The pathology of this condition is such that one cannot fail to get into trouble by attempting to use the introverted experience as a substitute for extroversion. True extroversion relies upon either learning the social games that people play in order to join in effortlessly, or communicating genuinely with other people in order to understand their uniqueness. The inverted introvert often thinks that they are getting by at these things, but usually has utterly misjudged the situation and is blind to the social realities of their behaviour. A common result of this is that the packs of humans the inverted introvert interact with reject them, want no dealing with such a strange human being. The story the inverted introvert then constructs in their head is one of anger, or of depression (which the psychologist Fritz Perls has called “anger turned inwards”). “How dare you reject magnificent me!” (goes a typical angry narrative), “you must be deeply flawed and I reject you too.” “I must be truly awful for people to reject me like this” (goes a typical depressed narrative), “I will withdraw to the safety of my books, my games, my private world.” There is a deep irony to this failure to connect to the world, in that in terms of Temperament Theory, the inverted introvert is very likely to be gifted with Strategic skills, which of the four skill sets in this model are those which can lead to the highest salaries, and which are most often envied by those who lack them. Furthermore, many such people have potential access to the Leader interaction style (if they could develop their extrovert persona), which of all the innate skills we can have is the one which commands the greatest earnings potential and respect. The inverted introvert is in a sense blessed – yet they frequently manage to turn their advantages into a curse.
While they remain an inverted introvert, and not a person with access to their extroverted persona, they suffer greatly, both because of their social difficulties, and also the anger and anxiety that springs from this. The inverted introvert is likely to blame other people for their failures, without ever quite realising that the very key to success in this world is the extroverted world of people, and little of significance can be achieved without genuinely connecting with this world. Perhaps because I was in this space as a younger man, inverted introverts can be found in every corner of my life, wherever I go. The fact that I work as a game designer intensifies this problem, since so many inverted introverts substitute the hollow success of videogame victory for real progress in life, or else hide from the terrifying world of humanity in virtual worlds where they alone have agency, or where the collective activity is so simplistic that little communication is required to make it happen. If you recognise yourself in this sketch, please heed this warning: you will always struggle to find happiness when you project your internal world onto the people around you. Your models and assumptions will frequently be flawed because they are based on vastly incomplete information, and you can only resolve this problem by learning to communicate. The gateway from inverted introversion to functioning as a human being in society is learning to listen – really listen – to other people. Try having a conversation with someone in which you only ask questions about them, and supply nothing of your own information unless expressly asked. This is a good way to learn basic communication, and until you can do this, you will always be miserable, or angry, or both. The inverted introvert is stuck midway between their childhood experience of comfortable isolation in introversion, and the need to develop the extroverted skills required to interact with the world at large and thus get on with life. If, by dint of resolve or the kindness of their friends, they can take this step, many of their most troubling problems will evaporate, or at least decline, but it takes a capacity for trust in other people that can be difficult to attain when one is licking one’s wounds from myriad social nightmares, the memory of which still burns brightly. Escaping from an oubliette of one’s own construction can seem an insurmountable obstacle, especially when the walls of that prison have been rendered invisible by the accretion of so many assumptions and expectations, so often leading to disappointment. Yet you can do it. You will do it. The process has already begun, or you would not be in the state of inverted introversion in the first place. All you need do is follow through, and for this, you will need the help, love and support of your friends, and the willingness to change. The opening image is Introvert by Chilean artist Jorge Catoni, which I found here at his MySpace page. As ever, no copyright infringement is intended and I will take the image down if asked. |
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Posted: 02 Sep 2008 09:43 AM CDT 最新公告:欢迎参加“创业与团队管理”主题沙龙 致 网友:2008年9月4日晚8时,“创业与团队管理”主题沙龙将在上海市虹口区广灵四路116号智慧桥创意园二幢101室举办。本次主题沙龙得到了博文视点周筠,知名技术博客人阿朱、《程序员》杂志孟岩以及JavaEye庄表伟和博客园dudu、李建忠等诸位技术和出版牛人的强力支持。欢迎大家关注与参加。限于场地原因,仅提供8个空位,请大家从速报名,跟帖报名的前8名有效!报名联系人:董雪(13986164367)、陈琼(13995577066)
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FromSoftware 新作《忍者之刃 Ninja Blade》 Posted: 02 Sep 2008 12:26 AM CDT 在微软东京康拉德饭店召开了一年一度的Xbox业务秋季新闻发布会上。公开了一款以忍者题材的游戏《忍者快刀(NINJA BLADE)》。游戏由From Software 在Xbox360上进行开发。目前没有 PS3 版消息。 据悉游戏的制作是由《失落的星球》的设计者负责游戏开发,音乐则是由曾为《潜龙谍影3》和《如龙2》编写音乐的制作人负责,过场动画的制作交给了日本首屈一指的动画公司Production I.G.。本作确认将在今年的东京游戏展上提供试玩,发售日暂定为2009年。游戏的背景将是以现代东京为舞台,玩家将体验如同《忍龙》般的快感体验。而据游戏制作人在接受采访中表示:“本作的流程大致会在12小时左右”。 记者:在一个拥有很高评价忍者题材的XBOX360主机上,刚刚公布的《忍者快刀》具有哪方面有点? 记者:游戏需要多少时间玩家才能完整的体验到《忍者快刀》? 记者:能否透露一下关于游戏中的一些细节? 记者:游戏中是否拥有武器购置点和升级设定?是否有一个商店,在其中拥有各种武器的购买与升级设定? 记者:在游戏中会出现生命敌人? 记者:在游戏的宣传片中出现了现代化的东京,并且高楼林立。而游戏中还会有那些地区,或者标志性建筑? 记者:我们看到此游戏会在明年春季发售,而具体日期能够透露? 标签 ninja blade, xbox360, 最新游戏相关日志
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Posted: 02 Sep 2008 12:19 AM CDT 网站编辑,文案,媒介都可以。。。
有意向的,加QQ50007804,本人奉送简历
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Posted: 02 Sep 2008 03:40 PM CDT |
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Posted: 01 Sep 2008 09:11 PM CDT 一年中有很多个新的开始点。 元旦是新年的开始; 自己的生日是新年龄的开始; 搬家是新居所的开始; 股票新低是反弹的开始; 九月一日是新学期的开始; 赵雨润离开九城是他新事业的开始; …… 我另外一个游戏行业老兄“胡子哥”几年前就去山西卖煤矿机械配件; 还有的去卖保险; 趴趴熊在跑广告…… 那些重新转回传统行业的业内精英,是否还回这个游戏行业要兑机会。 昨天我和4A广告公司的朋友喝茶聊天,朋友说他们曾经也想投资游戏行业。后来放弃了,并且给我一个答案——游戏行业水够深的!
“水够深”到底指的是什么?是它文化性?是它业务新?是行业黑手多?是垄断?是经营思路幼稚? 怎么会这样?我在行业里十几年一直没感觉?或许这个行业真需要沉淀下。让大浪好好淘淘沙……
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Posted: 01 Sep 2008 10:09 PM CDT 随着游戏市场的发展,现在越来越多的人开始关注虚拟交易,虽然到目前为止绝大多数的玩家对虚拟交易还是骂声居多,不过想一下网络游戏市场的发展最初也是在众人的谩骂声中走到现在的,心里也就不奇怪这种现象了。关于虚拟交易对网络游戏平衡性所带来的影响一直饱受争议,不过在这过程当中看到有太多的人对虚拟交易缺乏足够的认知。
首先,虚拟交易是网络游戏市场发展的必然性。大多数网络游戏的玩家都是出于娱乐和消遣,但为了在游戏中满足虚荣心或者游戏乐趣的需求,玩家们往往会通过各种渠道来获取所需要的物品装备,当然通过交易也就是最直接的获取方式了,所以说虚拟交易也是游戏市场发展不可避免的。
其次,虚拟交易方便了游戏玩家的利益需求。虚拟交易可以让玩家通过游戏获利,这样玩家在游戏中的所得就有了实际的意义。只要选择了合适的网络游戏,通过正常的游戏方式就有可能获得一定的收益。很多玩家愿意通过虚拟交易节约自己的游戏时间,也有很多玩家愿意出售虚拟财富来增加自己的收入。
最后,虚拟交易的合理性。虚拟交易在某种程度上满足了玩家的一种需求,存在即合理用来形容虚拟交易再合适不过。它的合理性来源于三个方面,一是游戏自身设计的局限性,二是玩家需求的多样性,三是社会分配的差异性。就是因为有了这三方面原因,所以虚拟交易就自然而然的产生了。
转自:www.item4u.com
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Posted: 01 Sep 2008 10:02 PM CDT 今年的早些时候,动视暴雪(Activision Blizzard)的CEO Bobby Kotick表示投资5亿美元至10亿美元到一款产品不足以与《魔兽世界》相抗衡。自然,Mythic的副总裁兼《战锤OL》的主设计师Mark Jacobs不同意了。在接受MTV的访谈时,他说Kotick把障碍设得如此之高是为了吓退竞争者,让人觉得他们不可战胜。那么要如何才能与这个行业的巨无霸竞争呢?Jacobs认为数字要简单得多。 “实际上说,如果你第一次进入这个行业,而你想与《魔兽世界》或者是我们竞争–因为我们将进入同一个行业,那么你至少要保证有1亿美元。”
Jacobs表示要是只有开发用不了1亿美元,但如果搞砸了就需要这么多了。“很多新兴企业的失败是因为他们的资金短缺。这并不是因为他们不够努力,而是有点像‘噢,开发多花了一两年,现在我们怎么办?’”他更深入地解释。
可能Jacobs花在《战锤OL》上的钱可能不超过1亿美元,不过他也表示他们至少需要50万的注册玩家来证明自己的成功。
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Posted: 01 Sep 2008 09:11 PM CDT 819229 10:07:39
交流是一种工作能力,而这种能力个人相对比较差,很多时候由于交流的问题产生歧义。而交流的前提是介绍自己,关于此方面,个人在博客中有一些初级水平简略的介绍。个人建立的几个QQ群每天都有很多人申请加入,而普遍存在的问题是,“不会介绍自己”。 ------------"QQ联系群主说明身份" ------------“请给我一下工作名片和个人介绍” -------------“请看一下我的游戏工作博客中相关说明” 这些成为了交流中最常使用的,希望这种情况能够有所改观。
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Posted: 01 Sep 2008 08:53 PM CDT 前一阵子发过一个预告。刚刚玩了一会,觉得还不错,可以升级技能,获取装备武器,挺火爆的。 估计喜欢这种画风、人设的人不会很多。 居然耐着性子看了会剧情,e文不是很好,凑合着看,觉得还不错,挺玄。 大概描述一下:女猪脚Iji(该怎么读?) 到她老爸老妈的研究所游玩 。 突然天降异景。 外星人瞬间就占领了地球......当然我们的女猪脚就是那万中选一的the one,MS和她身上的什么nanofield的关系,当然和她老爸的研究脱不了关系,估计外星人的入侵和这个也有关系,万幸的是Iji的brother——DAN(他好像知道整件事情,但是对Iji有所隐瞒)还活着,通过通话器向Iji讲了一点情况,并告诉她地球被占领,家人全挂了,就剩下你和我,叫她去找一个外星人,才有可能解决这个事件(e文水品实在有限,这么重要的目标搞得如此含混不清○( ̄﹏ ̄)○ )
然后经过一段厮杀,Iji找到那个叫KXXXX的老外,给他做思想政治工作,说什么你们侵略了我们可爱而美丽的地球,杀了这么多我们的XDJM,高等文明的素质不应该如此之低下,请你们离开地球。那叫KXXXX的外星人又说啦,我们一直在躲一个叫K什么什么的种族,我们种族的人比地球人多很多, 如果不这么做死的人就会很多, 这是我们唯一的机会,不管怎么着就这样啦。结果谈吹了。当然,惹了猪脚,结局肯定就是被做掉咧。 宇宙就是一座黑暗森林,每个文明都是带枪的猎人,像幽灵般潜行与林间,轻轻拨开当路的树枝,竭力不让脚步发出一点儿声音,连呼吸都必须小心翼翼...他必须小心,因为林中到处都有与他一样潜行的猎人,如果他发现了别的生命不管是不是猎人,不管是天使还是魔鬼不管是娇嫩的婴儿还是步履蹒跚的老人,也不管是天仙般的少女还是天神般的男孩,能做的只有一件事:开枪消灭之。在这片森林中,他人就是地狱,就是永恒的威胁,任何暴露自己存在的生命都将很快被消灭,这就是宇宙文明的图景,这就是对费米悖论的解释。 ——摘自三体II:黑暗森林 扯远得有点远了
火爆的预告片
觉得还不错多传了几个 进入游戏会比较慢 如果玩着卡就是配置不够 Gamemaker优化是很成问题的 这游戏应该是GM做的吧 27M |
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《欧洲卡车模拟》(Euro Truck Simulator)硬盘版 Posted: 01 Sep 2008 07:34 PM CDT |
做源服务器:eDonkeyServer No1 中文名称:欧洲卡车模拟 英文名称:Euro Truck Simulator 游戏制作:SCS Software 游戏发行:Excalibur Publishing 游戏类型:Simulator |
[quote]【版本说明】 1、英文版 2、完整无删减,音频和动画质量无损 [/quote][quote]【安装步骤】 1、解压缩 2、双击game.exe开始安装 3、设置用ADJUST.bat 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 [/quote] [quote]Minimum Requirements |
Operating system Windows XP or Windows Vista Processor 2.4 GHz Intel Pentium 4 or equivalent 512 MB RAM (1 GB on Windows Vista) 128 MB video card: GeForce 4 (not MX!) or better, ATI Radeon 8500 or better DirectX 9 compatible sound card DirectX 9.0 |
600 MB of free hard drive space [/quote] |
【游戏简介】 欧洲卡车模拟终于在2008的盛夏献身。有别于SCS开发的18轮大卡车系列,这个版本广纳建议,弥补了18轮大卡车系列的不足和缺点,使卡车模拟游戏更上一层楼。增加了真实的后视镜,AI变得更加人性化,加强了布景素材的真实美观,修改雨天特效,采用了进阶玩法,使游戏耐玩度大大增强,完全按照欧洲的交通制度,采用电子监控违章,还有很多新惊喜. 【游戏截图】 |
NFO RIP BY SLC THE GUY IS TOO LAZY TO WRITE ANYTHING HRER |
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Heavy Rain: Quantic Dream’s Leipzig Experience Posted: 03 Sep 2008 09:03 AM CDT It’s been a few weeks since we brought you any news from Europe, and while this post isn’t the most timely, since it’s about Heavy Rain I thought you’d forgive us Guillaume de Fondaumière, the co-CEO of Quantic Dream and Executive Producer of Heavy Rain wanted to share with readers of the PlayStation.Blog his feelings when revealing the title to a huge audience for the first time. As Heavy Rain is a deeper, more emotionally-tied game than we’re used to seeing - it’s actually a good fit. Also, we have a trailer to share with you that you may not have seen. Take it away, Guillaume!
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Posted: 03 Sep 2008 07:18 AM CDT 一种对于自由主张的渴望,不等不承认有些时候我们确实有必要对玩家的一些行为进行限制,比如物理地图的边界或更常见的必须按照剧情发展和关卡设计来进行游戏等等,这些限制确实是必要,但如果你有条件提高游戏的“自由度的话”我想你得游戏会更受欢迎,没有 ...
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Posted: 03 Sep 2008 08:36 AM CDT |
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Posted: 03 Sep 2008 07:38 AM CDT 感谢您对GA 游戏教育基地的支持。 GA 通用游戏策划班 课程将于10 月开班,具体开班日期请关注GA官方网站。 GA通用策划班自开班以来广受讲师与学员们的好评,已经毕业的学员们也通过GA的就业推荐与自身的努力战斗在各大知名游戏公司游戏开发的第一线。如果你对游戏有足够的爱,希望踏入游戏行业,成为一名创造梦幻游戏世界的游戏策划,那请关注GA通用策划班!
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Game Design Challenge: Fantasy RPG Quest Posted: 03 Sep 2008 04:00 AM CDT |
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The Whimsy Of Domain-Specific Languages Posted: 03 Sep 2008 11:00 AM CDT
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《潜龙谍影4全剧情中文字幕视频》(Metal Gear Solid 4.AVCMP4)字幕效果修正 Posted: 26 Aug 2008 11:54 PM CDT 神一样的作品系列,以全球范围来说,PS系游戏家族最有价值的游戏系列。正统系列最后,最重要的一部作品《爱国者之枪》.... 让我们以超越欣赏电影大片的激情,配斯内克走到最后,观看小岛秀夫华丽的『潜龙谍影』谢幕礼。9个小时的精彩,开始了...... Metal Gear Solid 4 故事发生时间2014年..... Metal Gear Solid 3 1964年, Metal Gear Solid: Portable Ops 1970年, Metal Gear 1995年, Metal Gear 2 1999年, Metal Gear Solid 2005年, Metal Gear Solid 2 tank篇2007年, plant篇2009年. .....始于3代, 50年的故事终于有了一了断 实在是觉得 这个东西不放出来对不起这个游戏 :rolleyes: ps:虽然本人不是很觉得加精有什么意义 但是希望bz能对这个游戏本身的素质来进行评价 |
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A Closer Look at 4th Edition Multi-Classing Posted: 03 Sep 2008 07:00 AM CDT
At first level you have to take an Initiate/Student feat which officially makes you a multi-class character, and each one gives you a small portion of the second class’s power. Typically the class’s at-will power is given to multi-classed characters as an encounter ability, because do we honestly want someone who is only a wizard on the side going around and blasting things as much as a full-time wizard? I don’t think so! I think a lot of the disappointment comes from this. At first level you really don’t get a huge feeling that you’re playing a multi-classed character. The next step for multi-classing is actually swapping out powers from your main class for those of your secondary one as you level, which I don’t think many people have really gotten to use yet. At first glance, this is quite scary because you feel like you’re losing abilities and becoming weaker in your main class, when instead you’re just becoming more diverse. The part where the system really becomes interesting is when you look at how these powers are swapped out. You aren’t just gaining powers from a separate class, you’re actually taking a feat at 4th, 8th, or 10th level that THEN allows you to swap out one of your lower level class powers for an equal level power from your secondary class. This firmly solidifies you in the realm of your primary class. Instead of feeling like you are training in two separate fields, you’re still gaining levels as your primary and simply swapping out powers for some variation in abilities. This brings us to the next part that really scares people, giving up all those precious feats! Feats are a definite hangup for people in the transition from 3rd Edition to 4th. In the previous edition, feats were a huge way of customizing your character, so much so that they were the only thing that differentiated fighters from other classes (and from each other). Most of the “cool moves” that people wanted to do like spring-attack and whirlwind attack were feats. Mobility and Combat Expertise really allowed the player to change how a character played and acted in combat. Now with 4th Edition, feats have been reduced (in my opinion rightfully so) to the final layer of customization for each character. No single feat is going to make or break any character since each one has a limited but useful effect. But what a lot of people gloss over is how many MORE feats a character gets in 4th Edition. A 10th level character now has 6 feats (7 for humans), a 15th level character has 9, and at 30th level you have a whopping 18 feats! The typical character in 3rd Edition has only 7 feats by 20th level, compared to the 12 that they would have nowadays. That’s almost a 2-to-1 exchange in feats and their abilities have been adjusted accordingly. What this means is that a character giving up 4 feats to multi-class is not giving up as much as people think they are, it is simply a trade of that upper layer of customization via feats for…gasp…customization via multi-classing! A character could take skill focus in thievery to add that little extra flavor, or they can take the Sneak of Shadows feat and automatically gain training in thievery, plus they are granted access at higher levels to rogue abilities and powers. As I was thinking about all of this, I decided a larger perspective on multi-classing was necessary, so I brainstormed what a higher level multi-class character would be like and what they’d be giving up to do it. A 10th level character has:
That’s a lot of choices for a single classed character, with a good number of feats on top for that extra layer of unique. Now if they were multi-classed, the character has spent 4 feats on a second class and still has 2 feats to spend on other things. What they get in exchange is 2 primary class encounter powers and 1 secondary encounter power, 2 primary daily powers and 1 secondary daily power, with 2 primary utility powers and 1 secondary utility power. In summary, the character has spent 2/3 of their feats to become 1/3 a secondary class. That sounds like a pretty hefty mix of class to me, but I think there’s always going to be a backlash from some players who really loved being able to be equal parts fighter and equal parts wizard, and equally good at both as any single class character. I think most of us can agree, while that might be fun every once in a while for players (though it’s always fun for the powergamer), it really just is not enjoyable for everyone at the table. Then again, it appears some people don’t play D&D to enjoy it, and rather enjoy torturing themselves. Plus, what often ended up happening with the 3rd Edition rules was a player would create a character that was equal parts two separate classes, and sucked at both! The next step in multi-classing appears to include Paragon Paths or a lack thereof, because you are allowed to take a path from a class even if you’re only multi-classed into it or to skip taking a paragon path at all in order to continue multi-classing. Some seem entirely restricted, like the Ranger’s paths not allowing multi-classed characters to take them, but I think these oversights will be fixed when the expanded material comes out such as Martial Power in mid-October. None of our gaming groups have really had much of a chance to play in the Paragon tier, or any chance to try out the Epic tier, so those discussions will have to wait until we’re all a little more familiar. |
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Posted: 03 Sep 2008 07:13 AM CDT 感谢您对GA 游戏教育基地的支持。 GA 通用游戏策划班 课程将于10 月开班,具体开班日期请关注GA官方网站。 GA通用策划班自开班以来受到了讲师与学员们的一致好评,大多已从GA的毕业的学员通过GA的就业推荐均战斗在知名游戏公司游戏开发的第一线,如Epic、EA、JCC。欢迎广大喜爱游戏,想要踏入游戏行业成为游戏策划,铸造次世代游戏世界的有志青年前来报名咨询。
招生目标及入学条件:
公司地点:上海市长宁区长宁路1027号兆丰广场(多媒体产业园)1107室 联系电话:021-52738167,021-52729274
公共交通路线: 凯旋路 长宁路口: 88路 67路 947路 汇川路 长宁路口: 939路 231路 96路 73路 922路 921路 长宁路:54路 737路 756路 121路 中卫线 20路 13路 941 地铁二号线中山公园站 轻轨明珠线中山公园站 |
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Posted: 02 Sep 2008 07:53 AM CDT 摘要: 开发这个3D engine已经两年半了,从06年8月刚开始统计的4万多行,到今年7月份的21万多行,有一些感慨,感觉有那么点成就感,不过更多的是惴惴之 心:这些代码可以很好的在一起工作吗,足够快吗?bug肯定不少,因为测试的强度毕竟不高,这还不是最重要,架构上会不会有致命的疏忽的地方?会不会在未 知的需求面前不堪一击?前些日子看了看两年前写的代码,觉得不满意的地方很多,代码写出来的一瞬间就开始贬 阅读全文
[新闻]谷歌浏览器Google Chrome快捷键大全 |
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Posted: 03 Sep 2008 06:41 AM CDT
星际环境和漫游演示 这个阶段的主要内容如下: l 准备代码环境、图像引擎(仅DX) l 构建一个简单的基于HLA网络的服务系统 n 构建CH内容(物质、物体、相互作用)定义体系 l 构建一个简单的前端服务器和图形客户端用于接入观察 l 构建一套基于“Celestia”项目数据和架构的天文学系统框架 n 恒星系统 n 行星系统 该阶段对图像质量要求不高,达到演示简单宇宙结构即可 l 模拟一个简单的深空飞行器,设定一个简单漫游轨道通过客户端演示Demo
从一定距离观察太阳,可以看到真实的星空背景。 |
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Posted: 03 Sep 2008 05:34 AM CDT 感谢大家对GA游戏教育基地的关注与支持!
第22届精英美术班现已报满,计划将于2008年9月8日(周一)开班,请目前报名的学员建议转向10月最新班级或EPIC定向就业班,GA郑重承诺,全部采用小班模式,每个班级绝不超过20人。
官方网站:www.gamea.com.cn 咨询热线:52729274 *8007;52738167 *8007 授课地址:上海市长宁路1027号多媒体产业园1107-1108室 (轨道交通二、三、四号线中山公园站7号出口) |
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Posted: 03 Sep 2008 06:18 AM CDT 9月5日18点 绿色网通(北方)新区开放 绿色新区名称:绿色网通(北方)
新区激活开放时间:2008年9月2日(周二)下午13:00
您的账号只需激活了“绿色网通(北方)”大区,即可进入本次新开放的服务器。提醒大家必须注册腾仁一号通会员账号并登录后选择激活服务,正确选择游戏"功夫世界(绿色反外挂区)"激活,并选择相应大区激活您的账号方能顺利进入游戏。
腾仁一号通会员注册:http://reg.gamall.net/TWMember/account/account_reg_info.aspx |
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Posted: 03 Sep 2008 03:30 AM CDT One of the many things we were testing in the DGD2 survey data was the validity of the skill set model from Temperament Theory. We arranged the data in order that, whether or not this was validated, we would still have some useful data about player skills from which we could derive some correlations. However, to my surprise, the Temperament Theory skill sets (Logistical, Tactical, Strategic, Diplomatic) were validated – although owing to a bug in the data gathering program, we lost most of the data on Diplomatic skills and were unable to reach any conclusions about this. We also gathered data about basic game literacy (things like understand how a game works without looking at a manual and moving around a 3D world using mouse and keyboard or two joysticks). 90% of the 1,040 respondents gave themselves one of the top two grades in these skills, despite the fact only 50% self-identified as a Hardcore gamer (40% self-identifying as Casual, and the remainder being unsure). This brings into doubt our system of using self-identification to separate Hardcore and Casual players, or suggests that Casual gamers are more game literate than perhaps is usually assumed. We used exploratory factor analysis with principal component analysis as the extraction method, and varimax with Kaiser normalization as the rotation method, and a rotation converged in 3 iterations. Logistical, Tactical and Strategic groupings all held together under this analysis, as did basic game literacy, although there were signs that this could be further reduced – that Tactical and basic game literacy formed a set (possibly a bias because the 3D world controls are essentially Tactical in terms of Temperament Theory), and Logistical and Strategic also formed a set (which supports some of the claims of DGD1, in which the Conqueror archetype was shown to possess this combination of skills in varying degrees). There is probably more work that can be done here. Cross-tabulation confirmed that there were overlaps in the composition of these sets – which is to say, some people might always respond high, and some always respond low, but this was not the case in the data gathered. To explore the influence of player skills, we divided the sample into pairs of groups based upon how high respondents rated themselves in the given skill sets, using an average value of 4 or higher as the split. These splits did not wholly reflect the expected proportions predicted by Temperament Theory, but the skewing effect is likely to be a result of the biases in videogame players we have already observed. Nonetheless, high Logistical skills were still more common than high Tactical, which was more common than high Strategic, all of which fits the general predictions of Temperament Theory. A t-test of the groups also showed that the different groupings based on skill set were statistically significant when compared to the other skill sets (and also with basic game literacy).
Player Skills and Game Types A first set of data explorations compared the skill sets against measures composed to match game types, on a system inspired by Caillois’ patterns of play, but constructed to work independently of this model. Several of the measures do not correspond directly to Caillois’ patterns, and thus it should be seen as an inspiration for the construction of this part of the analysis, and not a rigidly applied formula. For Logistical skills, 40.1% of respondents fell into the high group. The general pattern for this high group was that they showed greater interest in all but one game type, and greater emotional response across all the emotional measures. The greatest significance values were attained for interest in challenge (Caillois’ agon), structured play (Caillois’ ludus) and escapism (interest in world-based play, playing such games just to mess around, and enjoying acting out in ways that they would never even consider in real life). This somewhat validates some of the results of DGD1, which associates Logistical skills with challenge-oriented play, but it is hard to push this conclusion too far. There was one measure in which Logistical skills did not seem to be a factor – namely sandbox play. It seems that having high or low Logistical skills had no influence in a player’s interest in games such as The Sims or the sandbox modes of the various sim games on offer. Of course, this might be a skew in the sample of players, but the lack of statistically significant findings on this measure was interesting since every other measure was affected by Logistical skill ratings. For Tactical skills, 38.7% of respondents fell into the high group. The same general pattern was repeated with these groups – the only measure which did not produce a statistically significant finding was sandbox play. However, the strongest correlations were in different places – both challenge and escapism were once again two of the strongest significance values, but excitement (Caillois ilinx) and role-playing were also in this highest correlated group. This links in with predictions I have made concerning the relationship between Tactical skills, real time play, and excitement. Finally, for Strategic skills, 30.2% of respondents fell into the high group. There was considerably more definition here – and in precisely the predicted areas. The two correlated measures were challenge, and structured play (Caillois’ ludus). This seems to validate the results of the DGD1 which links Strategic skills with precisely these two elements of play.
Player Skills & Emotions Another set of correlations that were explored were the player skills versus emotional patterns. In this part of the data, certain assumptions were used in constructing the measures which perhaps lacked strong prior experimental evidence, but in all cases the measures were not used unless they were shown to hang together convincingly. For Logistical skills, all but one of the emotional measures were shown to be statistically significant, with the higher skill group rating higher the value of emotions to their play in every category but negative emotions, for which there was no statistical pattern. Unusually, it was fiero which came out “worst”, pulling in a statistical significance of 0.06 while all others were statistically significant at a degree which showed up as a flat 0 in the results (i.e. highly significant). For Tactical skills, the pattern was very similar, except in this case even negative emotions were shown to correlate (higher skills showed a higher rating of negative emotions at a 0.05 significance level). It’s very hard to know what to make of such a finding. All emotional measures had a statistical significance which showed up as 0 for the Tactical skill groups comparison, including fiero. Finally, for Strategic skills there was one major difference: anger was not a statistically significant correlation in the comparison between the two groups (which it was for both Logistical and Tactical) – which is to say, players who rate high on Strategic skills had no greater interest in anger than those who rate lowly. Since anger serves to heighten fiero, this suggests that players with strong Strategic skills are less interested in being driven to frustration prior to victory. Although differences in the fiero measure were statistically significant between the high and low Strategic skill groups, the significance was 0.025 – like the Logistical groupings, this was the “worst” performing measure, and like the Logistical group negative emotions did not correlate at a statistically significant degree.
Conclusion The major result in this part of the DGD2 data analysis was that the skill sets described by Temperament Theory formed valid patterns in our data – a validation of Temperament Theory, which also serves as a validation of aspects of the DGD1 results. Although players strong in Logistical skills were shown to be more obsessive than those who were weaker in this skill set (which was a predicted result), players high in Tactical and Strategic skills were also shown to produce the same pattern (which was not predicted). On the whole, it seems the higher someone rates their game abilities, the more likely they are to be an obsessive player. The same kind of pattern is found with positive emotions, social emotions, curiosity and amusement: it seems whatever a player is good at, the higher they rate themselves on those particular skills, the more they will value these kinds of emotions and behaviours. This might be an artefact of this kind of self-assessment study, rather than any kind of deeper conclusion. The study produces faint evidence of a connection between Tactical skills (which includes and implies competence in real time activities) and enjoyment of excitement – this was another predicted result, and perhaps warrants further exploration. The odd thing about the Tactical results is this correlation with negative emotions – suggesting that players strong in Tactical skills are consistently better at shrugging off negative feelings than those players strong in other skills. (The mean value was closer in this case to “I don’t care” than “I don’t like feeling this way”). This fits with the idea of Tactical competence being “of the moment” – focused upon the present. Both Tactical and Logistical skills (which share in common the Sensing trait in Myers-Briggs typology) correlated with an interest in escapism, that is, acting out in a world-based environment – something that did not correlate with Strategic skills. This is another predicted result, although we might have expected this to correlate more strongly with Tactical than Logistical, which was not found. The results in respect of players strong in Strategic skills were more or less as predicted: these are players looking for challenge in a strongly ludic game (a game with complex and detailed rules, such as a strategy game). It is interesting to note the decreased interest in anger, however – the Strategic player archetype is perhaps more dispassionate about their play; they want to win, but are perhaps less interested in having a fight to achieve this goal. A sign of a desire to dominate rather than overcome? We can only speculate. On the whole, the results of the DGD2 survey analysis in terms of player skills were interesting, but lacked definition. The most general conclusion we can draw concerning these results is that players who rate themselves highly on any aspect of player skills are more likely to rate highly their interest in particularly game types and emotions of play. But what is clear is that there are distinctions between Logistical, Tactical and Strategic skills – it would be interesting to discover if the same validation can be achieved for Diplomatic skills, about which we are still quite uncertain how they connect to play. Coming soon - the remaining DGD2 analysis: Hardcore vs Casual, Single player vs Multiplayer and a mystery finale! |
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Posted: 03 Sep 2008 03:22 AM CDT 文/天姿 前一任主管在离职时对我讲,当他离开后,很有可能是我接任他的管理职位,我上任后不要一人单干,要把管理的工作分一部分给Z君。 我接任后,就照他所说的做了。我在就任的当天召开了一个部门会议,会议上我向大家宣布了我和Z君的分工:我和Z君,一人主外一人主内。我负责对外沟通、对外输出的把关以及部门的资源调配,Z君负责技术方面的组内管理,包括流程和规范的执行和监督。 这个分工既有管理上的需要,也有能力方面的考虑。 今天和人事部的负责人聊天,她也和我谈到这个问题:确立一个接班人,并分派部门管理工作,把接班人培养起来。 看来,储君在管理这一块还真是存在的。有意思。 在部门内宣布这个决定后的头一天,Z君并无动作,没有执行他的管理工作。在每日站立式会议上,我再次强调了Z君的管理责任,并向大家解释Z君能担任此任的优势。部门内的同事对Z君的这份权限是支持和赞同的,这种气氛大家都能感觉的出来。 在第二天的站立式会议上,Z君介绍了今天的工作内容,他查看了大部分的用例并和相关的同事进行了有效的探讨,相关同事也修订了用例。 会后Z君找我单独讲话,提出了对部门现状的认识,并提出了一些发展的建议。从Z君的谈话中,我发现他有人际关系处理上的智慧,心态也非常好,是一个适合做管理的苗子;不仅如此,他也非常难得的清楚自己的位置和责任,他的工作对于部门的正常运作也起到了很大的作用。确认Z君来与我分担管理,是一个明智的决定,也是我的莫大荣幸。 对于我来说,有几点需要注意的,如下: 1.我对Z君的组内技术管理工作仍有指导和监督的义务。 2.既然我任命Z君担任组内技术管理工作,就要为他营造合适的氛围,以利于他开展工作。 3.我在对Z君的管理工作进行指导和监督时,是需要和他单独进行的,不可破坏他在其它成员面前的威信和权威。 4.了解Z君的想法和计划,对他工作中的阻碍及时解决,对他的建议认真聆听和思考。 5.对外和上级,适当肯定Z君的表现并向Z君反馈。 6.对部门内同事感恩,并强调每个人要做好份内的工作,培养团队的集体感。 2008年9月3日 |
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Posted: 03 Sep 2008 03:15 AM CDT ……光驅掛了,鍵盤嚴重遲鈍,鼠標嚴重遲鈍+偶爾掛……什么時候能換蘋果啊TAT|||繼續上色……
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Posted: 03 Sep 2008 02:28 AM CDT 一种对于自由主张的渴望,不等不承认有些时候我们确实有必要对玩家的一些行为进行限制,比如物理地图的边界或更常见的必须按照剧情发展和关卡设计来进行游戏等等,这些限制确实是必要,但如果你有条件提高游戏的“自由度的话”我想你得游戏会更受欢迎,没有 ...
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YouTube of the Week: Don’t Feed the Batman after Midnight Edition Posted: 02 Sep 2008 10:22 PM CDT |
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Posted: 03 Sep 2008 01:50 AM CDT [item4u]PK(4U社区管理员,从事虚拟经济研究): “比价器”是为了能够让工作室及时掌握各网站的交易价格,而出现的一种专业性比较虚拟金币价格的网站。大多数工作室对此应该并不陌生,那么,比价器在虚拟交易中所起到的作用有多大呢?今天我们就来对此进行一下相关的讨论。 强者自强(虚拟交易工作室经营者): 现在比价器是“公共汽车”,给钱就让上,一些小骗子网站也上,黑完单就跑路,我们找谁去? 圣者(IT撰稿人,从事网络游戏虚拟经济研究 博客http://blog.sina.com.cn/m/shengzhe): 骗子登陆比价器,确实有这个现象。不过,比价器总体来讲还是很方便的,没有比价器或者类似比价器的产品,大家岂不是得天天盯着各个网站,累也累死了。 惜怜碧云(欧服工作室经营者): 我一般都在比价器上看信誉好的网站去下单,信誉没确定的就忽略。 ゞ~超越轮回~(从事虚拟交易周边产业服务): 我觉得现在缺乏一种信用担保机构,比价器如果可以进行信用担保,将钱放在第三方支付的平台上就简单多了。 圣者: 信誉担保,这个比较难了,比价器目前只是做信息汇聚的,担保信誉恐怕比价器得赔死。 ゞ~超越轮回~: 收手续费啊,1%的手续费,我觉得大部分人还是愿意的。 [item4u]PK: 信用担保到是可以,但是将钱放在第三方不太现实,也没什么必要吧,因为比价网站只是一个信息的平台,而不是真正的交易网站,就目前来看这个还不好实现,不过到是可以在比价器上建立一个信用评价的功能,让工作室可以在交易的同时对交易网站进行相关的评价。 冷烟(游戏技术人员): 比价器功能很好,但是公司毕竟小,和淘宝的信誉评价没法比,不过比价器的存在还是很有用的。 强者自强: 我也给比价器一个建议,你们不是收费的么,那就把钱拿出来一部分作为黑单赔偿金,这样工作室就没人去别的网站看了,就天天去捧你的场。 圣者: 据我所知,比价器的收费还达不到能赔得起的地步。 [item4u]PK: 比价器对于交易来讲确实很方便,只是不知道在真正的交易过程中普及的怎么样?是不是有很多的工作室朋友都在使用。 强者自强: 实际上老工作室很少去看比价器的,都有固定的出货上家。比价器没什么用,真正大工作室都有固定出货商。 萍(虚拟交易工作室经营者): 我们几乎不用比价器,而且比价器那上面的东西不是很准,比如一些老的工作室有固定的渠道,就算你24小时守着比价器,发现有单了也没有用,那边客服在后台直接给下了,轮也轮不到你;除了几个老牌的网站和比较熟悉的网站,新网站很少交易,即使在比价器上看到了。 惜怜碧云: 优点还是有的,至少不用每个网站都登陆看单子,任何事情有利就有弊,比价器也如是,自己有渠道的必须有点规模,像小来小去的工作室哪有什么渠道啊,自从有了比价器不知名的网站也有人知道了。 圣者: 比价器至少对新工作室还是有生存机会的,比价器到现在还有市场,也说明有他们的针对用户。 逝去的日子(虚拟交易工作室经营者): 那个东西只适合新手工作室。 强者自强: 还是以前好,没有比价器的时候,出货全是靠可靠的人介绍,出货也不抢单,现在有一个单子出来,还没看清楚有多少量,就没了。 萍: 好出货的游戏一定是封号严,比价器上就高,头脑发热的人就多;不好出的游戏比价器开仓的时候那边早让老客户下完了,你也抢不上。 圣者: 应该说比价器对收货商更有利吧,工作室方面则是比较适用新工作室。 [item4u]PK: 比价器对新工作室来说,还是有很大作用的,新工作室没有稳定的出货商,对市场行情掌握的也不是很好,很难对自己所从事的游戏进行一个很好的价格衡量。 圣者: 现在就算是老工作室,上家也不见得稳定了,稳定也不见得就完全是好事,4年前上下家关系够稳定吧,但工作室利润被压的可比现在惨多了,现在至少网站和价格公开。 Bigkou(工作室经营者): 是的哦,价格透明化、公开化多好啊,新来的还能混混。 萍: 比价器还有个弊病就是成全了一群二道贩子,这些人每天盯着比价器来扒新工作室的皮,这边刚刷出来单,那边直接就下了,然后他去收二手。换句话来说,比价器的东西天天有人盯着,你要是没有固定的上家、固定盯单的人,碰到不好出货的区,想出货难死你。 歐游網絡(虚拟交易业内人士): 比价器这东西有好的方面,也有坏的一面,但也算一种进步吧 。 圣者: 网站也是可以分辨出一手、二手的,交货总慢、逃单、收货商也不爱搭理。 萍: 比价器的出现还是弊大于利,但这个东西出现也是必然,不过说实话一些老关系户的单你想抢也抢不来,就算让你下了单,我找各种理由不收。我自己就经历过,网站那边告诉我下单,但我下的慢了别人下了,照样找理由不收你的,我还是出我的,有些老网站和客户关系特别好,甚至不用客户下单,所以那破玩意不看,除非是选区的时候观察2天。 圣者: 这种情况在行业流程上进行优化是可以解决的,比如不设置抢单,而设置单位时间内接单报名数,比如10家工作室在15分钟内报名,然后收货商进行选择,就可以了。 [item4u]PK: 目前来看还是市场的需求太小,所以工作室的竞争也就相对的激烈了很多。 苐9涳簡(虚拟交易业内人士): 比价软件本身面对的就不是有渠道的工作室,比价软件上收货单的价格,也没有内部会员的价格高。但比价器无论对出货和收货都是有帮助的,不用比价器你只能接受上家的价格,难道你上家0.1,比价软件上有很多0.15的你也不出?比价软件就是为工作室出货提供方便和参考数据。 [item4u]PK: 比价器不一定是不好,只是可能有一些需要优化的地方,既然出现已经是个必然,那么我们只能是提出一些对我们有帮助的建议和意见,来供他们参考,让他能为我们提供一定的帮助,而不是让他来影响我们的正常交易,以及给我们造成不必要的损失。总的来说,对新工作室和准备换游戏的工作室还是有很大的帮助的。 我感觉,比价器应该重点抓一下2线游戏的交易,因为目前来看许多做2线游戏的工作室,渠道相对的更少,如果比价网站可以多增加一些2线游戏的收货网站 应该也能为工作室提供不少帮助。 萍: 他要是都弄上也要有技术支持,一般他就是弄些比较热门的游戏、比较好出货的游戏,一些小型的游戏他们不太涉猎,反正有些小游戏的需求也不太大,那么,多一事不如少一事。 苐9涳簡: 游戏多少肯定取决于成本和利润之间的权衡,技术只是一方面,打出G来出不去等于没打,甚至还不如没打,别以为出G不难,出G也是有技术含量的——如何能出个高价还不被黑?什么时间能抢到单? [item4u]PK: 黑单对于比价器来讲,如果有一个信誉评价的功能或是进行担保的话,还是能从很大的程度上去避免的。信誉评价比较好处理,担保的话就要看比价网站如何与收货网站进行合作了。 苐9涳簡: 信誉评价早就有了,但是没实际用处,出单的时候都只顾着看价格,谁还会先去看这些?自己对行业不了解而已。任何一家提供的数据都只是参考,没有一家会保证所有单子的安全。 风雨飘渺(欧美网络游戏贸易公司): 有比价器还是好的,市场就那么大,淘汰一部分人是每个行业必然的结局,存在即合理。
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Posted: 03 Sep 2008 02:07 AM CDT you were a reaper a really powerfull one but your scythe was destroyed by the other reapers. the inner life/personality enters your body without you knowing but it is there. you are locked up for saftey reasons but an evil worse then the reapers comes in and the ask for your help this is a many ending game 1 is you help them. 2 you kill them become evil and work for the evil masters or 3 kill them both and rule all by yourself. through the game you must either stay fused with you scythe and keep the power or remake it over time. 1 will make you stronger with posibility of losing and the other way will give you certain power level and not be destroyed. learn new moves and powers each way and become your old self and stronger ( for PC PS3 and 360) |
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Building a Community, Paragon interview, and more pics from Ensemble Posted: 04 Sep 2008 10:51 AM CDT Building a Community: Common Goals Creating a community from scratch is a hard task and it is even harder if you do not share a goal. There are plenty of very human reasons that prevent a group from acting as a community. Selfishness, irrational fears, dispositions, jealousy, - the list of human errors that make it hard to get along is pretty big. When you break it down this means that individuals have a hard time getting along for an extended period of time. I guess it is human nature, and that is fine; if we got along all the time things would never be very interesting. However if you are trying to build a community where people need to interact and contribute you have to get past all of those human tendencies. If there is a common goal or vision shared by a community it is easier to get past the normal human fallacies. The community becomes a kind of buffer if the bond is strong enough between people. For instance I might be jealous that I always get beat by certain players, and that might even make me mad, but I know that it would be foolish to act like a jerk and curse someone out online because I could be ostracized by the community. Now of course some people just don’t care about being ostracized or rules in general but there is still a large number that do. I am assuming that there is at least some common morality shared by individuals in this case. The best shared goal is often just having fun together. In fact that is the best goal in my opinion. If we were not put on Earth to have fun, well I don’t so many people would stick around. Playing games with people you know or people you don’t know is a great way to socialize and spend your time. Games are actually an easy thing to build a community around compared to something like sorting trash, or breaking rocks. When having fun is the goal you can focus people to come together and overcome some of those human errors, and start building a community. When it comes to our community we are lucky because most of the people are already there with the goal to have fun. Not only that put RTS games in general work better when people communicate and work as a team. These are 2 great bonuses when building a community. Even when the game is not out yet, such as Halo Wars, fans get together and do Fan Fiction, Forum RPG’s, and find other fun ways to pass the time. All of that builds the community into something better. Meet your Moderator: Paragon If you have posted on the forums at AgeCommunity.com it has been under the watchful eye of Paragon. He keeps the peace and keeps thing organized on the forums, which is no easy task considering the amount of traffic we get. To get a closer look at the man inside the forums, I asked him some questions. How long have you worked for Ensemble Studios? Tell us about your gaming past. What are some of your favorite games? I have always been fond of computer RPGs and have probably played more hours of that genre of game than any other. A few of my favorites are; Ultima 3, Star Flight, Wasteland, Baldur’s Gate, Fallout , Planescape:Torment, Everquest, and World of Warcraft. Tell us about an average day moderating here at Ensemble. What has been your weirdest experience here as a Moderator. One example is when I suspended one our programmers for spamming in the chat channels. It was early in the morning, he was logged in with a non-employee account and was doing some testing, aka. Spamming. When he did not reply to me after I asked him to stop, I suspended the account. A few seconds later I get an IM from the actual person asking if the servers just went down because he cannot log in. We then spent the next several minutes trying to troubleshoot the problem, before we put together what really happened. How do you try and make AgeCommunity.com, HaloWars.com, and ESO a safe and fun place to hang out? Second, I try to quickly react to abusive situations by removing/locking the posts, and issuing a response. This, of course, reduces the time I have to simply post and interact with the members. Which is why, I also try to encouraging these communities to help police themselves, by using the reporting options available. Do you have a philosophy about moderating? You started helping out banning cheaters recently. How do you like that? I have always been helping, by guiding people to abuse and forwarding reports, so hearing about cheating is not new. Though now I am the one of those whom all the reports come to, and I am shocked at two things; the number of people that accuse others with no evidence at all, and the number of people trying to cheat. Lastly, who would win in a fight, you or a gorilla? The Wilhelm Scream and Halo Wars Watching movies as a kid I would pick up on odd details, sounds particularly. When I was watching the latest Indiana Jones movie in the theaters I noticed that when the doors opened on Hangar 51, it was the same sound effect from the very first Star Wars when Darth Vader appears in the doorway. This sound has been used before in other movies as well (most of the Star Wars and Indian Jones movies have it somewhere as well as some of the Lucas Arts adventure games). Well Halo Wars is no exception to the rule. While I was watching the 5 Long Years trailer I noticed a peculiar sound about 47 seconds into the movie. The Wilhelm scream has a very fun and interesting legacy in film. It is nice to see it make the transition into games.
This is our Play-Test guardian. He makes sure everyone is playing games and having fun or at least that they are faking it enough not to anger the other players.
Next Time : Temporary Communities, more moderators and being anonymous |
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Time To Welcome Our Cylon Masters Posted: 04 Sep 2008 11:02 AM CDT No matter which way November goes, we're gonna have a Cylon in the Oval Office. Pretty much explains everything, doesn't it? |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 04 Sep 2008 11:30 PM CDT 孢子是什么?
“它是05、06、08年三届E3的最佳PC游戏,两届最佳原创游戏和一届最佳展出游戏” “它是模拟城市和模拟人生之父Will Wright的最新作哦” “它很有创意,很神很好玩哦” 见鬼,我还是不知道孢子到底是什么。 我知道模拟城市,我知道这游戏可以搭积木一样的从沙盘上建起一整座城市来,我也知道这游戏的乐趣在于体会规划城市的满足感和经营一座活生生的大都市的成就感。 我知道模拟人生,我知道这游戏把各种人生境遇乃至激素分泌都量化成了一根一根的绿条条,我也知道这游戏的乐趣在于用或完美或残缺的心态去体验人生百态,让玩家一边把玩芭比娃娃的玩具屋一边理性的对待真正的生活。 但见鬼,我还是不知道孢子是什么,游戏里没有城市,没有铁路,也没有芭比玩具屋,只有一群长毛的单细胞动物或者长了更多毛和爪子的生化实验失败品。 模拟城市也好,模拟铁路也好,模拟人生也好,这些主物质位面的寻常事物给了成年人们一个回味童趣的机会:谁没有玩过那些小小的塑料桌子板凳电视机和黑头发 黄头发的人偶娃娃,将他们摆弄来摆弄去,或者出神的望着在塑料铁轨上呼啦呼啦跑着的玩具火车,不知不觉的度过一个又一个的夏天呢。于是我们玩得很满足,很 开心,如同触及了内心深处最柔软的部分时嘴角浮现的那一抹微笑。 然而,见鬼,真见鬼,孢子是什么? 难道孢子不是又一个为了满足will那近乎偏执的老顽童趣味而诞生的用橡皮泥捏怪物游戏? 孩子们,放下你们的虚伪吧。 作为一款电子互动时代的产物,孢子在游戏框架以内的内容乏善可陈,甚至被戏谑为5 in 1 minigame。 spore带给你的乐趣并非来自这个声光时代并不杰出的画面,也并不是那披着最佳原创游戏但实质只是大杂烩的游戏性。你大抵只是觉得自己的想象力得到了满足,整个宇宙的星空图都有如一卷可以任想象信笔挥洒的画纸,从了无生机到色彩斑斓,对,颜色而非生命,或者说生命拥有了颜色。 这是一款无关形式,无关品味,甚至无关评论的游戏。有的,是你的精神,和整个世界。 足够了。 |
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Soldak Announces Kivi's Underworld Posted: 04 Sep 2008 09:58 AM CDT Soldak Entertainment, the developer of the award-winning action/strategy indie RPG Depths of Peril, has announced its next big thing: "Kivi's Underworld."Steven Peeler (owner of Soldak) describes the game as a "casual hack & slash game." You can play as one of several playable characters (the press release says sixteen - the website says twenty) as you explore the underworld, battling dark elves, recruiting more allies to your cause, and rebuilding the lost city of Defiance. You can switch characters between any of the thirty adventures, so you aren't stuck playing a single character through an entire campaign. In addition, the website promises the ability to create your own character classes and new adventures, or share those made by other players. Kivi's Underworld is designed to be played in short, fifteen-to-thirty minute increments, and promises to be very easy to learn. Beyond that, it will offer four different difficulty levels. The game takes place in the same world as Depths of Peril, sharing the same general backstory but new geography. Kivi's Underworld is scheduled to be released this winter - however, Steven notes that it'll be released "when it's done," so that's only an estimate. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 04 Sep 2008 09:05 AM CDT 摘要: 困扰了一个多月的问题,今天终于有个阶段性的了结了,虽然不知道算不算真正的了结. 多核的cpu现在是大势所趋,渲染是一个很费时的活,所以应该考虑考虑能不能利用多核来提升这部分的性能.引擎一开始没有在多线程方面作任何的考虑,因为我从来就不喜欢多线程,这方面的思考能力不强,而且一开始写个单线程的engine已经够费事了,要加入多线程的设计对我来说实在是太难了.但是在积累了这么多时间的经验以后,我开始考虑 阅读全文
[新闻]淘宝将与阿里妈妈合并 大淘宝战略启动 |
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通过游戏逻辑对骨骼动画角色的局部骨骼进行控制,让游戏角色更加生动有趣! Posted: 04 Sep 2008 08:32 AM CDT 摘要: 3D游戏中的骨骼动画一般都是由美术在3DMAX这样的软件中做好的,在游戏中直接播放,游戏逻辑除了播放速度外很难施加更多的控制。但是我们在一些游戏中看到人物的身体部位可以根据玩家的选择改变大小、粗细、长短,在一些游戏中NPC可以将头转向走过身边的玩家角色,目光始终注视着玩家,头也随着玩家角色的移动而转动。在《古墓丽影》中,劳拉拿着枪的手会自动指向目标,并跟随目标的移动而转动。这些功能的实现并不需要复杂的逆向动力学,只要通过游戏逻辑对角色局部骨骼的状态施加一些影响,进行一些修改就行了。
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[新闻]电脑报借盛大进入网游市场 |
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HORROR HOUSE " Keeper of Souls" by wallypants Posted: 04 Sep 2008 08:26 AM CDT HORROR HOUSE
Game StoryLine
Game type/Rating
Game Idea
Character list : - Freddie
Few of the Characters would need to be unlocked, You would also have the option to make your own Horror Character, pick how he/she looks, pick their moves and death blows, (yes yes i know "what the hell is a death blow") A death blow would be some what like a finishing move from MK.... BUT, Every character would have 2 to pick from, Death blow with weapon or bare hands. Death blows could only be pulled off when the Charater your fighting life bar turns red, and you have a full combo bar. You fill your combo bar by doing combos............the biger the combo the more power you can get added to your combo bar, To do a bare hand death blow you only need to fill combo bar one time, To do a weapon you need to fill your combo bar 2 times. This game would push the limits on game rating, I made up a photo of a cheap character select screen to give people a better idea of the game for the people having a hard time picturing it. If anyone does make this game (be great if ed boon got his hands on it lol) feel free to do what you want with it , just let me get the first copy for free lol.....
My contact info : E-Mail : Wally...@yahoo.com |
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Posted: 04 Sep 2008 08:49 AM CDT |
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Super Stardust HD Video Tips: Got Trophies? Posted: 04 Sep 2008 09:01 AM CDT Are you lagging behind your friends in the Trophy department? Are they asking you, “Where are your skills?” Well, if you’re looking to get ahead, you’ve come to the right place. Super Stardust HD, one of the most popular (and critically acclaimed) downloadable games on the PLAYSTATION Network, was the very first title to support trophies. So why not start there? The gameplay is simple, but as you’ll see in the videos, the strategy involved is deep. Check out these videos and get some hints and tips for this hyper-exciting arcade shooter, gather up some trophies and then start a little trash talking of your own. These tips come straight from one of the world’s top SSHD players, and all of the footage is from one of his phenomenal play sessions. Video 1: Arcade Tips
Video 2: Solo Mode Tips
Hope those vids got your trigger finger itching to play. If you haven’t played Super Stardust HD in a while, now’s your chance to give it another try and work on beefing up that Trophy collection. If you haven’t tried it at all, well, what are you waiting for? The game’s a blast to play (pun intended), and it’s a great way to add to your trophy collection. The game is available for $9.99, and the two great add-on packs, Solo and Team, are available for $4.99 each. Be sure to check out these videos in all their High Definition glory tomorrow on the PLAYSTATION Store. See you on the Leaderboards! |
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Results from Game Design Challenge: Weapon Posted: 04 Sep 2008 04:00 AM CDT
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Revitalizing a Heritage: The Writing of Fallout 3 Posted: 04 Sep 2008 11:00 AM CDT |
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Posted: 04 Sep 2008 07:10 AM CDT 目录
第一章. 玩家势力系统简介,举例和结构分析
第一章. 玩家势力系统简介,举例和结构分析第一节 开发势力行会系统的意义
在一款网络游戏里面,玩家与玩家之间的交流是异常频繁的,因而玩家之间必然会产生各种各样的关系。这个时候对于网络游戏来说如何提供相关的服务给玩家处理这些关系就成了一个必须慎重考虑的问题。 第二节 假设的一个玩家例子
1.英雄聚义 分支剧情1: 分支剧情2: 分支剧情3: 分支剧情结束 5.雄踞一方
在这三个功能的基础上,各个游戏还增加了若干扩充功能,比如网易公司的《大话西游》系列还有以下系统:
在以上列表中,我们会发现其中的1,2,3,4,5,6项属于横向并行的模块,相互之间可以完全没有关系,而7帮会升级模块则属于纵向的坐标模块,具有这种模块的帮会系统其余各个模块都需要基于这个模块的数据结果进行设计。可见模块1,2,3,4,5,6和7之间同时也遵循空间坐标系x轴和y轴的数学关系。 2.扩展和删减的规则 (未完待续,后面将是关于开发实战的部分) |
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Posted: 04 Sep 2008 12:19 AM CDT 中国国际网络文化博览会宣传手册
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Posted: 04 Sep 2008 12:16 AM CDT 名 称:第五届中国国际网络文化博览会
展会时间:2007年10月25日 — 28日
展会地点:北京展览馆
展会面积:25000平方米
主 题:为网络注入文化的灵魂,为文化插上网络的翅膀
宗 旨:引导网络文化产业的发展方向
引领数字技术应用的创新趋势
方 针:发展事业、引导产业、规范行业、服务企业
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Posted: 04 Sep 2008 04:41 AM CDT 自我膨胀典型案例 - [某某某]2008-09-04不久前儿子设计了一个游戏,我把他的思路记录下来发布在博客上,引来很多朋友褒奖,但我想找网页游戏专家看看到底有没有开发价值,如果不行的话,我想找个团队把它做出来,也好激励儿子这块的兴趣。于是乎,有朋友介绍了北京一位貌似高手的白马先生。 我在QQ上向这位仁兄请教,他二话没说把博客地址扔给我看,我想挺好啊,多了解可以更好沟通,我也把自己的博客发过去,接着,这位仁兄让我介绍下自己,没问题啊,能理解。想不到他对我的简单介绍不满意,要求更详细,这有点麻烦,俺总不能把自己的简历发过去吧。于是到网上搜索了一段简历截图发给他,还不满意,哇靠,这哪跟哪啊。但是,出于尊重的原则,也为了体现蓝皮宽容待人的态度,俺边想边打了一段自认为详细的介绍给他,还特虚荣的把自个包装了一下。哇靠,这家伙还不满足,说俺不懂规则,让俺学会规则再联系他。反应迟钝的我这才发现他是一个自我膨胀到极点的傻逼。哪料事情还没完,这厮居然把和我的对话放到博客上作反面教材,基本上是典型的精神混乱自取其辱嘛,I服了YOU。 想想自己居然他对话好几个来回,也真够强的。
个人能够将所有工作相关信息发布公开出来,自然考虑到相关后果,博客中能够将个人简历身份证号都公开,坦诚的向业内外说明个人游戏工作相关信息,QQ信息也填写了完整详细的个人信息,就是为了减少沟通的障碍。可惜联系本人的许多人就是不懂不看,对于交流的最基本的礼节不清楚,而且个人运气不好,经常遇到这种人,由于没有足够的时间讲解规则,所以将规则发在博客中,请交流的人自行查阅,对待主动找上门的人,如果不了解白马的情况,又不让白马详细了解对方,一般采用沉默的方式,由于该人是别人介绍的,所以多说了几句。 工作名片是交流的基础,网络游戏行业中有许多人不会制作工作名片没有关系,如何学习制作的方法,白马解释的次数不会太多。不懂的自己看自己学,如果个人游戏博客中关于游戏运营中的基础知识有哪些没有介绍到的,可以提出来,未来将视情况给于增加,如果有了内容自己不去学习,那只能怨自己了。 “孺子不可教”,由他去吧。 |
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Posted: 04 Sep 2008 02:29 AM CDT HBO 论坛公布了一份 Halo 3 新内容的清单,总共 30 个新成就、750 成就分,其中包括 6 个新骷髅、3 个零分成就。或者这就是《光环 3:神话》Halo 3: Mythic 的秘密。知情人士已经将图片撤掉,所以原链接也只能提供文本内容,目前不知道消息的真实性,保存下来的骷髅成就的图片太过模糊。 从内容描述来看,Bungie 将很多对战模式的勋章变成了成就,而且要求『传奇地图套件』的部分有 50G,看来是要引诱大家购买。而且新骷髅的其中一个与新地图 Assembly 一样,有人推测 Bungie 这次将骷髅放置在新地图中,同样让你购买新地图才能解除成就。 http://www.xbox-sky.com/showthread.php?t=205694 标签 Halo, xbox360, 最新游戏相关日志
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Posted: 04 Sep 2008 03:36 AM CDT “中国的游戏产业起步晚,发展快,人才稀缺,游戏开发人员钱途无量。”这几乎已经成为了一种共识,高薪的神话让无数有志青年心动不已,趋之若鹜。事实上,游戏行业和所有其他产业一样,人才的需求和薪酬状况呈金字塔形,底层是运营、支持、服务等人才,中段是游戏设计与开发人才,塔尖才是主程序员、美术总监、策划总监等高级人才。处于金字塔尖端的主程,主策划,主美都是游戏项目的创意核心,年薪百万也属平常。而数量众多的运营,客服方面的人员薪水跟其他行业相比并没什么优势,月薪千余的比比皆是。 进入游戏行业,如果做金字塔的基座,从事技术含量不高的测试,客服等工作,其实与高薪没有什么关系。只有成为游戏制作的技术型人才,成为游戏开发者,才可能获得一个比较满意的收入。而只有技术精湛,实际工作能力强的游戏制作人才才能进一步往金字塔的顶端迈进。提高技术能力是游戏开发这一行唯一的高薪之路。 有什么办法可以提高技术能力呢?一方面是学习,另一方面就是实践。游戏开发这个工作一是专业性强,二是时间性强。尽可能获取游戏开发行业内最领先的技术,并加以实践,参与游戏制作项目的实际工作,是提高游戏开发技术能力的最好途径。而最近马上要开班的Epic定向就业班就提供了这样一个良好的机会。Epic定向就业班是去全球知名游戏制作企业Epic Games与著名的游戏培训机构GA游戏教育基地合作开办的游戏培训班,主要目的是为Epic在中国的分公司Epic Games China输送年轻游戏开发人才。 游戏产业在中国起步不过十来年,发展虽然非常快,但是技术原创性并不强。国内高校的相关专业也都成立于最近几年,缺乏积累,人才造血能力薄弱。纵观国内各大游戏公司,技术骨干力量要么是外籍专家,要么是著名国际游戏公司的海归华人。像Epic Games,Ubi,EA这些著名游戏公司登陆中国,客观上说,为国内的游戏行业孕育了第一批技术人才。近几年发展起来的国内游戏公司,原创团队和技术骨干,多半都和这些游戏开发巨头有着千丝万缕的联系,说它们是中国游戏开发业的黄埔军校并不为过。这些著名游戏公司掌握着游戏开发的核心技术,研发力量雄厚,游戏开发领域的技术进步很大程度上由它们在推动。 像Epic Games公司的Unreal 3游戏引擎,占有世界商用游戏引擎市场80%的份额,技术上的地位举足轻重。进入这样的公司工作,接触到的都是游戏开发行业中最尖端的领域,对于年轻从业者来说意味着更高的起点,更广的视野,在技术提升方面的作用是不言而喻的。而这些著名游戏公司在国内的发展也需要补充新鲜的血液,具有良好潜质的年轻人是它们非常欢迎的,每年它们在中国的分公司都会招聘新的开发人员。 Epic Games在中国的分公司Epic Games China(英佩数码)领先一步,他们与著名游戏培训机构GA游戏教育基地密切合作,在人才培养方面走在了前面。Epic方面表示:这个高质量的定向就业班的开办能为Epic输送新鲜血液,同时也能把Epic的技术带到中国,为年轻游戏制作人才的进一步提高发挥积极作用,是一个双赢的举措,在人才培养方面,Epic一直以来都是不遗余力的,以为人才就是游戏开发公司最大的核心竞争力。 |
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Posted: 04 Sep 2008 05:01 AM CDT 今天下午,就要和CSDN孟老师一行人一起去上海了。
晚上还有周老师热情筹备的一个沙龙,希望能吸收更多人的经历和见解。在网上讨论,从文字中已经能感受到大家的独到和锐利,估计一起座谈,会有更多的火花。就如同这次大会一样,CSDN希望业界人才能聚会一堂,就类似化学反应,把各种元素都放进烧杯,到底会产生怎样奇妙的化学反应,实在令人期待。
最近一直在关注open api、javascript、REST、SCA/SDO。希望能和阿里团队、支付宝团队交流交流。我也看到了孟岩的一些思考,希望就这方面,今天晚上和他也交流交流。
明天下午还有自己一段访谈,看了看,韩磊主持,认识韩磊很多年了,但一直未深交,这次得把这个朋友交定。还有蒋涛总经理,社区潜水多年未有深交。朋友得多走动,CSDN这次的举办,非常有价值。
自己做了十来年管理软件,也打造过企业业务开发平台,也曾经使用EXCEL+VBA+sharepoint做过一些项目应用,也参与过SAP项目,现在有点像我的朋友周爱民了,有点追本求源的感觉。有些看起来傻,但仔细一推敲发现确实有问题需要深究的问题,就
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Posted: 04 Sep 2008 01:30 AM CDT ウサギとひまわりPIXIV(1600×1200壁紙):http://www.pixiv.net/member_illust.php?mode=medium&illust_id=1531716
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A Secular Age (2): Social Imaginaries Posted: 04 Sep 2008 03:30 AM CDT
The dominant beliefs at the beginning of the time in question were those that had persisted throughout the Middle Ages, but new circumstances – such as European colonialism, and the invention of the printing press, brought about fresh changes. One crucial aspect of the changes that began at this time was a profound shift in what Taylor terms “the social imaginaries”. He describes this idea as follows: What I’m trying to get at with this term is something much broader and deeper than the intellectual schemes people may entertain when they think about social reality in a disengaged mode. I am thinking rather of the ways in which they imagine their social existence, how they fit together with others, how things go on between them and their fellows, the expectations which are normally met, and the deeper normative notions and images which underlie these expectations. For example, our modern social imaginaries include ideas such as the economy, which is seen as an exchange of services, and the concept of the people as the source of the law, that is, democratic self-rule. But these would have been very alien ideas in the early modern period! The social imaginary at that time was dominated by the idea of the Great Chain of Being, which implied a hierarchical order beginning at God, and descending through royalty, to nobility and the clergy and finally down to the peasantry. This served as the unchallenged background of society for centuries. At the turn of the twentieth century, Max Weber (pictured above) described a key element of the social imaginary of that time by saying “the fate of our times is characterized by rationalization and intellectualization and, above all, by the ‘disenchantment of the world’”. But in the early modern era, this “disenchantment” was a very distant possibility. Drawing on Weber’s infamous term, Taylor talks of the “enchanted world”, to emphasise that for the people who lived prior to the modern era, the influence of spirits and magic was very real indeed. Many of the formal rituals of the Christian Church at this time were concerned with offering protection to villagers from the perceived threat of evil spirits, as can be seen in practices such as “the beating of the bounds”, in which the whole village would walk the edge of their land to participate in a blessing that would protect their harvest.
The sense of the self that people had at this time was “porous”; open to influence from threats that could not be seen but which were nonetheless part of the background of belief. These influences could be positive (holy relics) or negative (evil spirits), but they were a crucial element in the social and cosmic imaginary of the time. Thus the transition to disenchantment involved a substantial change in the social imaginary, namely the establishment of what Taylor terms “the Buffered self”: A crucial condition for [disenchantment] was a new sense of the self and its place in the cosmos: not open and porous and vulnerable to a world of spirits and powers, but what I want to call “buffered”…As a bounded self I can see the boundary as a buffer, such that the things beyond don’t need to “get to me”, to use the contemporary expression. That’s the sense to my use of the term “buffered” here. This self can see itself as invulnerable, as master of the meanings of things for it. There was more to the emergence of an idea of the buffered self than simple disenchantment, however – indeed, to transition from a social imaginary where one was constantly threatened by spirits and forces to one in which these imagined dangers ceased to exist would have been profoundly difficult, perhaps impossible, for most people. The emergence of the buffered self also required “confidence in our own powers of moral ordering”, and this was another profound shift in the social imaginary, one that we will explore later. But in 1500, the moral order was anchored in religious beliefs and practice – the idea of a morality without God would have been difficult for most people to conceptualise, especially since God (via the Church) was at the time the guarantee of protection against evil spirits. A key step towards the coming transformations came with a new focus on the autonomy of nature – not as distinct from God, but as an aspect of God; the order of nature speaks of God’s goodness, hence Aquinas’ claim “to detract from the creature’s perfection is to detract from the perfection of the divine power”. There is a temptation to view the growing interest in nature as a step away from religion, a view which Taylor finds unsubstantiated in the historical facts: The new interest in nature was not a step outside of a religious outlook, even partially; it was a mutation within this outlook…. That the autonomy of nature eventually… came to serve as grist to the mill of exclusive humanism is clearly true. That establishing it was already a step in that direction is profoundly false. This move had a quite different meaning at the time, and in other circumstances might never have come to have the meaning that it bears for unbelievers today. This shift in perspective was to drive a profound transformation of the social imaginary. If the old viewpoint can be described as admiring the order of the world as an expression of God, the new viewpoint holds that we inhabit the world as agents of instrumental reason, and thus our duty is to bring about God’s purpose on Earth, namely human wellbeing. This is the birth (or rather, rediscovery) of a religious humanism, whose first expression can be detected in the rise of a disciplinary society – an attempt by cultural élites to condition the populace at large to a higher ethical standard, to reform not just personal conduct, but to remake societies to render them more peaceful, ordered and industrious. The origin of this transition, however, came through earlier religious traditions, and dated back more than a millennia before the drive to reform began to manifest. Karl Jaspers referred to the final B.C. millennium (Taylor uses B.C.E.) as the “Axial Age” – a time when various “higher” forms of religion emerged independently in different civilizations, as a result of founding figures such as Confucius, Gautama, and the Hebrew prophets. Taylor comments in regard of these new belief systems:
The surprising feature of the Axial religions, compared with what went before, what would in other words have made them hard to predict beforehand, is that they initiate a break in all three dimensions of embeddedness: social order, cosmos, human good. Not in all cases and all at once: perhaps in some ways Buddhism is the most far-reaching, because it radically undercuts the second dimension: the order of the world itself is called into question… The Axial religions pushed for a disembedding from the established social order, but they were to some extent prevented from doing so because they were “hemmed in by the force of the majority of religious life which remained firmly in the old mould.” The lives of élite minorities may have been transformed to religious individualism, but something more was required to bring this change to society as a whole. So the appearance of religious humanism was to complete the disembedding that had begun in the Axial age: We could say that both the buffered identity and the project of Reform contributed to the disembedding. Embeddedness… is both a matter of identity – the contextual limits to the imagination of the self – and of the social imaginary: the ways we are able to think or imagine the whole of society. But the new buffered identity, with its insistence on personal devotion and discipline, increased the distance, the disidentification, even the hostility to the older forms of collective ritual and belonging; while the drive to Reform came to envisage their abolition. Both in their sense of self, and in their project for society, the disciplined élites moved towards a conception of the social world as constituted by individuals… This final phase of the Great Disembedding was largely powered by Christianity. But it was also in a sense a “corruption” of it, in Ivan Illich’s memorable phrase. We will return to the idea of the corruption of Christianity later; for now, our focus is this disembedding process – a profound transformation of the social imaginary which brought about not only the disenchantment of the world, but a new concept of society as constituted by individuals. It is perhaps hard for those of us who live within a social imaginary which takes as axiomatic this individuality to fully appreciate what a profound transformation this was. Its culmination was to come centuries later, in events such as the French and American revolutions with their notions of a Republic born of the will of the people, able to see themselves as the source of the law. But first, it was necessary for the religious humanism that motivated this change to undergo its own profound mutation. Next week: Exclusive Humanism |
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Posted: 05 Sep 2008 10:03 AM CDT I've been reading (well, listening to) the autobiography of Jack Welch, who was the phenomenally successful CEO and chairman of GE from 1981 to 2001. When talking about taking his company into the "dot-com" era, he makes the following statement: "... I almost forgot a cardinal rule of business: Never let anyone come between you and your customers or your suppliers. Those relationships take too long to develop and are too valuable to lose." He was talking about how they almost went with an aggregator (what we'd call a "portal") to handle their online plastics business for them. Now, this probably isn't totally applicable when talking about companies that have no customers to begin with. But I wonder if this is a "rule" that many indie game developers are completely ignorant of. It is one thing to know a rule or guideline, and break it with good reason. Indies (and good writers) do that all the time. But it's another matter entirely to be ignorant of the rule and to not know when you might be making a mistake. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 05 Sep 2008 09:32 AM CDT 观
自在菩萨,行深般若波罗蜜多时,照见五蕴皆空,度一切苦厄。舍利子,色不异空,空不异色,色即
是空,空即是色,受想行识, 亦复如是。舍利子,是诸法空相,不生不灭,
不垢不净,不增不减。是故空中无色,无受想行识,无眼耳鼻舌身意,无色声香味触法,
无眼界,乃至无意识界,无无明,亦无无明尽,乃至无老死,亦无老死尽。无苦集灭道,
无智亦无得,以无所得故。菩提萨埵,依般若波罗蜜多故,心无挂碍,无挂碍故,无有恐怖,远离颠倒梦想,究竟涅槃。三世诸佛,
依般若波罗蜜多故,得阿耨多罗三藐三菩提。故知般若波罗蜜多是大神咒,是大明咒,
是无上咒,是无等等咒,能除一切苦,真实不虚。故说般若波罗蜜多咒,即说咒曰:揭谛揭谛,波罗揭谛,波罗僧揭谛,菩提娑婆诃。
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Posted: 05 Sep 2008 08:03 AM CDT 文/天姿 在部门的管理中,与部门成员的阶段性谈话,我采用的是问话式,即用温和的、鼓励式的语气及问题,让他尽量放松,自由回答。具体问题如下,在实际执行时可能要根据每个员工最近的工作情况及回答适当调整、增删。 1.这阶段的工作累吗?安排给你的工作多不多?工作中遇到了哪些阻碍呢?需要其他人来分担一些吗? 2.在这阶段的工作中,有哪些进步呢? 3.与其它部门成员相比,你认为自己有哪些优势呢? 4.在这阶段的工作中,你认为自己的工作完成情况如何呢? 5.受到了处罚(假如有的话,比如试用期延长),你认为处理公平吗?你认为是什么原因导致了问题的出现呢? 6.安排了XX指导和审核用例设计,你觉得他的帮助大吗,好沟通吗,有了哪些收获呢? 7.如何把自己的优势运用到工作中去呢?你觉得怎样可以更好的在工作中发挥自己的优势呢? 8.对部门的现状怎么看呢,对于部门的发展有哪些建议呢?我可以在哪方面做得更好来保证大家工作的顺利进行和部门职能的更好体现呢? 其实问题是死的。这里有2个需要注意的地方,1是阶段性谈话的目的是什么,2是如何把死的问题问活了,达到阶段谈话的目的。 谈谈我对阶段谈话的理解吧。虚的就不说了,我的目的至少有以下: 1.了解人员分工及执行情况,方便在下一阶段制定更为合适的人员分工及工作计划。 2.了解人员的自我认知情况,并可结合其自我认知对其进行隐形肯定及潜力发掘。 3.树立人员的团队意识,并促进其找到自己的位置与优势。(尤其适用于自卑内向的宅男) 谈话的技巧我倒是有一些的,谈话技能是心理咨询与治疗的基础技能了,呵呵。具体的技巧就不细谈了。这一方面,虽然我懂得多,但实践明显不足,进步余地还大着呢! 2008年9月5日 |
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The Force Unleashed … on PlayStation.Blog Readers Posted: 05 Sep 2008 09:01 AM CDT I’m pretty confident that any gamer with at least a passing interest in the Star Wars universe knows that Star Wars: The Force Unleashed is coming to the PLAYSTATION 3, PS2, and PSP this month (September 16th, to be exact). That’s why SCEA is teaming up with LucasArts and Best Buy to mark the midnight release of the game in San Francisco on the night of September 15th - and everyone’s invited to the launch party. Beginning at 7pm, the 1717 Harrison St. Best Buy location (that’s my hood!) will feature appearances by Sam Witwer (Darth Vader’s Secret Apprentice - and main character of the game), as well as a number of other cast members. From the game development side, Executive Producer Haden Blackman and others from LucasArts will be on hand. Attendees will be able to play the full version of the game in advance, and take photos with Star Wars characters. “But I don’t live in San Francisco!”, you may be typing furiously into the comments section. Well, we thought ahead about how to include the rest of the country. Here’s the plan: Later today, I’m going to visit with Haden Blackman at LucasArts for an interview. What do you want to know about the game (or anything, or that matter)? I’ll ask him for you. The interview will show up on the Blog this coming Monday - and at that time, Mr. Blackman will ask a Star Wars-related trivia question. The first respondents with the correct answer will win special Star Wars/The Force Unleashed collectables. We’ll have all the details on how to win (and what you’ll be playing for) this Monday. In the meantime … tell me what to ask the Executive Producer of Star Wars: The Force Unleashed! |
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Lara Croft's Legacy: Moving Tomb Raider Forward Posted: 05 Sep 2008 11:00 AM CDT |
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Posted: 05 Sep 2008 08:22 AM CDT 我很早就10个城了,服务器排名160。但是这个游戏问题真得很多。前一阵子的一个大更新,使得我每天唯一可干的事情也干不了了。我现在就是每天上去交一下史诗任务,10分钟搞定,别的什么都没兴趣干了。 我的看法是:热血三国之后下坡路会走得很厉害,之前一直靠病毒营销撑着。我MSN上很多人发消息给我,叫我去玩热血三国,我一问,人家说“不是我发的,是病毒”。可当这种传播方式把能传播到的人都传播到了,还能撑多久。 |
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Posted: 05 Sep 2008 04:08 AM CDT 文/天姿 这是我在面试一个应聘测试部主管的、有3年游戏测试工作经验的人时,所提出的问题列表。有兴趣的人可以做一下,并mail给我探讨一下qiao...@163.com 1.bug的生命周期是什么?如何进行缺陷管理? 2.如何判断一份用例的好坏? 3.如何进行回归测试的用例挑选? 4.测试需求应由谁提出?如何保证测试的质量? 5.平时关注新出的游戏吗?关注的焦点是什么? 6.是否支持测试人员玩游戏呢,如何估量玩游戏对测试带来的利弊? 7.假设一份用例一人执行只能达到70%的效果,如何让测试执行效果更高呢? 这个应聘者回答的并不好。 2008年9月5日 |
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Posted: 05 Sep 2008 04:27 AM CDT 职位描述:
工作职责
1、根据项目制定之整体市场传播策略,进行文案传播计划的编制与执行;
2、编写项目内日常新闻稿件;预约外部相关的软文稿件;
3、撰写项目内活动文案并负责活动的组织实施;
4、负责公司品牌和产品宣传推广的文案策划,公司品牌和产品的宣传广告与新闻 ...
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Posted: 04 Sep 2008 09:41 PM CDT 好久没有更新游戏介绍了,这个看上去非常赞: Blueberry Garden is by Swedish developer, Erik Svedäng, and just looks utterly wonderful. The game is entered into this year’s Swedish Game Awards, and you can find out more about it, and that, here.
随机文章:8bit killer 2008-07-11 Noitu Love 2 2008-03-31 Frozzd 2008-03-14 气球竞技场 & 忍者绳索 2008-03-04 Doukutsu(洞窟物语) 2008-02-25 收藏到:Del.icio.us |
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Posted: 05 Sep 2008 03:42 AM CDT 文/天姿 招聘流程如下: HR网上发布广告并收集简历,筛选合适的给有人才需求的部门负责人,部门负责人看过简历筛选后让前台通知应聘者加QQ进行网上第一轮考核,然后布置试题一周内交付,再然后根据试题反馈情况筛选合适的前来公司面试,最后根据需求名额择优选择。(当然整个过程中也有人才对于公司的选择。) 在筛选应聘者时,作为部门负责人,衡量的是: 1.对所要应聘职位的了解程度。 2.与所要应聘职位的能力需求的契合度。 3.是否有清晰的自我认识,比如自己的优势、缺点。 4.是否善于从已有经验中学习,是否关注技术类网站,是否能把学习成果化为工作能力。 5.团队合作的能力,比如沟通表达能力、为他人着想的意识、应变能力等。 2008年9月5日 |
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Posted: 05 Sep 2008 03:08 AM CDT 仿照GPU Gems 2的第一章,实现了高密度草皮的自由涂刷和搭配,远处的草通过alpha融合技术,逐步消隐掉,效果还不错!游戏中和编辑器中效率差别很大,游戏环境下高度优化,有着极高的效率。
www.azure.com.cn |
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Posted: 05 Sep 2008 01:59 AM CDT This is a little different from the typical poll here... if we discount the market, which we are all inextricably embedded within, which of the public spaces in our world has the greatest influence on your life? Perhaps your weekly rhythms are dictated by the football schedule, or the demands of following your baseball team. Or you might play in a local sports team, or have some other connection to the sporting world. If so, Sports might be the public space with the greatest influence on your life. Or perhaps you go to a church every Sunday, or a synagogue on Sabbath, or a mosque to offer salat, or a temple of some other kind. Or you might be influenced by religion but never attend any public space - either way, Religion might be the public space with the greatest influence on your life. Or maybe you are someone for whom the machinations of the political world hold your interest better than sports or religion. Or you might be a political activist - a campaigner for this-or-that cause. In which case, it might be that Politics are the greatest influence on your life. And of course, there is always the possibility that none of these public spaces has a significant influence upon you, in which case there is always "none of the above" to fall back upon. Which public space has been the biggest influence in your life? |
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Results of Poll 11: Unoriginal IP Games Posted: 05 Sep 2008 01:48 AM CDT |
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Posted: 05 Sep 2008 01:00 AM CDT 有许多商业游戏可能会使你产生上当的感觉,但同样有许多杰出的独立游戏可能使你产生掏钱的冲动,它们的创新、游戏方式和合理价格(甚至免费),都让你觉得物超所值。这篇文章挑选出19款称得上经典的独立游戏:以下是前10: 《骑马与砍杀(Mount and ...
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Posted: 05 Sep 2008 01:03 AM CDT 就中国游戏市场的特殊性而言,对于本土化游戏专业人才资源的渴求与整合始终是各大公司CEO们决策议案中的的重中之重。他们在人才的选择上更多注重的是执行人员对游戏开发流程熟知度,这必须要求开发人员有相当积累度的项目运作经验。因此大游戏公司的HR也表示他们希望通过专业培训教育机构为他们提供人才资源上的培训与建议工作。 纵观全球游戏培训教育,欧美游戏行业发展已经超过了30年,游戏产业化、其产业的共识化已在民众常识思维中扎根,在专业游戏人才培训领域和定向输送上也有着非常成功的案例和经验。通过他们的课程设置,我们可以得知重点在于学员们游戏专才度上的培养,策划、美术、程序三个方向也就构成他们主要课程的构成体系,而究其本身这三者就可概括游戏开发团队主要框架。因此课程设置上也就考虑到了对不同专业学生所学课程的课时的不同分配。 GA游戏教育基地借鉴海外专业游戏培训机构的成功经验,结合中国游戏市场现状,科学而合理且一贯遵循高针对性的课程设置为理念。此次联同与GA一直有着良好合作关系的世界知名游戏公司Epic推出共同合作培训计划“Epic就业定向班”,旨在为游戏行业输送针对行业性的专业人才。 Epic就业定向班概念始于2008年初,成型于2008年8月,GA也对当下游戏市场作了为期半年的数据调研与分析,根据平日众多咨询者的需求且借鉴海外培训机构的培训模式汇总而形成现有的课程设置。其中最有特色的即是以班级为团队形式而模拟游戏开发公司的即时工作环境,学员在学习的过程中即能切身感受与了解到游戏公司开发团队在实际研发项目过程中的整个工作流程与氛围,期让学员在毕业投入工作之后在最短的时间投入到有效的游戏开发工作中去。这样的游戏人才也是用人单位所极其青睐且重视的。 对于游戏开发来说,随着游戏开发技术的趋于高端化,专业人才的需求量也会越来越大,新鲜生力军的注入是行业发展壮大不变的硬道理,专业人才的普及必定是未来中国游戏业向前发展的趋势。 |
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Posted: 04 Sep 2008 11:03 PM CDT 游戏联合运营 11:22:08 《百变精灵》 北京趣玩科技有限公司 手机:13811962012
另一位的:只将个人的一句发出来 游戏联合运营 11:53:51 游戏联合运营 11:55:20
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Posted: 04 Sep 2008 10:52 PM CDT 玩游戏并不等于不上进 标签 日志相关日志
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Posted: 04 Sep 2008 10:32 PM CDT 最近几天,公司很多同事都在玩孢子。 孢子用博大精深来形容一点也不为过。 在diablo之前,几乎所有游戏的装备都是定制的。 梦幻的宠物,其实也是沿袭了这个思路。 从这个角度来说,我觉得,道具收费游戏,最好不要出售成品。 这也是我之前的一个盲点。 下一个问题: 现在的mmorpg中,宠物的养成、装备的养成,都已经做过了。 好吧,我又扯远了。 总结一下,其实我想说几个东西。 最后,如果你看得一头雾水,给你两个建议 |
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Posted: 04 Sep 2008 11:47 AM CDT 8,独立:一种对于自由主张的渴望,不等不承认有些时候我们确实有必要对玩家的一些行为进行限制,比如物理地图的边界或更常见的必须按照剧情发展和关卡设计来进行游戏等等,这些限制确实是必要,但如果你有条件提高游戏的“自由度的话”我想你得游戏会更受 ...
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Gamefest 2008 Presentations: Now Available on PC! Posted: 04 Sep 2008 04:41 PM CDT This year's Gamefest included exciting announcements about
Games for Windows - LIVE and Xbox LIVE Community Games. Now, you can
enjoy the interesting and informative Gamefest 2008 presentations from the
comfort of your own home! We've posted many of the presentation's slides and
audio at XNAGamefest.com Enjoy!
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Posted: 04 Sep 2008 08:39 PM CDT 在2004年三月的GDC上,XNA在备受各方赞赏下正式向大家作出预告,因为有很多因素影响下,这次预告好像有少许夸大了.即使是在五月的E3上才确认的消息(和Xbox360有关),也一早被大家讨论得如火如荼.实际上,XNA就是次世代图像引擎,我们知道我们一定要展示一部份给 ...
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Posted: 05 Sep 2008 10:48 AM CDT 本来就很少做Winform的开发,还是弄游戏,感觉非常异样。从来我都是围绕Web学习的,突然换个东西,感觉完全是另一片天空。 说到游戏,不得不说这是非常考验编程和数学功底的一个方向。而且发现居然.NET类库里没有优先队列!这回要是玩迷宫类题目那C++那 ...
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Posted: 06 Sep 2008 01:37 PM CDT 真的只是一种心理态度了。 相处久了,才能看到更多的方面,所以才会有那么多的离婚或分手。其实即使你最终认为他很优秀,也并不等于他就十全十美,只不过他的优点恰好对了你的胃口,而他的缺点刚好是你不太在意的方面。 若把你换作别人,情况就有所不同。在极端的情况下,你心里的白马王子可能在她看来只不过是一坨屎。人远比想象中复杂,没有啥绝对的好与不好。 嗯,其实也没什么好抱怨的。 |
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Posted: 06 Sep 2008 06:37 AM CDT 被蚊子咬的?害……昨天去海邊很爽,今天去逛街也爽……大商店慶,瘋狂的人們像不花錢一樣搶購……都系賣得很貴+人很多=人間地獄逛的很累,媽媽只買了一個手提包……1498RMB……………………TAT太貴了!!!用了親戚給的優惠券——半價!orz……女人太可怕了……抱怨人多,買的東西多數不咋樣。父上説——你們是五十○笑百○……哇哈哈哈哈説的太對了………………
在海邊塗鴉的木家姐妹〜無皇刃譚越看越神啊〜所有角色都有亮點,應該反復反復欣賞。 |
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Posted: 06 Sep 2008 01:28 PM CDT 奥运会的圣火即将熄灭了,但属于我们每个人的圣火即将点燃。 我决定在奥运会闭幕后开始写计划已久的物理引擎,属于我的战斗又开始了,这是奥运会给我的最大收获:我学会了如何拼搏,如何创造奇迹。 物理引擎是为了明年的项目做准备。明年我们新的平台出来了,七夜也做完了。我们开一个新项目,冲击新的高度,实现新的梦想。 不止是运动员,我们每个人,在追求更快更高更强的道路上,都没有终点。 |
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Posted: 06 Sep 2008 05:09 AM CDT Spore is coming to stores tomorrow (well not here in Finland, especially for the reason that supermarkets cannot be open on Sundays…) and I’m wondering what kind of game is it. Check out their 60 seconds tv ad for starters:
I realize there’s all kinds of objectives, but I wonder if the game is more about creating different life forms than completing to objectives. In Black & White it was fun to just train the creature and play the game without necessarily focusing solely on the main objectives. It looks really awesome and I have no trouble believing that it will be fun to play, but I wonder what Spore will be: a game or toy of some sort? Or perhaps something in between? Your thoughts? |
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Posted: 06 Sep 2008 03:29 AM CDT 这是一篇我读过的,对谢莉和曾花的评论中,与我感觉最相通的一个,我很少转载别人的文章,但遇到心神相通的,还是愿意多费点口水推荐一下,我很认同文末的这段话: 曾花强在她永不改变的精神意志,从开始到结束。她对品牌的奉献精神感动了每一个人。她的爱,爱员工,爱客户,爱每一个创业中的合作者。这种无形的东西是曾花独有的力量,也许现在谢莉比她更成熟老练,但十年之后,曾花可以拥有谢莉所拥有的一切能力,而谢莉却永远COPY不了曾花的真诚。曾花是个在不断进步的人,而其进步速度令人目瞪口呆。几年前的销售精英,现在的思凯乐CEO。一个已有着相当固定用户群的户外品牌就这样在她的带领下成长起来。她会走的更远,因为她仍会以这种速度成长,而且,无论是她身边的朋友,她的员工还有合作伙伴,都会因为感受到曾花的力量而一同成长。真正的做到共赢,才是一个创业者赢在中国真正的价值体验。? 比赛已经结束了,创业仍在继续。 仅仅只是做一些设想,和大胆的猜测,以及确实的证据。如果说赢在中国的大决赛是一场厮杀,那么最终的胜利者是否是通过自己的双手将对手拿下。 冠军谢莉一路未有败绩,连胜六场商战。其中曾花与谢莉共战五场,没错,曾花是输了一场,可是很少有人分析那场的局势。那场比赛里谢莉一组里有祖铮,李璇,陈思达,洪贵宾,杨俊平。曾花一组有黄艳泽,文亨利,李安……大家看到,谢莉的那一组人都进了6强,没有一个落下,而曾花那组就只有曾花一个人闯进了6强。很明显,曾花那组除了曾花外,实力都不及另外一组的选手,在团队作战中,如果整体实力都弱,那就算其中的一个再厉害也赢不了比赛。 关于谢莉得项目,她的某句话令我深思:“餐饮业可以解决农村过剩劳动力就业问题。”这句话说的够实在,可是,不知道大家是否注意到某评委的一句话:“火锅餐饮业市场竞争十分严重,谢莉你通过什么来证明你独一无二的地方。”谢莉的回答并不令人满意,她只说了一句:“我们的火锅不上火”。不上火,这是许多火锅店都打烂了的招牌。谢莉还是没有说出自己真正独一无二的地方来。 不过聪明人应该在她爱人出现的那一刻明白了,她的爱人是央视2套的明星,全国特级厨师,曾经连续一年在央视2套上节目。这才是谢莉独一无二的地方,她拥有媒体的力量!话说回刚才“餐饮业解决就业”。在竞争如此激烈的“火锅餐饮业”中,其实市场需求量已经接近饱和,一家火锅店的兴隆意味着另一家的衰落,那么其实就业问题并没得到解决。这个简单的道理,大家不会不明白,评委更加不会。 接着说下祖峥提出的一个问题,究竟谁更需要1000万的风投资金呢?祖峥说曾花有1个亿的无形资产,为什么还需要1000万,曾花的回应简单而明快:这不是你该考虑的事。那么,我来考虑一下,究竟谁更需要1000万,显然冠军谢莉是不需要的。对谢莉来说,我认为最重要的无非是品牌的推广,参加赢在中国和参加一档厨师类节目没有任何不同。此话可能说的重了,在这里我保留意见。? 那么看一下最终的双强战,评委和观众好像都先揪着一件事不放:即:曾花商业实战怯场。曾花在商战汇源怯场了,评委和大众就揪着这一点不放,几乎说到词穷。这似乎就是评委们不选曾花的完全原因。无稽之谈啊无稽之谈,怯场是人之常情,曾花是个年轻人,没有谢莉的城府和老练,这很正常。但谢莉同样没有曾花所拥有的:激情,活力,真诚。有件事很重要,就是当王利芬问其他四位六强选手:如果是你,你选曾花还是谢莉时,四个人不约而同的选了曾花,原因也惊人的相似:真诚。之后虽然李书文等人帮谢莉救驾却是毫无用处的,因为只有本赛季的选手才对这个问题有发言权。谢莉被评为一致认同而在自己曾经的队友中,人缘这么差,我觉得这个问题值得去推敲。? 我看过赞扬谢莉的评论几乎都是假大空的话,他们的依据就是谢莉胜了,谢莉说话有力气。谢莉胜利和她的团队好有很大关系,至于说话有力表现不错之类的演员都可以做到。总结一下商业实战几场比赛里的关键点:利郎的策划是曾花,蒙牛公益那期是由公关公司进行协调,最后一期社长这个关键人物也是曾花说下来的,谢莉并没有在这方面体现出她的实力,最后队伍是赢了,但似乎都成了谢莉的功劳。我很想问:谢莉,你到底干了什么? 比赛已经结束,或许,谢莉该是这场决战的冠军。而且,我们不该责备评委。 评委投票选出了谢莉,选手几乎一边倒的支持曾花,他们都没有错。评委没有时间一一参加选手们所有比赛,所有的信息来源都是光盘,谢莉很懂游戏规则,她在光盘里完美的表现足以征服一切;而台上台下的选手们是和曾花一起同甘共苦一路走过来的,他们见证了曾花在镜头前、后为团队为项目做的一切,所以他们喜欢曾花,也没有错。? 谢莉赢了比赛,而曾花赢了人心。谢莉赢了一个她未必需要的冠军头衔,而曾花赢了大众的认可。她们各有各的强,也各有各的弱,这个世界上本不存在完美。这句话对创业者来说也是一样的。 谢莉强在她的战略思维,开始比赛后的每一个动作,每一个行为都只有一个目的,那就是获得胜利。而这些行为和动作,体现在具体的战术层面是,都发挥的淋漓尽致。她很强,强的让人害怕。这样的创业者,与她合作会是不错的伙伴,但如果成为竞争对手则十分可怕。她的精确计算,毫无偏差的语言表达都是一个有着多年创业经历的人良好的典范。她懂得利用身边的一切资源为自己服务,从而最终实现赢得比赛,获得冠军。 曾花强在她永不改变的精神意志,从开始到结束。她对品牌的奉献精神感动了每一个人。她的爱,爱员工,爱客户,爱每一个创业中的合作者。这种无形的东西是曾花独有的力量,也许现在谢莉比她更成熟老练,但十年之后,曾花可以拥有谢莉所拥有的一切能力,而谢莉却永远COPY不了曾花的真诚。曾花是个在不断进步的人,而其进步速度令人目瞪口呆。几年前的销售精英,现在的思凯乐CEO。一个已有着相当固定用户群的户外品牌就这样在她的带领下成长起来。她会走的更远,因为她仍会以这种速度成长,而且,无论是她身边的朋友,她的员工还有合作伙伴,都会因为感受到曾花的力量而一同成长。真正的做到共赢,才是一个创业者赢在中国真正的价值体验。 赢赛第三季落幕了,但创业的路还在继续。希望每一位选手都会走的更远,我们永远陪伴着你在路上。 |
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Posted: 06 Sep 2008 02:28 AM CDT 评/天姿 转自:麦田里的狐狸 http://blog.sina.com.cn/s/blog_3fdf6c2601000929.html 问:大家对于“80后”的年轻人能够靠自己的能力取得现有的成就都感到惊讶,您作为一名“80后”从毕业到现在也只不过短短的3、4年时间,在这期间,您是如何努力才取得今天的成绩的? 王藜答:如果说是什么让自己能够找到一块人生舞台,展示自己的才华,我觉得首先归公国家的富强,其次就是个人的努力,其实有好的成绩没有捷径可寻,惟有努力和勤奋,机遇是社会发展创造出的产物,那成绩自然是自身争取的结果。 天姿评:我离校校园刚10个月,3、4年后我将取得怎样的成果呢,如何衡量这个成果呢?需要思考。
问:目前,有很多“80后”都是自主创业的,而且有很多也取得了一定的成功,那您对“80后”大学毕业选择自主创业有什么看法呢? 王藜答: 对于大多数人而言,都没有自主创业的实践和经验。无论是生存型创业,还是机会型创业,创业者常常不知道选择什么项目、怎么创业,于是,一些急于求成的创业者认为,别人怎么创我也怎么创,这是一条捷径。结果,人家创业成功,自己创业却失败。原因在于,创业不是就业,只靠认真对待那是远远不够的。创业就不同了,创业是组合劳动、知识、技术、管理、资本等生产要素,进行创造性的生产性活动。任何一个创业者,选择任何一种创业项目,首先要有自己的优势。这种“优势”就是组合生产要素的优势。步入自己不懂的行业,创办自己陌生的企业,是很难实现成功创业的。 天姿评:暗笑ing 热血三国成功了,梦幻校园还在哪儿呢?
问:那您刚走出校门时,对自己今后要走的事业道路是如何打算?做出这样的打算,您是出于一个什么样的心理呢? 王藜答:刚走出校门就想先找个工作再说,结果发现所学专业基本没有对口单位,专业不对口的又做不了,心想没工作太丢人,不如继续学习。我学习的习惯不好,兴趣占到百分之八十,不感兴趣的就算在流行,我也不会涉足,但是如果有兴趣,就会想方设法的弄明白,正好那时候对三维动画很感兴趣,完全是因为想知道到底是怎么做出来的,所以就学了,没什么想法。 天姿评:我也是一个兴趣促进行动的家伙。我想我有一个优势,那就是可以把绝大部分不怎么感兴趣但又必须要做的转化为自己的兴趣。
问:现在您已经处在公司的管理层位置了,已经是一名管理者。您认为,作为一名年轻的管理者,要采用怎样的管理方式才能得到一个优秀的团队? 王藜答:我个人认为首先我要明白的是所面队的团队是一个由什么类型的团队,成员的心态又是什么,需求什么。比如我现在带的团队,基本上全是所谓“80后”大家的都渴望成功,喜欢被别人承认,工作充满斗志,我所要做的就是合理分配工作,详细制定计划,保持公平公正公开的工作态度,想要创建一个优秀的团队,主要是自己先是一个优秀的人,我一直相信,做事先做人,这是核心部分。 天姿评:我的小团队是一个学习型的团队,年龄相仿,入行时间短,各有优缺点,互补性高。他们的心态和需求呢?我要花些时间去多作了解。
问:任何一个公司中拥有一个好的团队是非常重要的,您认为一个团队是如何形成的?团队中成员的背景有什么不同?更重要的是如何能够组建一个优秀的团队呢? 王藜答:团队当然是由项目内容决定的,成员的背景也都不相同,主要根据实现具体目标的实际要求了,组建好的团队首先是要有一个明确的奋斗目标,其次是志同道合,加上有效的管理机制,运作体系,资金保障等等。 天姿评:对于一个大团队中的小团队,小团队除了继承大团队的奋斗目标外,是否应该有一个小团队的奋斗目标呢?
问:作为一名年轻的管理者,您的下属有比您年龄大的,也有比您年龄小的或是同龄人,您应该以一个什么样的心态或是姿态去进行管理呢? 王藜答:如果是摆姿态,那就会像蹩脚的演员一样,越演越砸,到是说到心态这个问题,刚开始做的时候,困难和阻力大的无法形容,我连续一个月在办公会议上都不能发言,更不要说表态了,只要一张嘴,就有人否定,呵呵,现在想想挺有意思,但是我的心态就是,对事不对人,事实胜与雄辩。坚持下来后,很多当初反对我的人,在生产力明显提高的变化下,也开始慢慢接受我的观点了,正是由于我从不针对个人的态度,也使我有了去改变他们的想法的机会,赢得了他们接受我的时间。 天姿评:嗯嗯,首先我要做到对事不对人,其次让时间来说话吧。呵呵,我也有一个紧张的时期呢。
问:您认为在管理方式上您与上一代的管理者有着什么样的区别呢?您认为什么样的管理方式更适合用于现在的企业或是公司呢? 王藜答:唯一的区别是我坚持实事求是,至于管理方式,不是一句两句能说明白的,同样也没有什么方式可以套用任何企业和公司,只要从事管理工作的人自己不要先放弃,一切皆有可能。 天姿评:哟嘻!fighting!
问:大家都是年轻人,现在的年轻人个性都比较突出,而且比较张扬,在处理事情上的想法和做法都不同,您是怎样去协调的?您也可以举个例子来说! 王藜答:这一点到是事实,我深有体会,没有从事管理工作时,我最大的爱好就是给主管找麻烦,我一方面工作能力很强,另一方面,要求(其实多是无理的)也很多,谁也不服,终于有一天,自己做上了主管,心里才明白,这活真不是“人“干的,呵呵。至于现在,我处理事情基本上是征求大家的意见,但是在决策时,基本自己拿主意,说道如何协调,我的法宝就是想一个比大家都好的解决办法,那就OK了! 天姿评:做管理还真是需要聪敏呀。
问:公司目前都是年轻的员工居多,作为一名管理者,您要给员工提供一个怎样的工作氛围或是工作环境,才能使员工们能够在工作时有份好的心情呢? 王藜答:我想着个问题我的回答是,我更想给自己创造一个合适的工作环境,如果每天我都觉得工作环境压抑的没法思考,那员工可能就有自残的了,我个人认为环境是一种感觉,古语说境由心生,我想舒适的办公环境未必能给人内心的满足,最大的支持是内心的目标,所以我会想法创造一个能实现目标的工作环境,也就是有效的运做机制,合理的流程规范,在好的框架下,大家才有斗志,工作才能有成绩,心情自然就会比较好咯。 天姿评:这段话让我很佩服王藜!嗯嗯,非常的实用主义、实事求是。我对自己明确下这样的一种心态,然后去做吧!
问:目前任何一个行业的竞争都很激烈,我想您所从事的CG动画行业也不例外,那么你们是如何应对市场竞争的? 王藜答:CG动画行业对于中国来说,实数新鲜,但是它的竞争确实很激烈,产品质量决定企业能力,对应激烈的竞争,唯有作出更高质量的影片,吸引更多观众,有了消费群体,才会产生市场需要,同时也就推动该行业有的序发展。行业整体进步了,竞争也就会合理些了。 天姿评:对于游戏行业,我暂时还不能说什么。
问:在企业经营的过程中经常会与哪些组织有过合作呢?进行这样的合作对企业的发展又帮助吗?你们是如何选择合作伙伴的呢? 王藜答:国内外各动画制作公司,电视台,文化传媒机构等,所谓的合作,我相信它本身的出发点就是希望有发展,没有一家企业谈到合作的目的会是搞跨企业,是不是?至于选择合作伙伴,只要本着诚信、公平、互利的原则,选择合作伙伴的方式也就变成双相的过程了。 另外,企业在发展初期就同中国传媒大学建立了合作关系,依托大学的各方面支持,企业的发展才能走向一个健康的道路,在和中国传媒大学合作的两年中,双方优势互补,制作了一部纯三维的动画片《啦啦星球》,并在年底会全国播映,对于这样勇于探索,积极拼搏的企业,我认为相关部门应该给予相映的关注,包括政策的优惠,降低投资风险,这将对于整个行业来说,都会是巨大的帮助的。也是为填补国内没有动漫产业的现状作出扶持的姿态。
问:在公司和团队的管理中,您学要及时掌握市场最新信息和技术的发展情况,那您获得外部信息与技术的途径都有哪些呢? 王藜答:信息的获取是有专门的部门提供,技术的获取大致有两种途径,一是自主研发,二是利用国外合适的技术平台直接生产,但我们最终的目标是不但影片要国产化,相辅助的技术平台也要实现自主知识产权。 天姿评:我现在用的是rss订阅器,专业论坛及主题聊天群来进行信息收集与技术动态把握。与同事、同行有一个共享、互利、探讨的关系。
问:那你们公司产品或服务方面有何创新呢?这些创新的灵感又是从何而来的呢? 王藜答:艺术作品和后续的附属产品都是针对青少年的心理需要,本着育教娱乐的原则进行开发,而谈到创意的主要来源,那就是要深刻了解针对人群的心理要求,满足最大的快乐,从被动变为主动的宿愿就是更好抓住创意的来源。
问:现在老一辈人都认为我们生在80后的年轻人是最没有责任心的一代。您对于这个问题是怎样看的? 王藜答:这样的看法是片面的,虽然80后大部分都是独生子女,家庭条件优越,但是这并不能代表我们就是没有责任心的一代。我们接受过良好的教育,明白自己对于社会对于家庭应处于什么样的位置。 天姿评:责任心……嗯。
问:作为年轻的“80后”,您事业的道路还有很长,多于今后您是如何打算的? 王藜答:对于今后没有什么长远打算,如果做的不开心,也许会换个工作,我通常不太愿意设定比较长远的计划,喜欢制造短期计划,难度越大越开心,阶段性的胜利给比较诱人,不断的换着花样积累成功果实是我很喜欢的感觉。 天姿:正在学习少想长远计划,专注实现阶段计划。
问:“80后”的队伍在一天天的壮大,很多没有毕业或是已经毕业的年轻人在自己事业的道路上还处于迷茫阶段,找不到该努力的方向。对于这种情况,你有什么要鼓励他们的,或是有什么经验要与他们分享的呢? 王藜答:在校的大学生是最幸福的人,有着充分的时间学习自己喜欢的内容,这期间我个人认为最重要的是打好基础,掌握充分的理论知识,在将来走向工作岗位后,有足够的心理准备迎接各种挑战。 2008年9月5日 |
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Posted: 06 Sep 2008 01:32 AM CDT 世界上,有很多事,不服不行,当你还处于妄想加梦想阶段时,人家已经作成了,这,就是区别。 远的如:chrome,说google技术牛X就是技术牛X,没看费啥事,花了两年时间,弄了个如此简洁可爱的浏览器,更重要的是,人家想的是V8,还不此这么一个小小的浏览器。 近的如:盛大与鬼吹灯,这炒作可叫一个全方位呀,从小说开始,到网游,到电影,全整起来了,这不,这里有完整的官网:http://www.qidian.com/ploy/gui/ 作网游的,人人都知道,一个游戏的内含,很大程度上要有个好的世界观,而所谓的世界观,就是你说故事的能力,也所以,文学资源成为网游企业必须争夺的核心资源之一。 当很多公司还在为项目挣更多的钱而忙得不亦乐乎时,盛大却已早早地收购了起点中文这一网络文学最强网站,不仅牢牢把握住了产业上游的核心资源,也为自己以后的发展铺平了道路。 盛大,不愧为行业领导者,每一次的出手,都早于竞争者; 而每一次的蜕变,又都在引领行业方向。 不服不行。 |
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New major study on MMO players Posted: 06 Sep 2008 01:26 AM CDT Dmitri Williams has released the first paper from an initiative that I helped get off the ground years ago, before leaving SOE. Basically, SOE gave him full (anonymized) logs of activity for EQ2. Some key findings:
More papers will be coming — they had to goto NCSA supercomputers to crunch the terabytes of data! — and I look forward to seeing what else emerges. |
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Posted: 06 Sep 2008 12:36 AM CDT 去北京拜访朋友,晃了一圈才回广州,破飞机飞到10点过才到,大巴又摇到11点过,出租又晃到12点过,实在是累死了,于是今日破天荒地睡到快12点。
北京的市政建设经过奥运确实比以前好太多了,晚上一片灯火,闪闪烁烁,光怪陆离,乍一看还以为置身于GT或者首都高速的赛道里。话说随着硬件和引擎技术的提升,越来越真实的场景也会越来越多的呈现在虚拟的游戏中了。
出租的师傅们一如即往的健谈,从奥运到单双号,从减排到市场规律,听得我一个头两个大,再回想北京销量最好的报纸是人民日报和参考消息,一个从广州去那边出差呆2个月从来不看报纸的家伙家里,现在也堆满了参考消息,就不得不感叹真是天子脚下啊。广州啥时候有见过参考消息……
每次去北京都想去吃全聚德,以及炒肝暴肚卤煮火烧,结果每次都没时间,这次同样没打破这个宿命,好在还是又吃了海底捞。感觉现在去北京吃海底捞成了必备节目,想想上次也是被别人拖去,立刻被服务惊到了。直到现在,我还是认为各大公司的客服总监以及客服们都应该去吃吃海底捞。可那玩意儿咋就打死不过长江呢?
总之,北京之行一切还算顺利,最近好象又顺起来了,莫非是本人租住房的风水又开始转动了?或者是这支股票要触底反弹了么?南海观世音菩萨,西天菩提上尊,极乐如来大佛,虽然你们住的地方太远偶没法去烧香,也还是要照拂照拂小弟我啊。
希望一切一切都能很顺利,这样也许过几日就真的会有重大事件宣布,呃,佛祖们,罩我呀。 |
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Life is what happens to you while you’re busy making other plans Posted: 06 Sep 2008 01:01 AM CDT Just a quick note that I'm not quite dead yet, just really, really busy. Went to PAX last weekend, came back with a head cold, now I'm moving a few hundred miles away from our current place. I'm also getting ready for the Austin conference and putting together work to do presentations for the project I talked about in the previous email. I'll try to post up a Weekend Design Challenge this weekend in between packing boxes and dreading loading up the moving truck. |
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Posted: 06 Sep 2008 12:59 AM CDT 已经空了很久了。 昨晚上和北京的她聊天,她说:你这个状态已经快1年了吧。 是啊,挺久的了。 想改变,不知道从哪里开始。 她说:从现在开始,从看似不经意的事情开始。不给自己任何理由。 我想想,我该开始了。 |
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Posted: 06 Sep 2008 12:50 AM CDT 摘/天姿 一人称,“当时对天龙印象还可以,后来算了算,一套8级宝石要20多w的RMB,而且上面还有9级的;吓得不敢玩了。” 另一人称,“这种设计法,俗称上不封顶”。 上不封顶的益处还是明显的: 1.试探财主的巷子有多深 2.制造游戏有深度的错觉 3.“顶”是灰常灰常高的,真有人搞,也不怕破坏平衡,自己也挣了。 有个问题是,如何让这种上不封顶的设计,不吓走一般用户呢? 2008年9月6日 |
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Posted: 06 Sep 2008 01:12 AM CDT 角色的生理特征: 角色的生理特征对心里的影响意义深远,如果你想为一个角色加上某种特别的生理特征,记住:你不仅仅是为了好看而这么做,也是为了影响他或者她的心里。 角色的社会性: 角色的社会性:角色从哪里来,他的父母是谁,以及他在成长中都有哪些因素影响了性格的形成。宗教信仰。政治关系。种族以及角色生活的年代。 在你对角色的社会性进行定义时,你需要回答出下面的问题: 1 经济能力 2 家庭根源 3 婚姻状况 4 职业 5 教育 6 宗教信仰 7 种族 8 政治关系 角色的社会性对开发阶段至关重要。理解你的角色的社会性,这样才能勾勒出一个充满有趣角色关系的游戏蓝图。 角色的心理: 行为总是能说明角色,行为是最简单有效的创建角色的方法,并且这些行为通常来自于我们之前列出来的开发技巧。你需要回答出下面的问题: 1 信仰 角色的价值。态度。信仰是什么?角色如何定义正确和错误?他看待一切事物是否都是非黑既白?他对自己的信仰真诚吗?他是个伪君子吗? 2 性生活 不仅要考虑角色性行为的频率,还要考虑他对此的看法。如果他滥交,是否有罪恶感?他对性的定义是什么?他对此有何感觉? 3 性情 你的角色懒惰吗?容易生气吗?是情绪化的人还是理智的人? 4态度 他对生活的态度是什么?是乐天派还是悲观主义者? 5外向或是内向 你的角色喜欢待在人群里,还是周围的人会让他感觉不舒服。 6情意结 你的角色迷信吗?有强迫症吗?还是神经质? 7智力 人的智力是天生的。你的角色聪明吗?他有哪些方面的智慧?书本型?街头型?还是智商型? 8情商 会嫉妒吗?大方或者是宽宏吗?
[新闻]Google上下二十年 |
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Posted: 06 Sep 2008 12:38 AM CDT 文/天姿
上月末我意识到:“男人很好找,但是找到一个男人让你更信任他,是非常困难的。”现在我认为这里的“信任”,用英文来说应该是Faith要比Trust更恰当。 2008年9月6日 |
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Posted: 06 Sep 2008 12:16 AM CDT 文/天姿 设计目的并不等同于用户需求,也就是说,在设计时你的目的不能仅仅是为了满足用户的需求。你应该有自己的目的,阴险的狡诈的,有心的无心的,那是属于自个儿在设计时所预想的一种效果。 用户需求对于设计目的,价值在于洞悉用户需求能更好的达成自己的设计目的。 做一个举着满足用户需求的旗子且无自知之明的设计者,还不若聪敏地利用用户需求来达成自己的设计目的。 2008年9月6日 |
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Posted: 05 Sep 2008 09:32 PM CDT 摘要: 场景管理有很多种方法,如四叉树、八叉树、BSP、模糊K-D树、包围球层次结构等。室内环境主要是BSP为主,从quake3一直延续到现在主流的引擎都是以BSP为基础,BSP使用并不难,关键是数据的生成,这就牵涉到场景编辑器。基于地形、室外为主的MMO网游,个人认为还是用四叉树进行场景管理。 阅读全文
[新闻]Google 10周年大事记 |
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Posted: 05 Sep 2008 08:21 PM CDT YYets服务器高速做源 中文名称:疾呼 英文名称:Outcry 游戏制作:The Adventure Company 游戏发行:dreamcatchergames 游戏类型:Adventure 官方网站:http://www.adventurecompanygames.com/tac/outcry/index.php 【游戏简介】 Outcry是一款恐怖第一人称AVG游戏,围绕着荒谬的情节、潜意识梦境和接近死亡的体验展开故事。主人公是一位中年作家,他刚从北海长途旅行归来,就收到多年未曾谋面的哥哥寄来的信,身为科学家和教授的兄长请他去见上一面。然而当作家应邀而来时却发现哥哥突然失踪了,他很快发现性格孤僻的哥哥与世隔绝是为了全心投入对一台神秘机器的研究,这台机器似乎可以将人的意识与身体分离开来。 ▀▓▄▄ ▐▓▓▀ ▓████ ▄▄███▌ ▓████ ████▓ █▓███░▓████ ▐████ █████▒█████ ▓ █▓███ ▓████ █████ ▐████░ ▓████ ████▓ █▓███ ▓████ █████ ░ ▓████▒████▓ ▐▌█▓███░ ▓████ ▓████ ████▓ ▓████ ████▓ █▓███ ▓████░█████ ▒ ▓████▓████▓ ▀█▓███▒ ▓████ ▓████ █████ ▓████ ████▓ █▓███ ▓████▒█████░ ▓ ▓████▓████▓░ ▄▄▓███▓░█████ ▓████ █████ ▓████ ████▓ █▓███ ▓████▓█████▒ ▐▌▓█████████▓░▄██▀▀▀▀▀██▓▓████ ▓████░ █████ ▓████ ░ ████▓ █████░▓████▓█████▓ ▄▓▀▀ ▀████▌▀ ▄▓▓███▓▓▄▀▓████░▓████▒ █████ ▓████ ▒ ████▓░█████▓▓████▒██████▀ ▀▄ ▐████▄█████▀▀▀███▌█████▓▐████▓ █████ ▒▓███ ▓ ████▓▓███▀▀▀▓████░█████▌ ▄▄▓███▀▀▀ ▐█▀▐▓███▀▀▄▀████▄▄█████ ░▒▓██▌ ▐▌▐███▓▀▀ ▓████ ▓████ ▀▀▀ ▄██▄ ▀ ▄▀▀▀ ▄ ▄▄▄ █████ ░ ▀██▄▀▄██▀ ▓████ ▐████▌ ▐██▓▌ ▀ ▓ █████ ▀███▀ ▀█████▀ ▀▓▓██▄ ▄█▓▓▀ ▒ █████ ▀ ▐▓██▌ ▀▀▓▓▓▓▄▄█▓▓▀▀ ▄ ░ ████▌ ░▄▄▀ ▄▀ ▄▓▓▀██▄ ▀▄▄ ▀▀▀▓▀ ▀ ▄▀ ▄ ▄ ▀ ▐███▓░ ▄▄▓▓▀ ▄▄▓████████▀ ▀███████▓▄▄▄ ▀▓▓▄▄ ▐▓▄ ▀▄▐▌ ▄▓▓▀▀▄ ▄▓▀ ▄▀▀▀▄ ░▀▀█▀▀▀▀██▄░▄██▀▀▀▀▓▓▀ ▄▀ ▄█▓▓▌ ▐▌▀▄▄ ▄▄▄▀▀ ▄▄▀▀ ▐▓▄█▀ ▀ ▀█▓█▀ ▀▒ ▄▄▄▓▓▓▓▀▀ ▄▀ ▀▓▓▄▓▓▓▀▀ ░ ▀▓▌ ░███░ ░ ▄▄▄▓▓▓▀▀▄▓▀▀ ▄ ▀ ▄▄▓▓▓▓▓▀▀ ▀ ▄ ▀ ▄ ▀▄ ▓███▓ ▀ ▄ ▄▓▓██▀ ▄▓▀ ▄▓▀ ▄▓▓██▀ ▄ ▀ ▀▄▄ ▀▓▄ ▀█████▄▀ ▀▓▄▐▓▓██▌ ▐▓▌ ▐▓▌ ▐▓▓██▌ ▌ ▀▓▓▄ ▐▓▌ ▐██▓▀ ▀ ▄ ▐▓▌▀▓▓██▄▄ ▀▓▄ ▀▓▄▄ ▀█▓▓█▄ ▀▄ ▐▓▓▌ ▄▓▀ ██▒ ▐▌ ▄▓▀ ▐█▀▓▓███▄▄███▄▄▄▀▀█▓▄▄▄▀▀▓▓▄ ▀ ▄ ▄█▀▀▄▄▀▀ ▐█░ ▄▀ ▀▀ ▀ ▄ ▀▓▓█▌ ▀▀▀▀▀▀▀▓▓▓▓▓▄██▄▄▀▀ ▄ ▄ ▀ ▐▌ ▄▀ ▄▄▓▓▄▓▓▓▓▓▄ ▓ ▄▓▓▓▓▓▓▓▓▓▓▓▓▓▌ ▐▓▀ ▐▓▓▓▓▓▓▓▓▓▄▄▄▓▓▀▓▓▓▓▄ ▀▄ ▐▌ ▄▀ ▄ ▄▓▓▓▀▀▀▀▀▀▀▀▀▌ ░ ▐▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▄▀░ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▓▓▓▓▄░▓▄▀▄ ▄▄▀ ▄▌▐▓▀ OutCry (c) The Adventure Company ▀▀▓▌░▓▌ ▀▄ ▓▀ ▄▓▀ █▌ █ ▐▓▄ ▓ ▌ ▄██▀ ▓ Protection .: ~ ▓ ▀██▄░ ▐█▓▌ ▒ ▒ ▐▓█▌ █▄▀▓▓▄ ░ Date .......: September 2761 Number of Discs .........: 2 ░ ▄▓▓▀▄ █▓▓▄▄▀▀ ▀▀▄▄▓▓ ▓▒░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ GAME NOTES ░▓▓▓▓▓▄▄ ░▒ ▒░▄▓▓▓▀▀▀▀▀▀▀ ▀▀▀▀▀▓▓▓▄░ ░▐▓▀ ▀▓▌ █▌ ░ ░ ▐█ █ ▒ LIFE KNOWS NO BOUNDARIES... ▒ █ █ ▓ ▓ █ █ █ Assume the role of a middle-aged writer who receives a █ █ █ █ strange invitation from his brother that he hasn't seen in █ █ █ █ years. Accepting his invitation, you are soon confronted █ █ █ █ with his sudden disappearance and his connection to a █ █ █ █ mysterious machine which, according to your brother, can █ █ █ ▓ separate one's consciousness from his body. ▓ █ ▓ ▒ ▒ ▓ ▒ ░ ░ ▒ ░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ INSTALL NOTES ░▒▓▓▓▓▄▄ ░ ▄▓▓▓▀▀▀▀▀▀▀ ▀▀▀▓▓▓▄ ▐▓▀ ▀▓▌ █▌ ░ ░ ▐█ █ ▒ ~ Unpack ▒ █ █ ▓ ~ Burn or mount ▓ █ █ █ ~ Install █ █ █ █ ~ Rest in pieces █ █ █ █ █ █ █ █ ▄ █ █ █ █ ▄ ▄ ▄ ▄▄▄ ▄▓▌ ▄█░▀▓▓▄ █ █ █ █▌ ▄███▄ ▄▓▌▄▓▓▓▄ ▄███▄▐███ ▀ ▄██▓ ▀▀ ▄ ▐█ █ █ ▐▓▄ ▄ ▓██ ▄▄▄▀ █▓█ ▄▓▀ ██▓██▌ ▄▄██ ██▓▄▄ ░ ▄███▄ ▄ ▄▓▌ █ █ ▀▓▓▓▄▄█▄ ▓██ ▓██▌▓██▄▓██ ▄▓▀██▓██▌ ▐▓██ ██▓▓██▒ ██▓ ▄█▄▄▄▓▓▓▀ █ ▐▌ ▀▀▓▓▓▓▄ ▓██ ░ ▓██ ▓██ ▓██ ▐█▓ ██▓██ ▓██░██▓▒██▓ ░ ██▓ ▄▓▓▓▓▓▀▀ ▐▌ ▀▄ ▓██ ▒ ▓██░▓██░▓██░██▓ █████ ▓██▒██▓░██▓ ▒ ██▓ |
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《雇佣兵2:战火纷飞》(Mercenaries 2: World in Flames)硬盘版/ 动画包 Posted: 05 Sep 2008 07:27 PM CDT 常驻服务器 华语P2P源动力 中文名称:雇佣兵2:战火纷飞 英文名称:Mercenaries 2: World in Flames 游戏制作:Pandemic Studios 游戏发行:Electronic Arts 游戏类型:Third-Person Shooter 官方网站:http://www.mercs2.com/ 讨论专区:http://3dmgame.chnren.com/bbs/showforum-301.html 全程视频攻略在线观看 . ATI显卡严重掉帧解决办法 [quote]【病毒扫描】 安全通过最新病毒库的卡巴斯基和瑞星的扫描,其他杀毒软件概不负责 [/quote][QUOTE]【版本说明】 1、英文版 2、3.8G的硬盘版仅删除了过场动画,如果另下载1.1G的动画包,将得到完整的游戏文件 (音频和动画都是原始品质) 3、自动识别路径生成注册表 [/QUOTE][QUOTE]【安装步骤】 1、解压缩(需6G剩余空间) 2、双击setup.bat开始安装 3、用桌面快捷进游戏或用游戏目录下Mercenaries2.exe 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。 [/QUOTE][quote] 推荐配置 操作系统: Windows XP SP3 或 Windows Vista SP1 处理器/CPU: Pentium Core 2 Duo 2.66 GHz / AMD X2 4600+ 2.4 GHz 内存 : 2GB dual channel DDR RAM 显卡: Nvidia GeForce 8600 / ATI Radeon HD2600 显存: 512MB Shader model: 3.0 光驱: 8x Dual layer DVD-ROM 硬盘空间: 10GB install + save data 声卡: DX 9.0c compatible 最低配置要求:(Windows Vista Systems) 系统: Windows Vista SP1 处理器/CPU: Pentium 4 with hyperthreading / AMD Athlon 64 X2 内存 : 2GB 显卡: Nvidia GeForce 6800 GT / ATI Radeon ATI X1600 显存: 256MB Shader model: 3.0 光驱: 8x Dual layer DVD-ROM 硬盘空间: 10GB install + save data 声卡: DX 9.0c compatible 最低配置要求:(Windows XP Systems) 系统: Windows XP SP3 处理器/CPU: Pentium 4 with hyperthreading / AMD Athlon X2 内存 : 1GB 显卡: Nvidia GeForce 6800 GT / ATI Radeon ATI X1600 显存: 256MB Shader model: 3.0 光驱: 8x Dual layer DVD-ROM 硬盘空间: 10GB install + save data 声卡: DX 9.0c compatible[/quote] 【游戏简介】 游戏中玩家还是如前作一样扮演一位雇佣兵,通过接受各种不同的任务获得金钱。游戏舞台背景为资源匮乏的近未来社会,不同国家的人为了获得生存必须的能源而展开了战斗。借助次世代的强大机能,游戏呈现给玩家一个全新的游戏舞台,在游戏中有着数不胜数的交通工具以及武器可以使用。本作将会加入经营模式,玩家累积资本之后就可以自己做雇佣兵团的老板,雇用游戏中的其他雇佣兵为自己卖命。本作中资金的累计尤为重要,只要有足够的资金,玩家甚至可以实用拥有压倒性攻击力的核弹等武器。 【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] |
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Posted: 07 Sep 2008 11:28 PM CDT |
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Posted: 07 Sep 2008 11:59 PM CDT |
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Posted: 07 Sep 2008 11:43 PM CDT |
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Posted: 07 Sep 2008 04:58 AM CDT 花了两天时间整理了一下,真tmd累,劳动成果见图。 ![]() ![]() |
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Posted: 07 Sep 2008 08:57 AM CDT |
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Posted: 07 Sep 2008 04:45 AM CDT |
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Strong Bad: Cool Game For Attractive People Ep. 2 Coming in September Posted: 06 Sep 2008 12:09 PM CDT ![]() Image from My Wii Apparently people like this Strong Bad fellow, from the Homestar Runner website. The flash based cartoons on this website are sort of like Aqua Teen Hunger Force: Funny to those who "get it," incomprehensible and possibly stupid to those who don't. Yet, I hear the kids love it! Anyway, episode one of this point and click adventure game was released on WiiWare last month. I'm sure fans of the show are looking forward to episode two, and it has just been confirmed for this month. I, for one, am happy to see the point n' click adventure game genre coming back on Wii and DS. Hattip: Gonintendo. See full article. Related Entries: UK: The Second Most Environmentally Attractive Country - 31 May 2007 |
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Posted: 07 Sep 2008 03:50 AM CDT 在下有游戏市场策划经验,但希望能找到一份游戏设计策划的工作,本人有多年游戏经验,常年混迹于游戏业,希望能求到一份游戏策划的工作.
在下善于学习有责任心,希望有机会为优秀的游戏公司奉贤.
站内联系OR QQ:82099974 EMAIL:
同时,在下以前在奥美工作过与电子竞技行业有较多联络参与策划过大 ...
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Posted: 05 Sep 2008 09:45 PM CDT 恭喜,你完成了第一个XNA程序。目前,只清洗了后备缓冲,并没有绘制其他图形,因此,窗口只显示一片实心蓝色。如果删除Clear(),并且你还运行过其他3D程序,那么再次运行Form1,则有可能看到一些混乱的图形。
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Posted: 05 Sep 2008 10:00 AM CDT C#. 复制代码. pointList = new VertexPositionNormalTexture[points]; for (int x = 0; x < points / 2; x++) { for (int y = 0; y < 2; y++) { pointList[(x * 2) + y] = new VertexPositionNormalTexture( new Vector3(x, y, 0), Vector3. ...
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Posted: 07 Sep 2008 01:17 AM CDT 原作者:Jason Hayes 译者是自GAMASUTRA的链接上看到这篇文章的 http://www.gamasutra.com/view/feature/1651/the_codeart_divide_how_technical_.php
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
The Code/Art
Divide: How Technical Artists Bridge The
Gap
[In this intriguing technical article, originally published in Game Developer magazine, Volition's Jason Hayes discusses how the Saints Row franchise developer integrates the technical artist into its development pipeline.]
As game development becomes more complex, with bloated budgets and team sizes doubling over last generation development, the need to bridge the gap between art and programming has never been more pressing.
以下省略 ------------------------- 以下译文
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Posted: 07 Sep 2008 12:15 AM CDT 把草稿上色了囧rz木家兎子很萌的説——無皇里的角色哪一只都很萌!!!尤其是天朝炮灰動物園XD,雖然戲份不多……高光改了下風格的another ver.
MS太亮了………………|||||| |
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Posted: 06 Sep 2008 10:49 PM CDT |
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Posted: 06 Sep 2008 12:34 PM CDT Image from Gamespy.com One hot item of news from the past week was Tecmo's possible merger with Dynasty Warriors developer Koei. 1up editor James Mielke hates the move, and seems to think it will devalue all of Tecmo's intellectual property by serving them up as endless spinoffs and "me-too" sequels. This, of course, is because of the Dynasty Warriors problem- that game is everywhere, with about 1000 sequels on the market. However, the tidbit that is most interesting to Wii fans is news regarding the Rygar game they were porting to Wii. Way back in 2002, Tecmo developed a action adventure version of their 8 bit classic Rygar for the PS2. They budgeted $500,000 to port it to Wii, but it went so badly that they ended up spending triple that. If they were really gonna spend a 1.5 million, why not make something that Wii owners actually want, like maybe a WiiWare 2D Rygar game? Or maybe just save your money and, you know, not need to be bailed out by other companies! |
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Strong Bad: Cool Game For Attractive People Ep. 2 Coming in September Posted: 06 Sep 2008 12:08 PM CDT ![]() Image from My Wii Apparently people like this Strong Bad fellow, from the Homestar Runner website. The flash based cartoons on this website are sort of like Aqua Teen Hunger Force: Funny to those who "get it," incomprehensible and possibly stupid to those who don't. Yet, I hear the kids love it! Anyway, episode one of this point and click adventure game was released on WiiWare last month. I'm sure fans of the show are looking forward to episode two, and it has just been confirmed for this month. I, for one, am happy to see the point n' click adventure game genre coming back on Wii and DS. Hattip: Gonintendo. See full article. Related Entries: |
Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Strong Bad: Cool Game For Attractive People Ep. 2 Coming in September Posted: 06 Sep 2008 12:08 PM CDT ![]() Image from My Wii Apparently people like this Strong Bad fellow, from the Homestar Runner website. The flash based cartoons on this website are sort of like Aqua Teen Hunger Force: Funny to those who "get it," incomprehensible and possibly stupid to those who don't. Yet, I hear the kids love it! Anyway, episode one of this point and click adventure game was released on WiiWare last month. I'm sure fans of the show are looking forward to episode two, and it has just been confirmed for this month. I, for one, am happy to see the point n' click adventure game genre coming back on Wii and DS. Hattip: Gonintendo. See full article. Related Entries: |
Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
Posted: 06 Sep 2008 01:57 PM CDT
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Posted: 06 Sep 2008 01:33 PM CDT Richard Bartle has a little piece on the rhyming structure of this lovely poem by Carol Ann Duffy.
Sez Bartle,
Not at all! In fact, this is a nice Shakespearean sonnet. Loosely, this can be termed half rhyme or slant rhyme, and she’s not even using all that aggressively. For example
More interesting to me was the way that internal rhyme and consonance is used in the poem to supplement the loose rhyming. For example, the tragedy/why rhyme is greatly helped by the internal rhymes, the hammering on the “which” sound — almost Manley Hopkins, there — and the lovely parellelism of “which I see? Which tragedy?” And of course, the actual flight of poetic language, the smitten moon. That doesn’t even get into what the poem is about.
For every field there is its craft; guitarists seek percussive players or the careful bend, and coders elegance of algorithm. At this point, the few who play with formal verse are perhaps the only ones who can appreciate the way she broke her third quatrain, to place her prayer on the all-important couplet’s opening line; her sonnet’s structure, not Petrarchan, to do justice to the topic; or the way in which this paragraph is made of iambs. |
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Posted: 06 Sep 2008 12:24 PM CDT 访谈译文来自A9VG 游戏是大众艺能。正因为是现在,才可以玩。100年后得不到评价 ——单刀直入的核心问题,对于小岛导演你来说,游戏是什么呢? 恩—(思考片刻)……虽然经常都会被问,不过每次答案都不一样……(又再思考)……我周围没有好前辈、好老师。虽然有朋友,也有兄弟姐妹,不过在人生出现各种各样的烦恼的时候,比如将来的出路、失恋、等等有很多。在这些时候把意志消沉的我,重新焕发活力的是电影。小说、音乐也是,不过有大半是电影。我想把这种感觉实现在游戏这种媒体上,这个想法是最大的吧。我希望让游戏以这种方式存在、而且,我想实现的可能性很高。与其说把这个作为一个工作在做,我觉得我的意识要更强一些。 ——不选择电影,选择游戏的理由是什么呢? 对于我自己本身的表现手段来说,我写过小说,不过电影没让我拍过。在这个时候我与游戏相逢。从这个意义上来说,我想我的表现手段是借用了游戏这个媒体吧。只是,这是我当初刚刚开始做游戏的时候这么想的,现在已经变了。 ——变得怎么样呢了? 最初是和电影一样,我想把自己内心的东西以某种形式保存下来,本着这个想法,我制作了《METAL GEAR》、还有《SNATCHER》等,在这之后的21年里、与各种各样的玩家一同走来,与各种年代的人来往之后的结果,我认识到了,游戏与电影、小说是不一样的。 ——什么地方不一样呢? 较之作家性质,我想这更像是一种服务业、背负着与时代共同进步的大众艺能的命运,在将来,可能不会不会留下什么。正因为是现在才玩得到、与现有操作感一起,得到大家得评价,而在100年后却得不到大家的评价。就是这样的细微变化。最初,我作游戏的时候想法和拍电影,写小说一样。不过在制作游戏的过程中,我的想法作了改变。 ——为什么会这样呢? 可能这么说有点夸大了,我称它为“人体工学”。如果不了解各种各样的人,那就没有办法服务大家了。特别是《METAL GEAR》系列,由于系列的fans在全球都有,所以我想必须要给这世界中的人,超越文化、宗教、性别,给他们带来影响。而对于这些人,比如看到某一样东西是怎样的反应、如果不事先弄清楚的话,游戏是没有办法做的。所以说、我认为制作游戏=了解人类、学习人类。制作游戏就必须要了解人类,也必须要了解时代。 ——也就是,通过游戏制作来探究人间性咯? 可能对于我来说,因为有了游戏我才生存的下来、也因为有了游戏,我可以自我表现。这个是很难用一句话表达出来的。 ——以世界为目标这个想法,在那里有各种个样的人存在,我想这是非常困难的.... 是这样的....这种媒体,我想除了游戏以外,其他的没有了吧。比如说,近代艺术等等什么都好,这样的东西1万人入场,其中只要打动100个人的心弦就好了。然而,游戏不是这样的。游戏必须要他们来玩。必须要让所有的人拿起手来,来操作,在各种各样的民族、文化的基础上面开心游玩。这是非常困难的,不过,其中也有很好玩的地方。 ——在《MGS4》的情况中,游戏是以中东、南美、东欧等,这些政局不是很稳定的地区为舞台。 也并不只是瞄准这些地方。 ——对待这些敏感地区,先前说过的文化、民族等问题,感觉更加复杂了。。 是啊。更深入一点的说,就是迎来了表现能力这个艰难问题。我之所以会认为,现在是迎来了最困难的时期是因为:21年前,我想把游戏作为次文化(*注)来做,所以才进入游戏业界。而实际上,在处理文化这方面上,却迎来了语言的壁垒、文化的壁垒这些问题。举个电影的例子,20世纪初,大约在1920年的时候,卓别林制作了无声电影,他制作的默剧在全世界大受欢迎。在这之后出现了有声电影,而卓别林却反对这个,并持续拍摄无声电影。为什么卓别林要这么做,是因为卓别林害怕,如果“说话了”就没有办法制作面向世界的电影。游戏的情况也是如此,FC初期的时候,比如说,跑、投、跳,这个用一个动词就可以表现的时代。当然,那个时候游戏是没有办法说话的。为什么那个时候,日本的游戏会在全世界受欢迎呢,我想在我这里有答案。那是因为「没有语言」=「没有文化背景」吧。 来自wiki*注:次文化在社會學中,是指在某個較大的母文化中,擁有不同行為和信仰的較小的文化或一群人,亦稱亞文化。次文化和其他社會團體之間的差別,在於他們有意識自己的服裝、音樂或其他興趣是與眾不同的。早在1950年大衛·雷斯曼(David Riesman)就提出大眾和次文化的差別,並且將次文化詮釋為具有顛覆精神。大眾是「消極地接受了商業所給予的風格和價值」的人,而次文化則「積極地尋求一種小眾的風格(在當時為熱爵士樂)」。於是「聽眾……操控了產品(因此也操控了生產者),就如同產品操控了聽眾一般」(Riesman 1950: 361)。 因此,當一個次文化成員「即使沒有任何其他人在場,也會聆聽某種音樂時,他是在一種想像『他人』在場的脈絡下聆聽音樂的——他聆聽音樂常常是為了要去和那些『他人』建立起關係。他對大眾媒體的觀感受到他所隸屬的同儕團體所形塑。這些團體不只是在為音樂分高低而已,他們是以一種更細膩的方式,在為團體中的成員選擇他們會在音樂中『聽到』些什麼。(ibid: 366)」 一個文化通常包含了很多個次文化。次文化和其母文化有很大一部分是結合在一起的,然而在某些特別的面向上,兩者之間就會有極端的差別。某些次文化的差異在到達了某個程度以後,會擁有自己的名字。 ——那现在起了什么样的变化呢? 表现能力提高到了现在这个高度,不管怎样,都会出现、语言、人种、舞台等等这些问题。20多年前的街机游戏,场景只要是一个正方形就可以了,而现在绝对不行。要么以东京的某条街作为舞台,要么以美国的某条街作为舞台,单是这些,游玩的人也会更着变化。这些是很困难的。我作为一个日本人,面向全世界制作一款游戏,而要面向世界制作一款游戏,最简单的谁都可以想到的就是:性、暴力、赌博。追究一下好莱坞电影,在世界范围内成功的影片都会含有那3个要素。而比如好莱坞戏剧片来说,日本人就笑不出来了。 是着眼世界标准,还是着眼国内市场。是时候做决定了 ——游戏在到达这个阶段之后,会出现什么样的问题呢? 是时候该想想到底该怎么做了。制作一款简单的,对着人射击的好莱坞式的游戏,在世界范围内是通用的。英雄主义,在某种意义上来说,是超越文化的一个概念。反过来说,比如制作日本民族的成立这样的游戏,怎么想都不可能在世界取得成功,要么以世界为目标,要么以国内市场为目标,到了这一步,就不得不做出抉择。 ——如果要面向全球市场,那什么才是重点呢? 预算是个大问题吧。日本电影、或者小说,音乐都一样………或许这么说会让人有点不快,不过这也是作为我要说的一个主题。比如说,日本的小说家,即使持有连载5、6个,有发行单行本,有发行文库书,却也过不了什么好生活。为什么会这样是因为发行对象只是日本国内。而英语圈的作家的情况是,一年只要写完1本书就可以了。所以说,他们可以花大钱作取材,可以花好几个月编辑。换来的是高品质的作品。日本的作家当然也在加油,不过他们不可以花太多的时间。音乐也是如此,日本的歌在海外卖不了多少。但是英国的摇滚乐队只要去了美国就可以获得经费。 ——那也就是说,如果是面向国内市场的话,小规模预算可能还可以凑合着做,一旦制作面向世界的作品时,就得面临巨大的经费问题是吧。 那就应该想着朝哪个方向发展了。日本电影最近也有大卖的作品出现,且也有人说国产电影有一定的优势。不过,说到底这只是日本国内的情况、这样的日本电影在美国是没有办法上映的。虽然有remake作品出现,不过电影舞台变成了美国,台词也变成了英语。日本电影、如果自在日本本土环境竞争的话,那是绝对赢不了好来坞电影的。日本市场没有想象的那么大,那就不能花太大的经费。而如果拍摄好来坞式的、面向世界的作品的话,那花100亿、200亿经费都没有问题。 ——那类似这样制作电影的想法,是不是也可以引用到制作游戏中去呢? 游戏的情况,是不可以这么简单的套用进去的。如同disney制作cg动画一样。。那要花费巨大的资金,而且总是需要应用最新的技术。日本动画已经放弃掉这方面了。日本动画虽然也有被人被极力赞扬的时代,可是,到最后,却只剩下了点子。游戏的情况也是如此,海外的游戏公司的技术稳步加强。《MGS4》已经很加油的走到了这一步,如要想更上一层楼。比如说现在到了月亮,接下来准备要去火星。要实现这样的想法,必须要花费巨大的资金。所以,就必须要着眼能够收得回成本的市场。游戏的情况,这方面比较令人伤心。 ——如果,这么做不行的话,那应该怎么办呢? 不可以勉强,制作面向国内市场的休闲游戏,这也是个好的想法。只是,一旦把新技术的应用放弃掉了,那大概是赢不了了。英语圈的情况,他们集结了来自世界各地的优秀人才、花大钱进行宣传。日本电影已经输了……这么说到底好不好我不知道,不过至少在收益上面是输了、而到最后其实说的就是这个。从以前开始,把电影作为一个文化,希望得到大家的认可。然后,总算到了还算成功的时候,自身文化却成了障碍。只要是以日本为舞台,日本人说日语的作品,我想在海外是很难卖得出去的。 ——《METAL GEAR》系列情况,角色从刚开始就是设定为外国人,那这是否就是您所说的以世界为标准制作的呢? 是的。 ——那么、在日本版里,日本人做的声优、这么说就像是外国电影,日本语吹替是一样的咯? 呃--确实是这样的,现在还算比较成功,不过看看《GTA》的话,那个是英国人做的,角色也可以很普通的说着本地的俚语。而《MGS》的情况,我写的脚本,然后交给翻译者,翻译成英语。只要我还是日本人,那样的作品是做不出来的,这个部分其实我已经放弃了。 游戏是少数的,受压抑的阶层的人玩得最开心的。 ——只有日本人才有的标准,这在世界也可以成立吗? 我现在是意识性的表现出“日本人”这个部分。也就是说,退了2、3步来表现出来。比如说,给角色起名字。“solid snake”这个名字,从英语上来说,这名字一点都不好听。但是,这被大家接受了。大家知道,这个人无国籍,很明显不是美国人。在这部分,海外的制作人也一样。或许,无国籍这个可能还会成为一个新的领域。但是,对于我来说不能制作《GTA》这样的游戏,是相当遗憾的事情。 ——《GTA》有个传统,就是主角往往不是纯正的美国人。 《MGS》也是如此,主要角色大部分是少数民族。除了roy campbell是WASP(*注)外,像meryl silverburgh这样的,很明显是犹太人的名字。otacon也是德国裔的。每次作全球巡回的时候,都会想到,除了北欧和德国外,不管去哪个国家,都会有各种各样的人种来捧场。不管去伦敦是巴黎,都有各种人来。只是,这些人和美国的wasp一样是属于非常少数的人。我看《GTA》,其中我觉得制作人很聪明的一个地方就是,意图性的讽刺美国文化。每次都把少数民族的人作为主角。 来自wiki*注:白人盎格魯-撒克遜新教徒(White Anglo-Saxon Protestant,WASP)本義是指美國當權的精英群體及其文化、習俗和道德行為標準,現在可以泛指信奉新教的歐裔美國人。此群體擁有龐大的經濟、政治勢力,構成美國上流社會和中上階層的絕大部分。儘管美國社會日益多元化,但他們的文化、道德觀和價值取向仍在很大程度上影響著美國的發展。 ——游戏上升到次文化这个层面上,那也就是说,就有必要具有历史、文化等的知识咯? 在玩游戏的时候,你不必去特别在意这些,游戏只要能成为你心里的一个线头就好了。我刚才说过了,我是因为电影而生、而为了报恩我才作游戏,这是我的想法。这次的《MGS4》里,我们用了《游戏的逆袭》这些字眼做宣传。不过,好像被人误解了。现在这个时代、游戏已经是一个很开放的东西了。我是电影世代的人,如果我有2、3个小时空闲的话,我不会去玩游戏,我会去看电影,或者看书、听音乐。而现在的小孩子不一样,他们都在玩游戏。比起用电脑,看电视,看dvd,他们更花时间在玩游戏上。而作为制作游戏的我们,就必须要负起责任。现在小孩子受游戏的影响很大,对我们来说,单单制作好玩的游戏是不够的。在我小的时候,当我的人生蹒跚的时候,是电影拯救了我。其中也有些很无聊的电影,b级电影等等。不过,只要我看电影,我会变得很有活力。而我想把这种感觉运用到制作游戏中去。如果这个能持续下去的话,那么游戏最终是可以成为一个次文化的。在一个见过的人的心里留下痕迹,然后再流传开来,这就形成了一个文化。 极端地说,因为想继续玩游戏,所以明天还会继续生活下去。这样就可以了。 ——《MGS4》把舞台设定为政局不安定的地区,这也是出于那样的考虑吗? 是的。还有就是PMC了。这个在部分普通玩家看来,可能会认为这是科幻的设定。不过在他们玩完游戏之后,当看到电视播放有关新闻,会察觉到这些是真的,是实际存在的。给玩家的生活带来好的刺激。虽然接下来该怎么做,是玩家的事,不过在开心之后的结果,不单单是好玩,能在玩家心里留下点什么,我认为这是很重要的。 ——原来如此。 不管游戏角色说过的台词也好,什么都好。如果这些能够解开一直在心里的谜、或者说,能够成为一个推着你向前进的一种力量。说得更极端一些,现在有些小孩子都会想到要自杀是吧。而如果这些孩子偶然玩上了《MGS》,然后他们会想要继续玩,想玩续作,就是这么单纯的理由他们会选择继续生活下去。这样就可以了。我也是这样的,想看下一周的电视节目,然后努力生活到下一周,就只是因为这个理由,接下来的一周就会过得完全不一样。基本上就是这个,只是,如果能在这个基础上,再增加点什么东西,那就更好了。 或许游戏可能已经开始成为次文化 ——游戏在成为次文化地这个过程,你认为现在已经到了什么样的阶段了呢? 不,比起说阶段,原本游戏应该是要有很多种类的。但是,很多都被排除掉了。被排除掉的原因是因为没有市场还是什么我不清楚。小说也是如此,变得太商业化了。电影原本有很多类型的,用户可以自由选择,不过,不管是电影,还是企划,都开始只作流行的东西(日本电影),这种倾向是很可怕的。游戏也是如此,一旦固定在了那些大卖类型的游戏,那么制作方就会认为做这些游戏才有市场,接下来别的类型的游戏就越来越难做了。在我进入业界的时候,那时候是非常自由的。什么都可以,做什么都好。游戏可以是这样的、没有拘束、也不会有什么续作出现。总之,在当时我们想要的是全新的游戏方式。。 ——这种倾向现在在电影、音乐也都看得到。。 从这个意义上说,或许游戏可能已经开始成为次文化了。因为比起创意,更关心,更注重销售规模。 ——的确,跟20年前比起来,游戏的社会认知度上升了很多。 不过,我觉得有点遗憾的是,我今年45岁,且还在作游戏、玩游戏。我是从FC世代过来的,虽然现在经常被别人讲我已经远离了游戏,不过只要我有兴趣的游戏出来,我想我会很认真地去玩的。只不过到了我这个岁数的年龄之后,虽然把敌人打倒的游戏当然是很喜欢的,不过,有时也会想要一些和自己的烦恼相近的东西,被一些人生戏曲感动的东西。比如说,小孩子走向堕落、与婆婆之间的问题、贷款问题等等。当然,把这些东西直接做成游戏肯定是不好玩的,只是、随着自己年龄的变化,兴趣也会更着变化的。可惜、现在的游戏还是一样,用那大刀,把怪物砍死。(不懂为什么这么不喜欢怪物猎人。。。) ——原来如此。 电影的话,还有很多的种类,游戏还是老样子,要么出僵尸,要么出宇宙人。。基本上都一样。在我小的时候,我一般只看英雄漫画,我把漫画带到学校去,还被人说是“笨蛋”。那个时候,漫画不是一个文化,是恶害。但是现在不同了,从少年誌到青年誌,再到大人向,都开始匹敌文学了。不过,我总觉得游戏还没有到这个地步。 ——这是为什么呢? 嗯……(思考)……我想制作方有太天真,太小孩子气的地方吧。。当然,从商业角度上考虑,做一些卖不出去的游戏是不行的、必须要考虑市场。《MGS4》里,把一个老头子作为主角,这方面也是有的。是试探性的。看着一个老头子这么拼命的样子,我想受感动的应该有很多是年龄比较大的。以前的自己身体那么有活力、记忆力那么好、现在却什么都做不了。这个时候看着old snake拼命的样子,或许能给自己找回些动力。为什么现在为止都没有这种作品出来。我想原因应该是在制作方方面吧。 ——游戏媒体也是,太特殊化游戏速报和攻略了,我感觉没有把游戏作为一个文化产物来对待。 在国外是完全不一样的。这是日本才有的独特现象。虽然在国外,也有国家认为游戏是小孩子玩的东西,比如德国。但是,一般来说,国外的游戏创作人员和艺术家是一样的。但是日本不是这样的,这到底是为什么。更何况游戏是源于日本的。(tv游戏)我在做全球巡回的时候,都有70多岁的老太太带着家人一起来,在日本虽然也有,不过那是替小孩子来的,小孩子在学校没办法来,有点太溺爱了(笑)。可是,国外的这样的人他们是为自己而来的。作为一个娱乐产品,相比在日本游戏就只是游戏的这种情况下,有些地方真的不一样的呢。 ——从游戏制作方的监督来看,你怎么看待游戏媒体注重速报、攻略这方面呢? 作为《MGS》系列,或者说同一类型系列的游戏,是不希望就停在那里了。充其量那只不过算是一个路口罢了。我希望在这前面大家能够感受到什么。我是这么想,也是这么做的。 ——对于杂志的编辑这方面,你的看法是? 与国外最大的不同是,日本的编辑没有把自己的名字写上去。国外的情况,电影也是如此,基本上是记名记事。我们没有办法干预他们、他们要说什么都可以,他们和新闻记者是同一个级别的。把玩过之后的感想,用自己的名字写进去。日本杂志的情况是,因为有广告在上面,可能不能写些坏的地方。不过在欧美这种情况是不会出现的。(小岛君啊~~~~gamespot...Gametrailers的作假视频...) ——在日本,电影和音乐的状况不一样,那些即使被diskreview的编辑说的一塌糊涂的厂商,也可以很正常的在该杂志(媒体)上放广告。 到最后,编辑只有自己想办法提高地位。日本游戏编辑,由于他们不是自由身,他们是受雇于公司的,所以他们不可以乱说话。国外的编辑他们很能写,以自身的感性为卖点,日本的编辑也应该要这么做的。 我认为没有必要拘泥于,游戏是源自于日本的一个媒体这件事情。 ——采访到目前为止,我感到你觉得目前业界存在欠缺。 不是欠缺。是恐怖。回到最初的话题,不管是欧美,还是日本,还是亚洲,我认为不能再各自独立了。互联网时代是没有国界的。应该要从世界各地聚集优秀的人才。确实,可能会有只要聚集日本的优秀人才就可以了的这种想法。不过,有一点可以说得就是,游戏、漫画、动画被说成是源自于日本,那么就要因此背负巨大的责任。其实根本就没有必要拘泥于这些。你作为一个日本人,你也可以走向国外,作你想做的东西。电影不就是这样,英国,法国的导演去好莱坞拿经费拍电影,不想干了就回国。我认为这样能屈能伸是很重要的。现在,游戏分为了“日系”和“欧美系”,这样区分的只是在日本。跟电影分为“国产电影”和“国外电影”一样,我认为这方面应该是关键。 ——在这个无国界的时代,作为监督,面临的问题是什么呢? 我是日本人,不管是在国外做游戏,还是在国内做游戏,我都想办法把这个意识作为我的武器。只是,在这个时候我觉得有点困难的是。我的理想世界是《Star Trek》,在Enterprice号上,里面乘有黑人、白人、亚洲人、甚至还有宇宙人,大家都朝着一个共同的目标前进。在这个时候,文化所能描绘的。。其实还没话得出答案。不过话虽这么说,现在是数码时代,与模拟信号不同,美国人的动作可以结合日本人的声音。以前是没有办法的。 ——那也是说,在这个无国界的时代,更要向前看是吧。 手法来说,已经是可以了。不管是图像还是声音,如果以阶段来说的话,我想现在已经到达这个阶段了。接下来就得看怎么做了。我想,我到死都会一直做游戏,剩下的性命也不多了(笑),如果一款游戏还需要花4年做的话,或许真的有点烦了。 ——日本与国外的游戏比起来,有什么不同的地方吗? 不管是视觉、还是音效,特别是色味,完全不一样。但是,我现在最畏惧的是,在这些声光效果不一样的情况下,日本玩家与国外玩家嗜好完全不同。这点在《MGO》上也显著表示。在日本成功的游戏,很难直接就这样拿到国外去卖的。《MGO》也因此而烦恼、系统方面到底该迎合哪一方。《MGO》搭载的AUTO AIM系统,在国外玩家看来是绝对不可以存在的。国外的玩家希望用自己的能力来“爆头”。而日本玩家对于没有自动瞄准系统的游戏,认为是不过亲切的。这些分歧,如果在今后的游戏制作中,不精心考虑的话,可能就会造成巨大的误差。 游戏杂志应该要揭载更多感受未来的文章 ——对于游戏媒体,你有什么样的期望呢? 嗯…………,有很多,刚刚说过的,游戏编辑应该要负起责任来写东西,这是一个。然后,就是不要太想要什么情报。比如,什么角色登场等等,虽然这么说有点过了,不过会让人觉得你在做些很廉价的杂志。接着又想要马上进行采访,问说还有什么想知道的时候,就说“请告诉我故事情节是怎样的”等等。对于我们来说,我们觉得问些别的东西会比较好,国外的媒体完全不一样的。对于编辑,不管是好是坏,我们都希望你们能认真评价,更希望你们能替我们加油助威。对于游戏杂志来说,如果游戏没有了,那游戏杂志也是一样的。所以说,不管是好是坏,希望游戏杂志能鼓起劲来。不过,我好像没感觉到这些。 ——本来,游戏杂志应该是制作方的朋友,你没有感受到这些,这是为什么呢? 虽然,这不该是由我来说,不过在休闲游戏大热的时候,《MGS》有被冷遇过吧。你不喜欢也无所谓,不过,总有喜欢的人在,我希望能够更多的讨论一些。当然,不喜欢的话可以。那么如果这样的游戏真的没有了,那么这样到底好不好。游戏杂志不应该只有情报,跟何况,现在情报大都先从网络上流出来了。作为活字能够留下来的,我希望游戏杂志能够挖掘游戏深度,让他更丰富。还有,就是,希望你们能够更加感受未来。 全文完 ![]() ![]() |
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Strong Bad: Cool Game For Attractive People Ep. 2 Coming in September Posted: 06 Sep 2008 12:09 PM CDT ![]() Image from My Wii Apparently people like this Strong Bad fellow, from the Homestar Runner website. The flash based cartoons on this website are sort of like Aqua Teen Hunger Force: Funny to those who "get it," incomprehensible and possibly stupid to those who don't. Yet, I hear the kids love it! Anyway, episode one of this point and click adventure game was released on WiiWare last month. I'm sure fans of the show are looking forward to episode two, and it has just been confirmed for this month. I, for one, am happy to see the point n' click adventure game genre coming back on Wii and DS. Hattip: Gonintendo. See full article. Related Entries: UK: The Second Most Environmentally Attractive Country - 31 May 2007 How Attractive Are You? - 10 April 2008 Strong Bad: Cool Game For Attractive People Ep. 2 Coming in September - 06 September 2008 Strong Bad: Cool Game For Attractive People Ep. 2 Coming in September - 06 September 2008 |
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Ask the Experts: The Game Designer's Bookshelf Posted: 08 Sep 2008 04:00 AM CDT
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Posted: 08 Sep 2008 08:53 AM CDT 我的MSN总共加过大约15个猎头,删掉过5,6个.能被删掉总是因为不停的骚扰..我从未进过其他行业,我想游戏行业的猎头大概就像娱乐圈的记者一样无孔不入.今天又删掉一个.对话入下: 为了避免嫌疑,把所有名字全改掉了.
2008-9-5 猎头XX对白骨:hi 2008-9-5 白骨对猎头XX:HI 2008-9-5 猎头XX对白骨:能帮我问问XXX的电话吗? (XXX为公司的某位总监) 2008-9-5 15:00:58 白骨对猎头XX:问不到 2008-9-5 15:01:25 猎头XX对白骨:... 郁闷 那你帮我DOWN份名单吧 2008-9-5 15:01:33 白骨对猎头XX:啥名单? 2008-9-5 15:01:57 猎头XX对白骨:做游戏的人员名单 2008-9-5 15:02:03 白骨对猎头XX:我公司的?? 2008-9-5 15:02:15 猎头XX对白骨:是啊 2008-9-5 15:03:30 白骨对猎头XX:你觉的可能吗 2008-9-5 15:03:50 白骨对猎头XX:我现在问你要你们猎头那数据库里所有做游戏的人的简历 你会给我不 我这里也是人手紧缺啊= = 2008-9-5 15:04:45 猎头XX对白骨:说实话 如果我们没跟九城合作的话给你也没关系 2008-9-5 15:05:51 白骨对猎头XX:既然有合作 那你也不应该问我要啊 2008-9-5 15:06:14 白骨对猎头XX:我只是其中一个开发部的负责人 你知道把公司人员信息泄露出去会怎样不? 2008-9-5 15:06:31 猎头XX对白骨:不过你打这个比方不恰当 数据库对于我是吃饭的东西 名单对于你没有那么重要 2008-9-5 15:06:49 白骨对猎头XX:我泄露出去被开除了你觉的不重要? 2008-9-5 15:07:04 白骨对猎头XX:也 你吃饭的东西对我来说也不那么重要 2008-9-5 15:07:54 猎头XX对白骨:啥都被你夸大了 我这的通讯录都是朋友给的 也没听说谁被开了的 2008-9-5 15:09:02 白骨对猎头XX:各公司制度不一样 你找9C研发的问问看 你就说你知道有你们研发的一个人把所有研发人员内网的资料通讯信息都给了猎头他会怎样 2008-9-5 15:10:03 猎头XX对白骨:大哥啊 我不说你不说谁会知道啊? 2008-9-5 15:10:20 白骨对猎头XX:你懂不懂什么叫职业道德啊? 2008-9-5 15:10:34 白骨对猎头XX:跟你没的谈 拉黑了。 2008-9-5 15:10:53 猎头XX对白骨:... 2008-9-5 15:11:21 猎头XX对白骨:被你打败了
此猎头之前是9C隔壁某家公司的御用猎头,现在说是成了和9C的合作者. 合作者还能这样真是另人无语. 被猎头骚扰是浪费时间 ,被没道德的猎头骚扰就是烦上加烦了... 当然,猎头中也有很不错的人 比如我BLOG左边的VIVI大人. 哈哈. 希望各位从业者以及猎头们都能自律... 规范这个行业的正常发展. |
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Posted: 25 Aug 2008 10:28 PM CDT 昨天闲着没事在GOOGLE搜索自己名字,搜白骨,发现BLOG已经是GOOGLE第一位了. 无论真假也无论能保持多久..纪念一下- -
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An Examination of Outsourcing Part 2: The Contractor Angle Posted: 08 Sep 2008 11:00 AM CDT
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Posted: 07 Sep 2008 09:06 PM CDT
..... 随机文章:The Onion Booty 洋葱电影 2008-07-06 MGS4 - the best is yet to come 2008-06-16 Starry Night 2008-04-05 怀旧的十大受欢迎游戏音乐 2008-03-28 黑暗城堡 (Dimmu Borgir) 2008-03-04 收藏到:Del.icio.us |
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Posted: 08 Sep 2008 06:57 AM CDT 「因為《俠盜獵車手》,她知道可以從翻車的車子中爬出來。她知道有朝一日這可能發生在我們身上。」 |
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Posted: 08 Sep 2008 05:07 AM CDT 考试或许上过学的人都经历过,人生的考试有许多种,有些是无形的,上周日的网页游戏交流活动也是一场考试,可惜取得好成绩的人却不多。 人之患在好为人师,最近在读老子的《道德经》,其中一句“行不言之教”,一直是个人所推崇的,偶尔也为之,在组织的交流活动中,总是刻意的设置一些“考题”,用来鉴人品人。用法并非王道,却很容易在一些细节之处看到人的品质修养与德行。 周日上午的考试中,永华同学取得了一个好成绩,祝贺他。 北大是个人比较喜欢去的地方之一,不单是喜欢那里百年讲堂的各类演出,更是喜欢那里的人文气息。个人也常常将那里作为一个考场,考一考自己,考一考别人。 |
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Posted: 08 Sep 2008 05:27 AM CDT 来源: www.levelup.cn 时间:2008-9-8 编辑: 风间仁 Konami公司日前宣布,旗下人气足球游戏《职业进化足球2009(Pro Evolution Soccer 2009)》将于2008年10月15日发售。日本市场的发售日确定为11月,而大型购物网站亚马逊中给出美版的发售日为11月11日。 《职业进化足球2009》是在全球拥有数以百万计忠实玩家的人气足球模拟游戏《职业进化足球》系列的最新续作。在本作中,Konami将进一步拓展真实足球的定义,增加更多全新的要素,使游戏与现实的差距进一步缩小。借助新的引擎,游戏中球员的动作看起来将更加流畅且具生气,此外玩家还可以根据自己的喜好制作属于自己的个性球员。 另外,Konami公司宣布将于9月11日在Xbox Live和PSN上提供本作试玩DEMO的下载(与EA的《FIFIA 09》试玩DEMO同日)。 标签 FIFA, PS3, xbox360, 实况, 最新游戏相关日志
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Posted: 08 Sep 2008 04:45 AM CDT 网易游戏客服招聘公告 基本要求: 能力要求: 待遇:面议,提供住宿与工作餐、或工作餐补贴 工作地点:广州 应聘者需提供资料: 应聘者请将上述资料以电子邮件方式发至:yx...@service.netease.com。标题请注明应聘游戏客服。应聘资料恕不退还,资料不齐全、不合适者恕不回复。 请注意:本月的8日到18日为简历审核时间,审核通过者将在本月下旬收到面试通知,请留意电话和邮件(谢绝来电来访)。 如果你对自身的能力充满自信,渴望更广阔的施展天地;如果你愿意不断挑战自我、挑战未来,网易将为你提供无限发展的空间和施展才华的舞台! |
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Posted: 08 Sep 2008 05:10 AM CDT 半年前测试天龙,就发现不对劲,安装搜狗客户端和P2P工具也就罢了,竟然还擅自添加Sohu.com和Sougou.com的证书到信任证书列表里面。
不仅如此,每次启动游戏还要检查一遍。发现不对劲还要偷偷的重新安装。
如今暴风影音也开始流氓了。启动程序就必须捆绑启动后台的什么狗屁极速暴风。
这也就罢了,还添加进程Stromliv。
更过分的是还添加脚本到IE里:
http://localhost:8089/moviebox.pac
我靠
你不这样搞会死啊
好罢,Uninstall,换K-Lite Codec Pack+MadiaPlayerClassic
打包好的解码器+播放器多了去了,也不稀罕你捆绑而且专用的解码器。
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Posted: 08 Sep 2008 04:43 AM CDT 《梦幻西游》长期以来一直致力于为广大玩家提供一个公平、公正的游戏氛围。为维护广大玩家的权益,营造公平的游戏环境,自2008年3月21日起,我们对盗号者加大查处力度的同时,对在不受监管的非网易官方提供的游戏交易平台(如淘X网、51XX.com等),长期进行盗号销赃、洗黑钱、利用游戏环境牟取个人利益的行为也开始严厉打击!(相关公告和详细内容请见:《整肃非法线下交易公告》)。 截止2008年9月1日,已经发现并封停了15000余个帐号,隔离了470个有严重越轨行为的角色。经查证他们使用破坏游戏的外挂、盗号等手段获取游戏币,通过非官方交易平台出售游戏币,以谋取不正当利益,危害广大玩家,破坏游戏环境。例如:在新服大批量挂飞行符,被盗号者或打钱者利用来存储、转移、出售游戏币、使用外挂等行为。 在广大玩家的积极配合之下,不受监督的非法线下交易行为已经开始逐渐减少,各种妨害游戏公平、破坏经济平衡、损害玩家利益的行为从渠道和源头上上得到了抑制。为了维护广大玩家的利益,我们再次郑重声明:为保护服务器稳定、维持游戏世界秩序、保护玩家合法权益,严格禁止利用非网易提供的交易平台进行梦幻游戏虚拟财产的交易,对于利用梦幻西游游戏程序和网络环境,以盈利为目的非法贩卖虚拟物品和游戏币的游戏帐号,以及相关的滥用游戏设计漏洞、外挂及盗号,进行生产、转移、存储游戏道具和游戏币的帐号进行整肃,一经发现即永久封停帐号,情节严重的将上报有关国家机关追究法律责任。 保护正常玩家利益,营造公平的游戏环境,是我们一直的使命!我们将持续不断努力,为玩家提供良好的服务!《梦幻西游》的天空因玩家而美丽! 附: 部分封停帐号名单
(也可通过手机访问wap.nie.163.com及时了解以上内容。) |
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Weekend Design Challenge: Anonymity Posted: 08 Sep 2008 03:52 AM CDT One of the best and worst things about the internet is anonymity. On one hand, anonymity allows people to be whistleblowers without putting themselves at risk; however, it also allows people to spread lies without being responsible for the effects. So, let's think about this in terms of online games. How does anonymity affect gameplay and metagame issues? One obvious problem is that people will do vicious things to other people with few fears of repercussions. Some people call this the "punch in the face effect", where you can say things that you would never say offline for fear of being punched in the face if said to another person. People who grief online aren't always the nicest people, but they can sometimes be surprisingly decent people offline. They just don't take online interactions seriously. In Meridian 59, anonymity has caused a major problem. A common tactic was to roll a new character and try to get in good graces with the enemies of your guild. After gaining confidence, the mole could then take over guild halls and/or steal items from the target guild. This lead to a lot of heartache, but it was a mechanic designed into the game by the previous designers. A patch in the current incarnation of the game puts a special line of text in the description of a player that is truly new to the game. Re-rolling an old character means that you won't have that line and people can be more wary about your story of "just starting the game." Consider, what kinds of gameplay could you design that take anonymity into consideration? Could you design interesting mechanics that take that into consideration? For example, a lot of text MUD designers talked about systems where you had to be introduced to a player before you even knew their name; before that, the player may appear to be like an NPC. This was intended to get people to interact more if they wanted to get to know others, or people could ignore others and remain segregated if that suited them. What do you think? How can anonymity be dealt with in gameplay? |
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Posted: 08 Sep 2008 03:54 AM CDT 感谢米晓彬
张胜提供QQ和MSN签名为本次活动提供信息传播,感谢在QQMSN签名中传播信息的朋友,感谢新浪游戏频道和265G提供本次活动新闻预告,感谢潜龙为本次活动提供场地和协调组织午餐等各方面支持,感谢骆永华为提供的品种丰富的小吃,感谢各位冒雨到场的朋友,感谢为本次活动作出贡献的朋友。
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Posted: 07 Sep 2008 10:11 PM CDT 炎龙骑士,武林三国,帝国崛起等
有兴趣,有能力就来挑战。
加我:570034527
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Posted: 08 Sep 2008 03:04 AM CDT 青天永远不老
恩怨留待明朝
只有旧情最难忘掉
对错无法预料
是是非非纷扰
终究不如爱恨难以分晓
江湖总有英豪
人心自有公道
天荒地老哪里去找
问我不如问你
问你不如问天
看天下有心人还剩下多少
问一问青天 爱恨千百年
是不是 随缘一笑
无情有义到底好不好
有缘无份到底要不要
问一问青天 情深恨无缘
该不该 自寻烦恼
儿女情长 本无法依靠
别在乎英雄折腰 地阔天高 |
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Posted: 08 Sep 2008 03:00 AM CDT 7962486 15:52:55
由于建立了游戏行业最有用的几个QQ群,好多游戏行业新人和老人提出加入申请,每天要处理很多很多,关于加入群的规则和交流的规则已经在博客中写得很明白。
“懂点规矩”这是对整个游戏行业说得话。 |
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Posted: 08 Sep 2008 01:37 AM CDT One of the things that is key is to understand — really and truly understand — the environment that you’re working in. You know, if you live in the YouTube age, don’t give major speeches in front of a blue screen. That sort of thing. This article is a good example of this: in football, if an average rushing play gains about 4 yards, but the average passing play earns 6 yards, doesn’t it stand to reason that we should see more passing? Currently, according to the Author, quarterbacks pass only 54% of the time. Shouldn’t that be higher? The downside of using metrics is to not fully understand what they represent. As the article briefly discusses and glosses over, the rush play usually sets up the pass. If linebackers can stay back knowing they don’t have to respect the pass, then pass percentages will plummet. Also, a failed pass stops the clock, whereas a rush that is stuffed does not. Most successful teams (such as Indianapolis and New England of recent years) pass to build a lead, then rush to defend it. Moreover, one must consider what is the true currency of a football game. Sabermetric nuts know that, in baseball, if you can’t get a homerun, the most valuable thing you can do is to not get an out. Your team only gets 27 outs, so as long as you have a team full of people with high on-base-averages, runs will happen eventually. In football, the most important thing you can do short of scoring is getting a first down. And first downs, peculiarly, are a little better earned via rushing than passing. Why? Because almost every rush will get you a few yards. The six plus yard average from passing is bloated. The average factors in a lot of 30, 40 and 50 yard passes, which helps disguise the fact that a lot of passes bounce off the turf. A top-notch passer like Tom Brady has a completion percentage of about 60%. Just ignoring all the short passes hidden by the long ones, this translates to a lot of 3-and-outs, which other than giving your opponent good field position, also keeps the opposing defense fresh and well rested. It is possible to just ride that, and live by the percentages, winning on the big strike. This is the formula to success that Peyton Manning rode in his ridiculously potent 2004 campaign. He was deadly accurate, and lived off the big toss - his 67% competion rate and 9.2 yards per attempt were ridiculous. The problem? His team was scoring so fast that his own defense was spending more time on the field, getting exhausted. The net result: every game became a shootout, and they became woefully unprepared when the Patriots came prepared to contain Manning. Could you build a football plan around passing more? Sure - that’s what the West Coast Offense is all about. But then again, the West Coast Offense is built in order to manage the deficiencies of just straight up slinging the ball down the field - short passes to the sides force the defense to commit (similar to what run plays do in a standard defense), which opens up opportunities for longer strikes. The WCO is a thing of beauty in the hands of a quarterback, but is a very difficult system to instill in a team - its complexity is one reason why it does so well in the NFL, but hasn’t had as much success in the college ranks. Anyway, enough late night musings from me. More game stuff soon. |
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Posted: 01 Sep 2008 11:18 AM CDT 游戏的关卡设计:该游戏的所有关卡设计都围绕着小队战术铺开,不同于多人部分的对战地图,因为单人部分不用考虑平衡性的问题,所以,游戏的单人部分的地图设计略显粗糙:没有过多的迂回空间,只有单个固定的迂回路线。但本身游戏的单人部分只是让玩家牢记 ...
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Posted: 07 Sep 2008 11:48 PM CDT 牙牙!你就不要在躲我!如果不还我钱就直接说一声!每次说还钱!人就消失不见了!我不是什么有钱人!但是我已经帮你还了快一年的钱了。你就拖拖拖!
真的如果不还钱就直接说!为了这笔钱!我害的我的女朋友离开了我! ...
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Posted: 08 Sep 2008 12:57 AM CDT 孢子太强大了…… 给玩的朋友的忠告是:一定要玩到宇宙,宇宙才是这个游戏的开始…… |
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Posted: 10 Sep 2008 12:20 AM CDT |
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Posted: 09 Sep 2008 08:24 AM CDT 發絲線,太細了……于是雙路徑比較痛苦KF自繪團今日生日……拿老圖湊數賀禮……真有罪惡感……
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Integrating MaxScript and .NET Systems Posted: 09 Sep 2008 11:00 AM CDT |
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Posted: 09 Sep 2008 06:23 AM CDT 摘要: 好久没有更新了,现在正在忙着做一个基于OpenCasCade和OGRE的项目,希望能够开发一套基建筑物建模和渲染的平台。等时间成熟,放些代码和截图和大家共享讨论。前两天编程序用到了C++ 的multimap表。multimap可以实现同一键的多次存储纪录。本来我想通过下面的代码实现将键值为2的所有记录复制一份,并以键值为3的方式插入到mulitmap表中,结果出现了错误。代码如下: typedef 阅读全文
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Posted: 09 Sep 2008 03:30 AM CDT The persistence of the terms “Hardcore” and “Casual” can perhaps be credited to the simplicity of the audience model implied: people find it easier to grasp an idea that divides people into two boxes than to comprehend what is implied by a more complete audience model. Furthermore, many people working in videogame design are resistant to audience modelling as a driver for the game design process. Usually this is because the game designer in question wants to trust their instincts as to what is fun rather than a model; there’s merit to this approach, but surely one’s instincts can be better refined by learning the available models? Earlier this year, football game expert Dino Dini contended to me that game design could be driven by intuition rather than theory; I agreed with him – it is certainly possible to design this way, and I often do rely upon my intuition – but also pointed out that whether you used theory or intuition to guide the design process, you didn’t really know what you have until you try it with players who have never seen it before. Whatever assumptions you’re making, the players are the ultimate test. If transitioning to the widespread use of
more detailed audience models (Lazzaro’s Four Keys, Bartle Types, DGD1 etc.) is
hindered by a barrier caused by the relative complexity of such models, perhaps
we can at least improve upon what we mean by the paper-thin model we do have in
common use – the Hardcore/Casual split. Game Literacy In August last year, I submitted a post to the Round Table which attempted to look at Hardcore and Casual from the point of view of how much experience of games the player had – in terms of game literacy. There is a lot of merit in what was proposed here, and I believe the key points still stand: the market for videogames does indeed consist of a “head” of game literate players – which I refer to as gamer hobbyists – who buy the most number of videogames, and rack up the greatest number of hours playing. And it also consists of a “tail” of less game literate players – the mass market – who are gradually in the process of replacing the gamer hobbyists as the primary source of cash flow in the games space. Nintendo’s ongoing success with their mass market friendly Wii and DS platforms emphasises this shift in the marketplace. Despite the saliency of this viewpoint, there are flaws to the substitution of Hardcore for gamer hobbyist, and Casual for mass market. We are coming to the end of our analysis of the DGD2 survey data of 1,040 gamers (both Hardcore and Casual): as with DGD1 one way we divided players was according to whether they self-assessed as Hardcore gamers, Casual gamers, or didn’t know. This allowed us to examine the differences between the two (strictly, three) groupings. Most of the findings in this regard are trivial. Hardcore gamers rated themselves higher for the importance of all the emotions we inquired about (and all these findings were highly statistically significant) – which is to say, Hardcore gamers were more emotionally invested in their play, or at least more likely to rate the importance of any emotional factor in their play higher. Hardcore gamers also rated themselves higher on every aspect of game literacy or player skills in the survey (and these results were even more statistically significant). Finally, Hardcore gamers were more interested in games of challenge, structured play (Caillois’ ludus) and games of escapism (acting out in a virtual world) – all of which broadly validated the findings from the earlier DGD1 survey. But these results obscure something
interesting about the players who self-identified as Casual. Firstly, Casual
players still play games very often. 81% of those who self-identified as
Hardcore said they played videogames everyday, but 49% of Casual players also
said they played everyday. Hardcore players gave themselves high marks in game
literacy (more than 95% of Hardcore respondents claiming the top two marks, and
about three quarters the very top mark), but Casual players didn’t exactly rate
themselves low on this (around 85% of Casual respondents claimed the top two
marks, and roughly half the very top mark). So while some of these Casual
players might be mass market players, many of them are highly game literate
players who play videogames every day. (Incidentally, those who were unable to
choose between Hardcore and Casual looked remarkably similar to those who
self-identified as Casual). What other factors might be in play? Punishing versus Forgiving In January of this year, Corvus (our inimitable host for the Round Table discussions) shared his thoughts about what characterised Casual games (as opposed to Casual players). He characterised these games as forgiving, as shown in this extract: Casual games are typically very forgiving
games. They don’t harshly penalize failure, they have gradual increases in
difficulty, they don’t demand you spend large blocks of time in one sitting.
They don’t have complicated control schemes or complex mechanics. Typically,
you don’t even have to read to be able to play (excepting Bookworm and
its ilk, obviously). Corvus’ formulation of Casual games as forgiving is, I believe, a major step forward in understanding Casual players. Because without a doubt, on the basis of case studies at the very least, Casual players are looking for games that are more forgiving – and along the same lines, more welcoming. They don’t necessarily want a big time commitment (but may still spend a lot of time playing a particular game), and they certainly don’t want to be punished for their failures – they want failure to be forgiven. This was part of the genius behind the design of PopCap’s evergreen favourite Bejewelled. It not only allowed you to excuse yourself from additional stress (by opting out of a timer – a major source of excitement in play, but also a source of unpleasant panic for certain players), but it doesn’t penalise you for making a mistake. Swap two jewels that don’t make a line and you’ll just be warned that you made a mistake – no score penalty, no penalty of any kind. This was a break from a tradition of punishment that runs throughout the history of videogames, and it found an eager audience waiting for it. Conversely, the gamer hobbyists contain a great many players for whom the “old school” sensibilities of the arcade game and the early home videogame are more desired – games in which you are up against impossible odds, where you will fail often, and be punished for the slightest misstep. Why are these games enjoyed? Presumably because punishing for failure makes success all the more vital to strive towards and so the threat of punishment adds not only excitement to the play of the game, but it intensifies the reward in fiero (the emotion of triumph over adversity) that is received when success if finally attained. This, then, is the other side of the Hardcore/Casual split – not the division of the market based upon game literacy, but the division of the players according to whether they are looking for a forgiving game (one that will welcome them, and behave in a civil and friendly manner) or a punishing game (one that will raise the degree of challenge and dare the player to rise to the level of difficulty that it demands, in order to earn the maximal payout of fiero when victory is eventually attained). There will probably be a gender influence
at work here, in that the majority of female players would probably prefer a
forgiving game, but it is a gross simplification to assume that this is an
adequate and complete explanation. There are female players looking for
punishing games, and there are plenty of male players who want a forgiving game
– Animal Crossing is a quintessentially forgiving game, and its audience
appears to show no obvious gender bias. The DS version has sold more than 9.5
million units, almost twice the audience that a punishing first person shooter
can even hope to attract. Conclusion The Hardcore/Casual split doesn’t work any more. It’s an incomplete description because as games have pushed deeper and wider into the demographic landscape the old assumptions don’t work any more. Hardcore might mean game literate, and it might mean seeking punishing games, but there are players who self-identify as Hardcore and yet detest any game that will make them feel angry (a feeling that enhances fiero, and can be associated with punishing games). We have no way of distinguishing between those two state of affairs in our current language. Similarly, Casual might mean less game literate, but there are a great many players who self-identify as Casual but who are clearly well versed in the language of gameplay. And Casual might mean desiring more forgiving games, but about one in five players who self-identify as Casual still say they looking for (or willing to tolerate) anger in their play – roughly the same proportion as in Hardcore players. Once again, the term describes multiple different kinds of players, between which we cannot distinguish in our current language. If we want to better understand the marketplace for games, perhaps we should start thinking in terms of two very different splits. The split between game literate gamer hobbyists, and less experienced mass market players on the one hand, and players seeking punishing play (challenge-oriented, fiero-seeking players – perhaps we might call them punishers, or punishing players, that is, players seeking punishing games) and players seeking forgiving play (forgivers, or forgiving players, that is, players seeking forgiving games) on the other. Hardcore and Casual is a compromised terminology – it means too many different things, and it no longer reflects the state of the marketplace. The time has come to move forward into a new language for describing the basic splits in the audience for videogames. Can we redefine the way we talk about the basic splits in the audience for games? Or will we be stuck with Hardcore and Casual as our only widespread terms for decades to come? Share your thoughts in the comments! |
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Posted: 09 Sep 2008 06:23 AM CDT 摘要: 好久没有更新了,现在正在忙着做一个基于OpenCasCade和OGRE的项目,希望能够开发一套基建筑物建模和渲染的平台。等时间成熟,放些代码和截图和大家共享讨论。前两天编程序用到了C++ 的multimap表。multimap可以实现同一键的多次存储纪录。本来我想通过下面的代码实现将键值为2的所有记录复制一份,并以键值为3的方式插入到mulitmap表中,结果出现了错误。代码如下: typedef 阅读全文
[新闻]诺基亚欲拓展互联网服务 加强与Facebook合作 |
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Posted: 09 Sep 2008 12:46 AM CDT 9月8日,GA每月一次的公开课讲座如期举行。本次公开课将持续一周,来自知名游戏公司Epic的业内资深人士就次世代游戏的发展,Unreal 3游戏引擎的功能操作及研发技术等内容进行精彩的讲述。
9月8日当晚为公开课周的第一堂讲座为《次世代游戏发展展望》,由Epic Game大中华区副总裁刁劲翀先生主讲。在2个小时的课程中,刁先生通过讲述游戏美术30年的历程发展为学员们展现了一个不断进步,不断创新的游戏美术奇幻世界。人物建模由最早的粗陋不堪到如今的细致逼真,游戏引擎由最早的基本编辑功能到如今引导次世代游戏开发的Unreal 3,皆预示着游戏美术在今后游戏行业中所发挥的巨大作用。刁先生还为同学们作了《战争机器2》与《虚幻竞技场3》等3D大作游戏的即时动画演示,对人物战斗动作、武器爆破画面等方面,逐一进行了分解与剖析,并对未来的游戏美术行业的发展作出乐观的展望。
除此之外,刁先生对Unreal 3游戏引擎编辑器作了重点而详细的讲解。Unreal引擎在次世代游戏技术中具有里程碑意义。目前国内最具实力的几家网游公司都已经购买了这款引擎的开发授权,用以下一代3D网游的开发。对于一个游戏开发者来说,能够熟练掌握这款编辑器,势必成为各大游戏公司竞相争抢的人才。作为国内唯一拥有Unreal引擎授权的专业游戏培训机构,GA游戏教育基地的3D游戏美术精英就业班对这一款引擎的使用设置了专门的课程。 刁先生还重点提到,作为一个游戏开发者,特别是游戏美术人员,熟练掌握工具并不是困难的事情,个人美术素养及综合素质是公司更为看重的。成熟的人才已成为行业内各大公司招聘新人时重要的衡量标准。 此次讲座也吸引了众多对游戏开发有浓厚兴趣的朋友前来参加,许多学员就游戏开发中所可能遇到的问题对刁先生进行了提问,只有30多平的教室霎时成为了思潮的海洋。刁劲翀先生表示,非常欣慰能够看到那么多有志于投身游戏行业的年轻人,为中国的游戏事业添砖加瓦。同时也表示Epic Game将一如既往支持GA的培训工作,为GA的学员提供更多顶尖游戏开发技术知识,为将来走上游戏开发道路打好坚实的基础。 |
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I’m So Grateful For Getting All Those Crazy Gamers to Help Me Out Posted: 08 Sep 2008 11:40 PM CDT When I started the Dead Wake zombie game development in ‘extreme programming’ style (by publishing a new release every 30-60 days or so) I had some thoughts what would happen. Man, I certainly underestimated the impact of community. I didn’t anticipate that the community would be so eager to build new stuff. Or… make videos and tutorials or give ideas and feedback. Right now there’s hundreds of members who have subscribed to the Dead Wake newsletter and hundreds of members discussing in the community forums. These people are awesome. When I ask feedback about something, I get loads of responses and arguments on how things should be done. When I ask people to give ideas, I get a massive list of features I couldn’t possible even think of. When Dead Wake made it to PC Gamer, I got one member making a video: When I asked information about animations, some guys went and started animating characters own their own. I never asked this, these people are just so eager to help me out. When we hinted about promoting the game, one guy (Lto_thaG) made this: It’s almost crazy! (in a good way) I’m putting effort to bring a good game that these people enjoy, but I never anticipated that there would be so many Dead Wake ‘fans’ ready to help in different issues. Building a gaming community around your game is a reward in itself. Now I just need to make sure they didn’t see me calling them crazy… |
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Posted: 09 Sep 2008 01:40 AM CDT 专辑名称:Paranoid 以一句不朽的歌词"I am Iron Man"(我是个铁人),Black
Sabbath乐队开创了重金属音乐的先河,他们的一个riff就能掀翻整个城市。Tony Iommi的失真吉他配合着Ozzy
Osbourne邪恶的歌词,激发了无数长头发的狂人组建自己乐队的热情。这张"Paranoid"被认为是最有影响力的重金属专辑。Iommi的超饱和的吉他音色在当时是一场革命,甚至在30年后的今天也不显陈旧,粉碎机式的巨大声响和黑暗的小调建立在布鲁斯摇滚之上,它宣布着一种新音乐的到来。
Has he lost his mind Can he see or is he blind? Can he walk at all, Or if he moves will he fall? Is he live or dead? Has he thoughts within his head? We'll just pass him there Why should we even care?
He was turned to steel In the great magnetic field When he traveled time For the future of mankind
Nobody wants him He just stares at the world Planning his vengeance That he will soon unfurl
Now the time is here For Iron Man to spread fear Vengeance from the grave Kills the people he once saved Nobody wants him They just turn their heads Nobody helps him Now he has his revenge
(Bridge) Heavy boots of lead Fills his victims full of dread Running as fast as they can Iron Man lives again
是否,他已傻 他能见 还是 他已瞎? 究竟,他会走 还是一动就会扑倒? 活着,或已死? 他的脑瓜是否还在转圈圈? 我们只不过路过这儿 为啥我们还要关心他?
他被变成了铁疙瘩 在那巨大的磁力场里 就在他穿越时间的当口 就在他为了人类的未来的时候
没人再想念他 他只是紧盯着这世界 准备着他的复仇 那就是他马上要展示的
现在,时间正当口 让铁人好去散布恐怖 复仇啊,就来自坟墓 杀死那些他曾经拯救过的(人民) 没人再想念他 他们只是转身不见 没人想帮助他 现在他实现了他的复仇
(桥段) 沉而重的大铅靴 给他的牺牲品内心注满恐惧 逃得越快越好 铁人已再次复活!
================================背后的故事======================== 大意是说一个人类英雄穿越时间,推测起来是为了保护“人类的未来”--他的初始使命是拯救我们的种族。 我们知道了这个英雄不幸遭遇了一个“巨大的磁力场”,并且把他变成了铁疙瘩让他一动也动不了。他被困在这个状态中太久了,以至于人类已经忘记了他的原来的身份和他拯救人类的高尚使命。人民没有把他当作一个英雄一样欢呼,而是把它看成一个怪胎,类似于一个谜一样的来自另外一个世纪的雕像。
一开始的一部歌词说的是一些好奇的过客,在怀疑铁人活着还是死了,他能不能看得见,能不能移动等等。 虽然铁人的变形没有特别的说明,但我们知道铁人应该不是一块冷冰冰的钢铁,应该是某种介于有机体和无机体之间的形态,在这种形态下面,他还是可以觉察到整个客观事件的并且还是可以思考的,但是不能做出任何动作。 由于人类忘记了所有他为了人类做过的事情,铁人的痛苦日益增加并且开始计划他对那些忘恩负义人类的复仇。显然,他的无法行动的状态是暂时性的,当他获得自由的时候,他杀死了那些他曾经拯救过的人类。
这首歌的名字是由Ozzy Osbourne构思的,当他还是个小孩的时候,他喜欢用喷漆到处喷上“铁人”这两个字,Geezer Butler 照着歌曲的名字开始写歌词,不过他小心避开了同名漫画书中的角色以免引起法律纠纷,因此这歌被写成了一个复仇心强烈的坏人而不是一个超级英雄。虽然如此,在2008年的电影《钢铁侠》中还是引用了这首歌曲作为Credits开头前面的配乐,以及应用在电视广告上。 The lyrics concern a champion of humanity who travels Time, presumably to ensure "the future of Mankind" — his original mission was to save our species. We learn that this champion unfortunately encountered a "Great Magnetic Field," turning him into steel and rendering him immobile. He has been in this state for so long that humanity has forgotten his original identity and his original mission. Rather than hailing him as a hero, the human race now regards him as an oddity, little more than an enigmatic statue from another age. The first few lines of the song are the musings of curious passersby, wondering if he's alive or dead, if he can see, if he can move, et cetera. Although the exact nature of his transformation is not elucidated, we know that Iron Man is not solid steel, but is in perhaps an organic/inorganic state, in which he can still perceive the physical world and can still think, but cannot take action. Because humanity has forgotten everything he's done for them in the past, Iron Man has grown increasingly bitter and plans his vengeance upon the ungrateful human race. Evidently, his bizarre state of suspended animation is only temporary — when Iron Man regains his freedom to move, he "kills the people he once saved" in a dreadful manner. The title of the song was conceived by Ozzy Osbourne; As a child, Ozzy would spray paint the word "Ironman" where ever he would go.[citation needed]. Geezer Butler took to writing the lyrics around the title, but was careful not to make it about the comic book character so as to avoid a copyright infringement lawsuit. Thus making the song telling the story of a vengeful villain instead of a superhero. Nonetheless, instrumental sections of the song were used in the 2008 feature film Iron Man at the beginning of the credits, and in the television commercials.
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Posted: 09 Sep 2008 01:03 AM CDT 评/天姿 原文:http://zhidao.baidu.com/question/5453627.html?si=3 内耗是阻碍发展的可怕敌人。无论是对于个人,还是集体都是一样。 我眼中的企业(转) 1.人人相轻 中国人不是文人相轻,而是人人相轻,只要想轻视别人,总有相轻的理由。在企业里面,就表现为硕士轻视本科,本科轻视大专,大专轻视中专,名校轻视非名校,干部轻视职员,职员轻视工人。更搞笑的是学理科的轻视学文科的,学文科的轻视学理科的,市场部的轻视技术部的,技术部的轻视市场部的。这不是随口乱掰,我就常听到“他们技术部的水平不行,解决不了什么质量问题”、“他们市场部的人员素质太低了,基本的产品知识都不具备”这样的废话。都是一个公司的,别人不行要伸手帮忙,站在那里说风凉话能解决什么问题呢? 说句老实话,在一个公司里面,都是出来打工的,谁比谁高多少呢? 天姿评:尊重每一个人,包括自己。让每一个人获得自己应有的位置、发挥应有的价值。
2.缺乏团队精神 人人相轻,自然学不会相互合作。加之私心重、视野窄、眼光短,所以中国人在企业里面非常缺乏团队精神。 我最近在公司推行绩效考核,有些部门经理不爽了,因为他们一算,自己的奖金要变少,还要被公司考核,于是背后说坏话的也有,开会大吵大闹的也有,不闻不问的也有,种种姿态,不一而足。有同事问我:“不至于那么严重吧,不就是搞绩效考核吗?一个制度而已。”制度本身倒不复杂,但是损害了某些人的个人利益,于是这个事情就变得复杂了。这些经理不会说自己的奖金变少了,而会说本部门的奖金变少了,本部门的风险变大了,或者挑起部门员工对制度的敌意,来对我施加压力。 其实在一个企业,团队利益和个人利益是一致的,公司好了大家好,公司垮了,个人也拿不了几个月薪水。老外很崇尚个人价值,但在企业和组织里面非常遵循个体服从整体的准则,这就是对企业的正确理解。中国的职业经理人其实很不职业,就是没有团队精神,把个人或者部门凌驾于整个组织之上。开会讲话都是“我们市场部”、“他们技术部”、“他们物流部”、“他们财务部”,听起来不像是一个公司的,像有仇似的。我记得有次一个经理为他部门员工薪酬的事情问我:“你们公司……”我当时反问:“我们是谁?公司是谁?”他一下子愣住了。 缺乏团队精神,企业内耗就多了,在我们公司,有40%的工作时间是去解决内耗的,因为部门间的摩擦太多,个人间的摩擦太多。这不是一个管理制度或者管理手段的问题,而是一个文化的问题。私心太重,就不会顾全大局;不顾全大局,就学不会妥协;不会妥协,就天天吵架,你争我斗———企业就在这样的内耗中完蛋了。 天姿评:团队精神!集体荣誉感和归属感是需要建设的!
3.疑心大,不诚信 人事经理免不了和人沟通,我就发现我们公司人与人之间特别不坦诚,大家总是相互猜疑,经常听到:“我知道他是这样看我的……”“他肯定在老板面前说了我的坏话……”“这个事情我不好说,不想惹麻烦……”人前不说真话,人后乱说坏话。于是,企业的市场问题、生产问题变成了人际关系的问题,简单的问题搞复杂了。 我刚做人事经理的时候,很多人跟我说,人事经理就是老板的传声筒,做这个职位只有死路一条,千万不要做啊!我做了一年,发现其实老板没什么大问题,而是其他人天生爱猜疑老板,又不当着老板的面说实话。 我们跟老外打交道,有问题他们会当面指出,不管多难堪,也不妨碍他吃饭时跟你谈笑风生。所以老外开会,会上可能有10种声音,但会后只有1种声音;我们开会,会上没人说话,但会后可能有10种声音。我们老板开会结束时会问:“大家还有什么意见?”全体沉默。一出会议室,跑到自己办公室门一关就开起小会了! 天姿评:大概可以这样做,公开,公平,公证。不要经常单独找人开小会,有的事情可以在桌子边小声说,有的会可以多一个人参加,不要让大家有互相猜忌的话题。
4.蔑视制度 当人事经理的第一天,老板就跟我说:你最大的任务就是把公司的管理制度化。起初还不大理解,后来明白了老板的苦心,公司的各种制度不少,就是基本上没人遵守。这里面有两个问题:一是制度设计本身有缺陷,二是员工意识里根本就没有对制度的概念。 我上任后订了一个考勤制度,规定迟到一次扣10元,第二次40元,累积3次计旷工一天(因为公司的迟到现象很严重)。结果制度出来后,我一看有的员工迟到3次了,想着旷工罚款太重,心一软,就对员工说:“到了第三次迟到就补请一个事假吧,事假总比旷工好,下次不要迟到了!”结果有的员工下个月仍然迟到3次,刚开始请迟到后事假,后来请病假(因为病假扣的钱更少),后来每次迟到都请病假,到后来连请假条也没有了,打个电话就完事……我痛定思痛,反思洪水泛滥起因是自己放闸,下了一个通知:“以后迟到一律不准事后补假。”不准事后请假,迟到的员工就把请假条的时间提前一天,反正经理们不管。我那时想到了《鹿鼎记》里面康熙对韦小宝说的一句话:“鳌拜逼朕一步,朕就要退一步,朕实在是退无可退了啊!”最后实在没辙,宣布“迟到一律不准请假”。实施的当月有个女职员迟到3次,我通知她被记旷工了,她委屈得快要哭起来:“我从小就没有旷过课,现在居然被记旷工,你可以问××经理我那天迟到是因为……”最后一句是:“公司讲不讲人性化管理?!” 天姿评:首先制度的制定需要大家的共同参与和完善,然后制度的执行还是要公开、公平、公证。最怕的就是多重规则了。
5.敏感度太高
我在公司跟员工谈话,结尾通常会说:“今天我跟你谈话的意思只是这个事情本身,没有别的意思。”听起来有点绕口。为什么要这么说?因为他们非常敏感。你说他哪些方面需要改进,他会联想到公司是否想炒他;你问他们部门的工作量是否饱和,他会联想到公司是否想炒他;你问他最近有没有继续进修的打算,他会联想到公司是否想炒他。他可能根本不在意你跟他谈话的内容,而是花很长时间来琢磨为什么要炒他。 天姿评:有些东西确实是管理者不善表达造成的,改吧,不要老是抱怨员工。
6.犯“君子”错误 这世界真正坏人不多,就像真正好人不多一样。但中国人喜欢把“好人”与“坏人”这个本身就很模糊的道德标准去评判一个人企业行为。公司要炒人,就有员工说:“他很好,公司为什么要炒掉他?”拜托,如果只有“坏人”才能被炒,请告诉我“坏人”在哪里?我从不认为我们公司的员工中有坏人,我只评判他是不是合格的企业人。 我在公司的绩效考核制度中规定,每个部门每年必须有5%的员工被评为不合格,经理们不愿执行,他们说:“如果我的部门员工都合格,你一定要弄出个5%,怎么办?我只好安排员工轮流坐庄了。”他们说得理直气壮,因为觉得自己是君子,对得起身边的兄弟。我的回答是:“GE公司的淘汰率是20%,你认为我们公司员工都比GE的员工优秀?”如果一个经理在符合组织利益的前提下做“君子”,与员工讲情义,绝对是好事,但如果违背组织利益去对员工做人情,那么这个“君子”不仅毫无价值,简直形同犯罪。 天姿评:嗯,集体的利益高于个人。 布布评:如果不是想解雇这5%就别搞这一套,GE是淘汰不是为了扣钱,没有绝对标准的竞争往往会加剧办公室政治。
7.推卸责任 我们公司的经理总抱怨老板不授权,权力太小,无法管理员工。可真正遇到麻烦时,他们会把问题往老板那里一交:“你看怎么办?”这些经理不去想,他的薪水比员工多,权力比员工大,问题就应该到他为止,不然老板要你做经理干什么?可他们总是把权力与责任分开,权力就是拿的钱多,管的人多,没想过其实权力和责任是对等的,你有多少权,就要负起多少责。 在我们公司,人事和财务工作不好做,因为他们代表公司行使职权,最容易被经理们“转手”责任。当你正常过问他们事务的时候,经理们会很反感,认为你触了他的一亩三分地,挑战他的权力;可一碰到员工要加薪、预算被削减这样的事情,他们会说:“你加薪我是同意的,可是人事部不同意!”“花这个钱我是同意的,可是财务部不同意!”其实决定是大家一起下的,但出现问题的时候经理们不去与员工沟通,把责任和矛盾推卸到我们头上。 天姿评:做一个有责任有担待的中层管理者!一个公司的中层管理者不健康,那么它很快就会玩完了。
8.缺乏包容性 有句话说一个人的成就有多大,取决于他的胸怀有多大。做了人事经理后,我对这句话的感受尤为深切。
我们公司有个部门经理,在公司创立初期做了很大贡献,公司也一直想培养他。但他的心眼特小,私心特重,毫无包容精神,这是个很要命的缺点。他几乎永远站在自己的立场去理解任何事情,比如,他认定他的上级(总监)不如他,但年终奖比他高,令他无法容忍,所以他常跑到老板那里去说上级的坏话。我跟他说,别人能做你的上级,肯定有他的长处,即使别人有问题,你也应与他达成谅解和共识,原因很简单:你们是为一个目标工作,而且他是你的上级。可是直到今天,他还在固执地寻找一切机会攻击他的上级。组织行为学里面有句话说“屁股决定大脑”,就是本位主义,他的大脑就完全被他的屁股(个人立场)控制了。 天姿评:哈哈,多一些包容,实在不行就去找个女人或者去登山和看海。
9.缺乏文化性 我曾经看到这样一个案例:一个中国人在一家国内的跨国公司工作,有一个到海外出任分公司CEO的机会,结果公司把机会给了一个他认为专业技能、学历背景都不如自己的老外。他去问老板,老板说:因为公司觉得那个老外有更高的人文修养和更开放的心态,而到一个不同的国家,面临不同的文化和价值观发生冲突的时候,需要他把各种文化和价值观糅合在一起,去实现公司的目标,这远比技能重要。我周围的很多职业经理人用各种证书、MBA学历把自己武装到牙齿,恨不得一个个都变成经济动物,谈起工作都是专家,就是不会与人相处。 有的企业做不长,做不强,技术和管理是表象,真正原因是缺乏企业家精神和企业文化,那种文化传统和底蕴是气质,不是画个浓妆就学得会的。学历和技能是衡量一个人的硬件标准,但真正决定一个人命运的是他的软件,是性格和态度,是文化。所以外企招聘员工强调“沟通能力”、“团队精神”、“心理承受能力”,就是他们更注重内在素质,这才是决定个人价值的关键。 天姿评:继续修炼吧我~! 2008年9月9日 |
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Posted: 08 Sep 2008 10:58 PM CDT 这个时候,你可能会找几个要好朋友去上馆子撮一顿或到卡拉OK厅吼两嗓子,或者打打麻将、玩玩牌,或者独自玩玩独立游戏或网络游戏,来个一时发泄或暂时忘却。 但现在的我,发现上上网络、登录博客,写一点东西,或看看别人的博文什么的,也是平静心态的 ...
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Posted: 08 Sep 2008 11:46 PM CDT 做源服务器:eDonkeyServer No1 |
中文名称:疾呼 英文名称:Outcry 游戏制作:The Adventure Company 游戏发行:dreamcatchergames 游戏类型:Adventure 官方网站:http://www.adventurecompanygames.com/tac/outcry/index.php |
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2、全音乐、全动画(音频动画皆原始无损品质) |
3、自动识别路径生成注册表 [/QUOTE][QUOTE]【安装步骤】 1、解压缩 |
2、双击setup.bat开始安装 3、用桌面快捷方式进游戏 |
4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。 |
[/QUOTE][quote]【配置要求】 OS: Windows? XP/Vista CPU: 1.5 GHz Pentium 4 or Similar Athlon XP RAM: 256 MB ? Disk Space: 1.5 GB Available Video: 3D Video Card with 128 MB Onboard, DirectX? 9.0c Compatible with 2.0 Shaders Support (GeForce? FX 5200 or Radeon? 9600) Sound: DirectX? 9.0c Compatible Input: Keyboard, Mouse and Speakers[/quote] |
【游戏简介】 Outcry是一款恐怖第一人称AVG游戏,围绕着荒谬的情节、潜意识梦境和接近死亡的体验展开故事。主人公是一位中年作家,他刚从北海长途旅行归来,就收到多年未曾谋面的哥哥寄来的信,身为科学家和教授的兄长请他去见上一面。然而当作家应邀而来时却发现哥哥突然失踪了,他很快发现性格孤僻的哥哥与世隔绝是为了全心投入对一台神秘机器的研究,这台机器似乎可以将人的意识与身体分离开来。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动[/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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《守护者之剑2伊格丽亚之章》(GUARDIAN SWORD EGRIA 2)简体中文5CD全程语音版[NRG] Posted: 08 Sep 2008 07:37 PM CDT 常驻服务器:模糊连接已经建立在: www Razorback 4.0 com (207.182.146.226:5231) 因本人现在要以藏经阁的游戏光盘上传为主,这个下载可能会很慢,甚至于链接不上,见谅 中文名称:守护者之剑2伊格丽亚之章 英文名称:GUARDIAN SWORD EGRIA 2 制作发行:TGL & 台湾风雷小组 游戏类型:武侠情缘 讨论专区:http://qxg9.cn 或 http://qxpc.59bu.com 安装方法:首先运行A盘中的setup.exe,完成后运行B盘中的setup.exe,最后后运行C盘中的setup.exe 运行游戏前请放入D盘或E盘(提示是CD4或CD5),到安装目录双击gs2.exe进行游戏。 【信息来源】 http://www.verycd.com/topics/34850/ 【攻略秘籍】 点这里进入《守护者之剑2伊格丽亚之章游戏攻略》 【游戏简介】 《守护者之剑2》确实是一款不可多得的RPG精品,记得当年初见《守护者之剑》时被它出色的画风,美妙的音乐所打动,二代比一代又有了长足的进步,虽然该游戏上市有一段时间了,玩友火之翼狮的文章还是能够唤起我们一些美好的回忆,毕竟在电子和电脑游戏这个成人的童话世界里有许多让我们动情的东西,回忆就是一种幸福。。。 超越《仙剑》的RPG游戏:《守护者之剑2》 【游戏截图】 |
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Posted: 08 Sep 2008 09:23 PM CDT PF
# cat /etc/pf.rules gw1="xxx.xxx.xxx.111" gw2="xxx.xxx.xxx.222" pass in quick on xl0 reply-to ( xl0 $gw1 ) proto {tcp,udp,icmp} to any keep state pass in quick on fxp0 reply-to ( fxp0 $gw2 ) proto {tcp,udp,icmp} to any keep state pass out keep state |
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Posted: 08 Sep 2008 05:11 PM CDT 常驻服务器:华语P2P源动力 中文名称:眼力训练 英文名称:Eye Training 制作发行:Avanquest 游戏类型:Puzzle 讨论专区: http://3dmgame.chnren.com/bbs/showforum-249.html 【游戏简介】 本游戏收集了很多可以活动眼球的迷题,让您的眼睛得到锻炼,并挑战这些有趣的关卡。本游戏基于4大类的益智关卡,包含数百级挑战水平和数以千计的物件要寻找。通过不同的活动,您可以更快的识别目标,锻炼手眼的协调和视觉反应,眼球跟踪及视觉记忆能力! 【游戏截图】 ▒ ▀▀▀ ▀▀ ▀▀▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀ ▒ ▀▀ ▒ ▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ ▒ -=- Proudly Presents -=- ▒ ▒ ▒ ▒ Eye Training (c) Avanquest ▄███▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██▄ █████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██ ▀█████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▀ Release On : 8 September 2008 Disk Amount/Format : 1 CD ISO Type of Game : Puzzle Media Protection : Nothing ▄███▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██▄ █████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██ ▀█████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▀ Release Information: A collection of puzzles, games and activities to give your eyes a fitness workout! Give your eyes an exercise workout with these fun and challenging eye-training activities! Eye Training is based around 4 entertaining puzzle games featuring hundreds of levels of gameplay and thousands of objects to find. Through the different activities, your object recognition, hand-eye co-ordination, visual reaction times, eye tracking and visual concentration & memory skills will be tested to their limits! ▄███▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██▄ █████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██ ▀█████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▀ Burn/mount, install, then play Greetz: LARGEiSO and MEDIUMiSO ▄███▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██▄ █████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▓██ ▀█████▓▒░▒▓█████████▓▒░▒▓██████████▓▒░▒▓█████████▓▒░▒▓████████▓▒░▒▓███████▓▒░▒▀ (C) E/dfs " SIZE DOES NOT MATTER! " |
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Posted: 08 Sep 2008 07:56 PM CDT 同时,值得注意的是,电信运营商在价值链上控制的关键阵地“计费支付”环节也逐渐不再是价值链的唯一咽喉要道,微软的passport技术、盛大的独立游戏支付平台、QQ的Q币支付都已经在试图或者已经打通计费支付环节,加上这些互联网企业基于高粘性门户的对客户 ...
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《监狱大亨4》(Prison Tycoon 4: SuperMax)完整硬盘版 Posted: 08 Sep 2008 06:44 PM CDT 常驻服务器:华语P2P源动力 中文名称:监狱大亨4 英文名称:Prison Tycoon 4: SuperMax 制作发行:ValuSoft 游戏类型:Simulation 官方网站: http://www.valusoft.com/store/valusoft/en_...uctID.106896100 讨论专区: http://3dmgame.chnren.com/bbs/showforum-249.html |
[quote]【病毒扫描】 安全通过最新病毒库的卡巴斯基和瑞星的扫描,其他杀毒软件概不负责 [/quote][QUOTE]【版本说明】 1、英文版 |
2、全音乐、全动画(音频动画皆原始无损品质) |
3、自动识别路径生成注册表 [/QUOTE][QUOTE]【安装步骤】 |
1、解压缩至纯英文路径 2、双击setup.bat开始安装 3、用桌面快捷方式进游戏 |
4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。[/QUOTE] |
【游戏简介】 建立一个有利可图的民营监狱。每一个墙,每一个栅栏,都由你决定。从基础工作开始建立您的声誉,成为一流的监狱长。监狱的设施,以及你超强的管理能力,使地球上最危险和最凶残的罪犯在安全的底线内。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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Novastrike Update Brings Trophies…Right Now Posted: 08 Sep 2008 06:51 PM CDT Hey folks - I’ll keep this one short - the NOVASTRIKE update is finally out. Again, highlights of the update include trophies, tamed difficulty modes, customizable controls, XMB playlist support, and more. You can also read about the NOVASTRIKE trophy requirements on PS3 Fanboy’s trophy page. I’d definitely like to thank QA, developer support, and my account manager - they were very responsive in helping us get the update out this week. As always I’ll be reading and responding to comments here. |
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Posted: 08 Sep 2008 01:34 PM CDT 文章转自: http://www.vgmu.net/main/html/38/t-738.htmlA502ALARM 发表于: 2006-6-29 22:19 来源: Video Game Music Union
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Project Origin is now F.E.A.R 2 Posted: 08 Sep 2008 05:02 PM CDT Despite going through a community vote, and then many reassurances that they could not use the original name, Monolith have succeeded in bringing back the F.E.A.R name for the sequal, which will now have the Project Origin name as the subtitle. I suppose it's a good thing really, keeping a brand constant can only be good for business! Via IGN See full article. Related Entries: Stathmin: Gene Controlling Learned and Innate Fear - 20 November 2005 F.E.A.R 2 is Project Origin - 07 September 2007 |
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