"game" via 柠檬杀手 in Google Reader |
Posted: 02 Jun 2008 08:11 AM CDT (本文为《家用电脑与游戏》约稿,不要转载啊!另,感谢Gamespot的盗链……) “不怕神一样的对手,就怕猪一样的队友。”这样一句口谈禅在游戏中并不少见。“比猪还笨”常常作为游戏中AI控制角色的修饰语。彩虹六号系列打算在次世代大潮中改变一下这样的现状。结果,还挺不错的。
彩虹六号系列的AI一直是个让人难以启齿的问题。其原因在于,如果玩家花费很长的时间,制定非常精密的行动计划的话,玩家率领的8人小分队将会以令人惊讶的效率展开行动。而如果马马虎虎敷衍了事,这些精英中的精英甚至会卡在墙角动弹不得…… 改进结果毁誉参半,以往擅长定义行动计划的玩家没有了对细节的控制能力,表示了对新系统的不满。而新手玩家仍然抱怨任务计划系统过于复杂。只有少部分以往喜欢计划制定,却心有余力不足的玩家才最适合改进后的系统。小队的配合需要玩家在任务过程中介入大量的手控。
凡是无完美,如果硬要看 Vegas 的小队出丑的话,其实也不难的。当AI控制的两人小队其中一名队员失去战斗能力的时候。我们便会看到另外一名幸存的队员手忙脚乱的窘境了 …… 希望将来的彩虹六号可以在AI方面获得更大的进步,带来更多彩的小队协作体验。 随机文章:刺客信条 —— 寻找突出的两英寸 2008-05-16 Race Driver : Grid 2008-05-13 一张游戏公司的送别帖 《工坊士|水晶球》 2008-03-27 比起其他模拟竞速,还是GT5P更有趣 2008-03-09 驾驭你的音乐 AudioSurf 2008-02-21 收藏到:Del.icio.us |
|
Posted: 02 Jun 2008 10:16 AM CDT ![]() Depths of Peril is an action-RPG with a dynamic world. You compete against several other factions - called Covenants - that are cooperating to save a small barbarian border-town, but simultaneously vying for dominance. They are your allies and your enemies, and your rivals for quests. Make deals and treaties with them, cooperate with them, trade with them, or extort from them, or declare war on them. Do what you can to sever their ties with other covenants before they declare war on you and your own Covenant. Every game is different, and every Covenant has their own preferences and style. Quests are dynamic and time-limited. If you and the other covenants fail to complete a particular quest in time, consequences may follow. Some failed quests may result in potential recruits dying or leaving. Others may escalate, as a small uprising in a distant territory turns out a leader that may build an army and attack the city. Quite frankly, it's an awesome game, incorporating a lot of elements I wish we'd see more of in other RPGs. Depths of Peril has been available on the PC for some time, and it looks like Steven Peeler and company have been quietly laboring away on the Mac version these last few months. Congratulations to the Soldak Entertainment team. Mac gamers - now's your chance! As I understand it, it requires OSX 10.4 or 10.5, and at least a 1.5 GHz CPU. Download Depths of Peril Demo for the Mac 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 |
|
Posted: 01 Jun 2008 08:54 AM CDT 专家认为,这些高科技“插电”玩具使得现在孩子独立游戏的时间远远超过以前,而集体活动的匮乏,会使孩子在今后的社会生活中出现不适应的现象. 调查显示,80%的独生子女都有不同程度的攻击性,两成孩子认为自己没有知心朋友,四成孩子觉得同学不喜欢自己. ...
|
|
Winner Announced: Game Developer's Career Guide Art Contest Posted: 02 Jun 2008 04:00 AM CDT |
|
Posted: 02 Jun 2008 08:11 AM CDT (本文为《家用电脑与游戏》约稿,不要转载啊!另,感谢Gamespot的盗链……) “不怕神一样的对手,就怕猪一样的队友。”这样一句口谈禅在游戏中并不少见。“比猪还笨”常常作为游戏中AI控制角色的修饰语。彩虹六号系列打算在次世代大潮中改变一下这样的现状。结果,还挺不错的。
彩虹六号系列的AI一直是个让人难以启齿的问题。其原因在于,如果玩家花费很长的时间,制定非常精密的行动计划的话,玩家率领的8人小分队将会以令人惊讶的效率展开行动。而如果马马虎虎敷衍了事,这些精英中的精英甚至会卡在墙角动弹不得…… 改进结果毁誉参半,以往擅长定义行动计划的玩家没有了对细节的控制能力,表示了对新系统的不满。而新手玩家仍然抱怨任务计划系统过于复杂。只有少部分以往喜欢计划制定,却心有余力不足的玩家才最适合改进后的系统。小队的配合需要玩家在任务过程中介入大量的手控。
凡是无完美,如果硬要看 Vegas 的小队出丑的话,其实也不难的。当AI控制的两人小队其中一名队员失去战斗能力的时候。我们便会看到另外一名幸存的队员手忙脚乱的窘境了 …… 希望将来的彩虹六号可以在AI方面获得更大的进步,带来更多彩的小队协作体验。 随机文章:刺客信条 —— 寻找突出的两英寸 2008-05-16 Race Driver : Grid 2008-05-13 一张游戏公司的送别帖 《工坊士|水晶球》 2008-03-27 比起其他模拟竞速,还是GT5P更有趣 2008-03-09 驾驭你的音乐 AudioSurf 2008-02-21 收藏到:Del.icio.us |
|
Bungie In 2008: Reflecting On Halo 3, Moving Beyond Posted: 02 Jun 2008 11:00 AM CDT |
|
Posted: 02 Jun 2008 07:17 AM CDT 智能动画是一个很有意思的名字,也是我早在2、3年前就开始酝酿的一种特殊功能,目前其核心程序终于被我设计完成了。 顾名思议,这是一种可以代替传统的动画制作方式的动画。而它在我的引擎里面非常重要。众所周知,一款完整的游戏是脱离不了动画的,比如开篇动画、剧情动画、结局动画等等,可以说动画短篇贯穿了游戏的始终。然而如果用预渲染的动画来做这些工作,那么就会造成场景与动画之间存在不衔接的困难。但是如果用实时渲染的动画就可以很好的解决这个问题,如战争机器游戏里面的动画。 当然我不清楚战争机器游戏里面的实时动画是以何种方式实现的。我所实现的智能动画是一种可以完全用脚本控制的动画。可以充分利用游戏里面现有的元素。在制作动画的时候你可以把自己当成是一名导演,通过脚本设定好各演员、相机、声音及滤镜、特效等的互动关系。这种动画方式可以很好的将游戏和动画衔接在一起,通过这种方式实现的剧情动画可以让玩家更进一步融入到游戏里面。 |
|
Posted: 02 Jun 2008 06:45 AM CDT 文章来源:赛迪网
|
|
Posted: 02 Jun 2008 09:17 AM CDT 虽然很残忍,但是我们每个人都清楚一件事:你认识的每个人,有一天都会死去。 今天母亲打了个电话过来,说一位老人离去了,我唤他叫爷爷的那位。他和我们家没有任何血缘关系,岁数比我的外公大许多,是母亲刚参加工作时的师傅。退休后身体一直很好,鳏居,平日里无人拜访。七十多岁时,还自己骑车去郊外钓鱼。 他唯一的女儿的老公中风也需要人照顾,不能守在身边。我的母亲就时常去看望他。因为老人有气管炎,需要定期服药,母亲就每周帮他去医院开药(由于福利,药是免费的,但是每次不能多拿)。 想来,我的母亲于这位老人,那真算是一日为师,终生为父。几十年的感情,是比亲生女儿还亲的。 每次我有机会回家,母亲都要带我去看望一下老人。记得前两年的时候,他精神颇好,嗓音洪亮中气十足。门口晒晒太阳,读读报纸,聊起天来,那些时政要闻比我知道的还清楚。 去年的时候,已有些糊涂。我见他的时候开始跟我聊解放军解放台湾,打到日本。说是做梦梦见了,煞有其事的样子。可精神还好。 到今年过年再见,已经半坐在床上,不太走动了。请了个保姆在家看护(一开始不舍得花钱,一直不愿意)。见了我只是嘱咐,早点结婚生子,日后可以在退休前看见下一辈成家。 老人走的时候,上个月十八号。那天母亲在我这里,接了个电话。老人住院不肯吃饭,医生护士谁劝都不吃,非要 LCY(母亲的名字)去见他。医院里的人不知 LCY 是何人,叫来他的女儿一问才知道,电话这就拨了过来。妈妈在电话里劝他好好吃饭,明天就回去看他。然后去买了十九号的车票。 但是终将没有见到最后一面。据说老人挂掉电话后,好好的吃了晚餐,沉沉睡去,再也没有醒来。 妈妈在电话里转述了老人临终前对他女儿的嘱咐,“ YY(我的小名)结婚时,一定要包上两千块的红包”。听到这里,我的眼泪一下涌了出来。 |
|
Posted: 02 Jun 2008 03:32 AM CDT 老板常说:三条腿儿的蛤蟆难找,两条腿的人多得是!对啊!中国人多……但适合的人能有几个? 看到很多离开光宇的人,都就任在各个公司做“哩特”我感到无比荣尚。看来当初没看错这些才子! 常和朋友们讨论一个话题,做产品还是做团队? 我认为这不是鸡和蛋的关系,是企业目标。因为没有一款好产品是出自于垃圾团队,反之一个具备凝聚力的团队早晚能出好产品。不可否认,于上家公司的合作中,团队一直处于涣散。韩国职员、中国职员怎么也拧不到一起。老板给一个韩国职工发的工资能顶上一个部门,而那个韩国职工还……你说下面能没意见吗? 当我提出该问题时,韩国老板居然说出那句很中国的话!MD是谁教丫的?
完美的朋友说:老金很感谢你为我们培养了许多人才。 哭笑不得,我说:人家是才到哪里都能发光。没本事留住人才,那才是我的问题…… 最近有公司得知光宇停牌后打电话找我。一些是猎头朋友帮我联系的,真非常感动!谢谢圈子里朋友的抬爱。现在我的确有自己地事情,如前文所言,还不至于金盆洗手。相信不久我会在新的公司里任职,大家又可以一起奋斗!
|
|
Posted: 02 Jun 2008 02:13 AM CDT http://livid.cn/cc.php?name哈哈哈哈!阿布拉鼻孔,逼逼布逼逼。阿布拉鼻孔,逼逼布逼逼。阿布拉鼻孔,逼逼布逼逼。(不知所云)
|
|
Posted: 02 Jun 2008 03:04 AM CDT |
|
Posted: 02 Jun 2008 05:44 PM CDT 作者:北京公司/品牌公关部 KOL007 为了提高公司员工的满意度,缓解大家紧张的工作学习氛围,提升大家的快乐指数,我们品牌公关部牵头并发起了金山软件“第一届金山宝贝儿”评选活动。 谁是最最可爱、最最调皮的小宝宝,请你来投票吧。 如今的帅哥美女,当年的调皮孩童,从他们脸上,你还能分辩的出来么? 在如此富有煽动性的号召下,线上评选活动自举办以来,共有一千余名注册用户访问并参与投票,经过4天的投票,由公司同事票选出了我们的金山十大可爱宝宝。经过紧张的筹备,万众瞩目的颁奖典礼也于5月30日下午16时在栢彦大厦20层大厅举行; 5月30日上午八点多,同事们陆陆续续地到了公司。他们惊异地发现公司到处都挂着,飘着五彩的气球,公司的各个楼层都洋溢着节日的欢快气氛。远不止此,我们除了在每位员工工位上挂上气球之外,还为每位同事准备了棒棒糖,让大家追忆一下逝去的美好童年,让大家更为珍惜现在的美好生活。 下面就是现场颁奖典礼的一些精彩图片,我会配上一些简单的文字介绍说明。 |
|
Posted: 02 Jun 2008 05:36 PM CDT 作者:北京公司/品牌公关部 KOL007 为了提高公司员工的满意度,缓解大家紧张的工作学习氛围,提升大家的快乐指数,我们品牌公关部牵头并发起了金山软件“第一届金山宝贝儿”评选活动。 谁是最最可爱、最最调皮的小宝宝,请你来投票吧。 如今的帅哥美女,当年的调皮孩童,从他们脸上,你还能分辩的出来么? 在如此富有煽动性的号召下,线上评选活动自举办以来,共有一千余名注册用户访问并参与投票,经过4天的投票,由公司同事票选出了我们的金山十大可爱宝宝。经过紧张的筹备,万众瞩目的颁奖典礼也于5月30日下午16时在栢彦大厦20层大厅举行; 5月30日上午八点多,同事们陆陆续续地到了公司。他们惊异地发现公司到处都挂着,飘着五彩的气球,公司的各个楼层都洋溢着节日的欢快气氛。远不止此,我们除了在每位员工工位上挂上气球之外,还为每位同事准备了棒棒糖,让大家追忆一下逝去的美好童年,让大家更为珍惜现在的美好生活。 下面就是现场颁奖典礼的一些精彩图片,我会配上一些简单的文字介绍说明。 |
|
Posted: 02 Jun 2008 02:22 AM CDT 2007年4月23日,我从WEMADE来到第九城市,与总监讨论新游戏的开发,6月,开始组建开发团队,找到两位朋友(一程序一美术),临时起名,JQK互动娱乐工厂,JQK取意为我们3个人的名的字母,我名丁为J,程序名强为Q,美术名凯为K。12月,团队初具规模,还包括了两位我之前WEMADE的同事。新项目立项通过,开发开始,半年后时至今日,2008年6月,团队人员已经完整,新游戏的DEMO即将出炉。。。 当我第一次从主策划做制作人的时候,才明白其中的困难重重,仅寻找这群与我志同道合的哥们就用去近半年的时间,确实辛苦,当初,我以为一个好的主策就能%100成为一个好的制作人,事实上我只做好了%50。 而经历了这半年,我终于努力让自己能做好%75,好友昆哥也将离开团队,出国深造,与是修改了团队的名称与LOGO,因为JQK的个人色彩太重了,于是改名为DAMYGUN(大米缸?)请昆哥制作了LOGO,也算是对他的纪念。 祝昆哥一路顺利,祝我们的项目获得成功。 做游戏,做好玩的游戏。。 |
|
Posted: 01 Jun 2008 10:26 PM CDT |
|
Frayed Knights in PC Games Germany Posted: 01 Jun 2008 06:55 PM CDT Simon "Seminus" Bachmann sent me this scan from this months' PC Games magazine in Germany:
![]() I really have little clue what it says, though I imagine it has something to do with games that really DESERVE to be banned... I've gotten quite a bit of feedback coming from the magazine this weekend - about 50 more feedback forms. Most are fairly complimentary, but note the same kinds of issues that have already been cited (movement speed, interface, combat mechanics, etc.). A few chastened me to make a game that looks and plays like modern AAA RPGs, and a few complained about having to read so much (not an uncommon complaint, really). Exciting stuff! 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 |
|
Posted: 01 Jun 2008 04:50 PM CDT ![]() I recently wrote the music for Kyle Pulver’s awesome freeware game, “Everyone Loves Active 2″. You can download the game here. |
|
《模拟铁路 扩展包》(Rail Simulator: Offical Expansion )破解版[ISO] Posted: 01 Jun 2008 01:34 PM CDT ![]() 游戏名称:模拟火车 英文名称:Rail Simulator Official Expansion 游戏制作:Kuju Entertainment 游戏发行:Electronic Arts 游戏语种:英文 游戏类型:Simulation(模拟类游戏) 游戏平台:PC 游戏容量:1DVD 官方网址:http://www.railsimulator.com/ 【游戏简介】 获得巨大成功的游戏模拟铁路资料包,在US版本中新加入加州路线及具有代表性的英式08SHUNTER 更加有股票模块及更多新场景 《模拟火车》是一款模拟类游戏,在游戏中玩家将可以在完全模拟美国和德国的铁路轨道上经营自己的蒸汽机车、内燃机车和电力机车。玩家最大的乐趣就是可以自己设计自己的理想旅行路线,给自己完全定制一个旅程。 在游戏中,玩家能操控各种火车从五千吨的现代原型柴油车,或老式的巨型蒸汽式列车。玩家可在其中指示新型火车全速前进、畅游全球五大知名铁路与逼真的景色。而游戏中人们来来往往车站、缓缓移动的车辆,都让这款游戏更加生动有趣。该作由Kuju Entertainment负责开发,EA代理发行. [QUOTE] 苘苒圹圮苘 苘苒 苒圹圹圹圹圹圹圹圮苘 苘苘圹圹? 圹圹圻哌圹圹圹圹圹圹圹圹圹圹圹圹圹圹 圹圻 哌圹圹圹圹圹圹圹圹圹圹圹? 圹 苒? 哌圹圹圹圹圹圹圹哌 ? 咣? 苒 哌哌哌哌? 哕? 苒哕苒圹 ? 苒 ? 苒 苒 哌? 圹圹 苘苘苘苒 苒? 苒圹 苒? 苒圹 苒圹 苘圹圹苒圹圹圹圻 ? 圹? ? 圹? ? 圹? 苓咣圹圹圻哌哌哌苘 ? 苒 苒 苒苓圹 苒 苘 ?圹? 苘 圹圹圹圹? 苘圹圹 苒?咣苒 苒圹 苒圹圻咣哕?苒圹 苒?咣苒 圹圮圻圹 哌圹圻咣 苓咣圹圹 捋? 圹? 圹? 圹? 圹? 圹?捋? 圹?圹圻 圹 圹? 圹圹 捋? 圹? 圹? 圹? 圹? 圹?捋? 圹?圹? 圹 圹? 苘圹圹 捋圯 圹?苒圹 圹? 圹? 圹?捋圯 圹?圹? 圹 圹? 苓咣圹圹? 咣圮圻圹圻圹? 圹? 圹? 圹? 咣圮圹圹 圹? 圹 圹? 圹圹圮 ? ?哌哌哌哌哌 哌哌哌哌哌 ?圹圻哌哌 哌哌 哌哌? 苒圹? 圹圹圹圹苘? 捋圯 ANSi鶭ED<ACiD> 捋咣圻? 苒圹圹圹哌 苒圻 咣? 苘圹圹哌 苘圹圮苘 苘哌 哌圹哌? 咣?圻 哌? ? 谀哪? In Their 21st Year Of Glory, FairLight Released #963 哪哪? 谮哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪目 谫 Rail Simulator: Offical Expansion (c) Just Trains 谫 滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪儋 : Supplied by: FAIRLIGHT : : Release Date: 06/01/2008 : ? Cracked by: FAIRLIGHT ??Game Type: Sim ? ? Packaged by: FAIRLIGHT ??Image Format: ISO ? 媚哪哪哪哪哪哪?----哪哪哪哪哪哪哪哪哪?媚哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪拇 ? DVDS: 1 ??Protection: - ? ?哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪 ? ?System Requirements: 600 MHz Pentium, 512mb ram, 128mb Graphic Card ? 滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪馁 Game information: ================= The first official expansion for the hugely successful Rail Simulator adds the Californian route from the US release of Rail Simulator and the iconic British 08 Shunter, plus extra rolling stock, scenarios and more! Installation Information: ========================= * You need the original game installed * Just extract the archives and burn/mount with your favorite software. Install then play, enjoy! /Familia FairLight [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
|
Posted: 31 May 2008 05:55 AM CDT 借用哈哈~~ 桌面->右键->属性->外观->高级->项目选择(窗口)、颜色1(L)选择(其它)将色调改为:85。饱和度:123。亮度:205->添加到自定义颜色->在自定义颜色选定点确定->确定这样所有的文档都不再是刺眼的白底黑字,而是非常柔和的豆沙绿色, ...
|
You are subscribed to email updates from "game" via 柠檬杀手 in Google Reader
To stop receiving these emails, you may unsubscribe now. | Email Delivery powered by FeedBurner |
If you prefer to unsubscribe via postal mail, write to: "game" via 柠檬杀手 in Google Reader, c/o FeedBurner, 20 W Kinzie, 9th Floor, Chicago IL USA 60610 |
Game Law: Get Your Pigs in a Row! Posted: 03 Jun 2008 11:00 AM CDT |
Posted: 16 May 2008 09:32 AM CDT 至于这一点的实现,则完全基于游戏设计师对于关卡的精密设计。关卡设计师在场景中使用工具标记出可以让玩家攀爬的特殊位置。在这些位置上,玩家的输入将会被特殊对待,并最终导致玩家前往下一个攀爬点。如果玩家在整个攀爬的途中失败,将会回到起点重新来 ...
|
Responses to Game Design Challenge: MMORPG for Kids Posted: 03 Jun 2008 04:00 AM CDT
|
Posted: 03 Jun 2008 06:43 AM CDT 来源: www.levelup.cn 时间:2008-6-3 编辑: 六段音速 《忍者龙剑传》和《死或生》系列制作人,Tecmo旗下Team Ninja小组负责人板垣伴信今天发表公开声明称,由于与Tecmo之间的劳资纠纷无法得到妥善解决,他将就此辞去在Tecmo的一切职务,同时向东京地方法院起诉之前老东家拖欠奖金的恶劣行经。 板垣伴信在致媒体的公开信中透露,X360游戏《死或生4》正式开始制作以前,Tecmo曾答应他游戏完工后会付给他一笔数额不菲的奖金,然而事后公司高层却拒绝旅行当初的承诺,特别是Temco社长安田善巳(Yoshimi Yasuda)在这一问题上不仅食言,而且还出言不逊激怒了他。 据板垣伴信称,社长安田善巳曾就《死或生4》奖金问题对他说“如果你因为这件事感到不爽,大可以辞职或是起诉。”除此之外,板垣伴信还称安田善巳在自己的下属和同僚们面前诋毁自己的名誉,不仅毁了自己在Tecmo的工作环境和人际关系,而且对他本人造成了严重的精神伤害。 板垣伴信要求Tecmo和社长安田善巳为其毫无信用的行为负责,同时提出了高达1亿4千8百万日元的巨额赔偿要求。与此同时,板垣伴信也向所有支持他以及他的游戏的玩家致歉,他表示自己不会再开发任何一款《忍者龙剑传》或是《死或生》,因为他所遭遇的不公正待遇迫使他不得不离开Tecmo。 板垣伴信的辞职,对他今后在游戏业的发展究竟意味着什么,我们现在还无法预测。据板垣伴信的代理人介绍,现在暂时还无法就今后的相关事宜做出说明,但会在时机成熟的时候向外界公开更多事情的进展。 标签 忍龙相关日志
|
Introducing Qore: Taking you behind the curtain with PlayStation Posted: 03 Jun 2008 05:00 AM CDT Today we are announcing that Qore: Presented by the PLAYSTATION Network, a highly interactive, monthly lifestyle gaming program covering the world inside PLAYSTATION is on its way to PS3. Qore has been developed to give PS3 users early access to game related content at a level of quality, interactivity and depth. Everything is filmed in HD. Qore will feature exclusive news, developer interviews, in-depth game previews and behind-the-scenes looks at PlayStation games and special access to game demos, special beta invitations, game add-ons and other downloadable game-related content. Our premier episode will be available on Thursday, June 5. The premier episode includes in-depth exclusive and never-before released content on upcoming PlayStation titles such as SOCOM: U.S. Navy SEALs Confrontation, Star Wars: The Force Unleashed, Secret Agent Clank, Soul Calibur 4 and Afro Samurai, as well as the latest Blu-ray Disc trailers, an exclusive SOCOM: Confrontation theme with an invitation to the SOCOM: Confrontation beta, art galleries and other surprises. We also know that many of you are big fans of Veronica Belmont, the widely-known host of numerous online video programs and podcasts and an avid gamer, so we’ve chosen her to be your host. To get Qore, simply log onto PSN and go to the PLAYSTATION Store, as you would purchase any other form of downloadable content. Once the single Episode or annual subscription is purchased, that month’s episode will be downloaded under the “Game” heading on the Cross Media Bar (XMB). Users who purchase the “Qore Annual Subscription” will notice only that month’s episode is available to download. The following month, the new episode will automatically appear in your download list. The introductory price for Qore is $2.99 for a single episode and $24.99 for an annual subscription of 13 episodes, using your PLAYSTATION Network wallet. As Peter Dille mentioned in a previous PLAYSTATION Network post, the broader service and community initiatives launching on the PLAYSTATION Network this year such as Qore, PlayStation Home and the Video Download Service are all evidence of our dedication to delivering an all-encompassing entertainment experience for PS fans. Qore is the first in a series of planned original programming specifically created for the PLAYSTATION Network community and we hope you enjoy it. |
Posted: 03 Jun 2008 03:57 AM CDT |
Posted: 03 Jun 2008 03:34 AM CDT 對中国那○○徹底失望……隨他去吧。加油〜少年!
|
Posted: 03 Jun 2008 02:57 AM CDT |
Scrum Master Qualities in Little League? Posted: 03 Jun 2008 03:08 AM CDT My 9 year old son's little league team just won their league's AA championship. They dominated the series and made us parents pretty proud.
As proud as I am I have to give most of the credit to the coaches. I noticed a few things they did:
Most of all, they loved playing the game. Baseball can try the patience of a 9 year old standing in the outfield during a hot day, but these boys loved being there. My 9 year old even started collecting major league playing cards. I think of these coaches as model Scrum Masters in a few ways. They treated the team as a team. They didn't (and couldn't) force teamwork and passion for the game...they merely employed a few practices that allowed the team to lead itself to teamwork and love for baseball Most of all, the coaches knew when to get out of the way and just let the team play the game. I recorded (poorly) the last few minutes of the final game and posted it on YouTube. My son is # 3. ...and no, that little huddle at the end of the day isn't a daily Scrum! |
Posted: 03 Jun 2008 02:35 AM CDT |
(Non) YouTube of the Week: D&D 4 Me Edition Posted: 02 Jun 2008 11:30 PM CDT Worried that 4e will be far too simplified? This video will surely assuage your concerns. Found via ENWorld. |
Posted: 02 Jun 2008 10:32 PM CDT 如果“辽宁女”是因为寂寞难耐而辱骂灾区人民的话,那她永远不会想到她的辱骂会在网络间掀起这么大的风波;如果“辽宁女”是《劲舞团》的对手或者劲舞团进 行炒作的工具的话,那炒作者肯定也想不到炒作的后果是近乎整个网络对《劲舞团》类游戏的痛恨.短短几天的时间内,“封杀《劲舞团》”的呼声席卷了整个网 络,《劲舞团》游戏开始经受自登陆中国以来最严峻的挑战:继续生存、由此灭亡或者是借机改变;而网游监管部门也正在经历一个如何面对有史以来网民以最激烈 的声音要求封杀某知名网游的最尴尬时期:采取行动还是漠然处之.
此时,做为《劲舞团》类游戏最坚定的反对者之一,笔者想劝那些要求封杀的网民冷静下来:封杀《劲舞团》并非我们的终级目的,我们的目标是拥有一个洁净和谐的网络环境和一个公正严格能落实到实处的网游分级制度.因为网游不分级的话,劲舞团式的祸害和争论会永无休止.
不可否认,一夜情、色情、软色情、开房、恶骂等等这些污秽不堪的东西绝非网游开发者的最终目的,这里面有开发者吸引玩家的手段、有运营商攫取最大利益的诱饵、也有别有用心者实现不可告人目的的桥梁.我们可以毫不夸张的说,《劲舞团》存在的东西,很多游戏也有,只不过表现形式不同、表现的力度不同,甚至很多游戏开发者正在向《劲舞团》学习,潜在以及别样的《劲舞团》比比皆是.
假如相关部门在网民的压力下真的封杀了《劲舞团》,这即便能在暂时起到“杀一儆百”和“杀鸡给猴看”的作用,可风头一过,《劲舞团》的后继者很有可能会“重出江湖”,《劲舞团式》的悲剧、闹剧会一场场的重演,那时,我们还得重复这“要求封杀”的程序,这有何意义呢?我们总不能禁止网络游戏这种必然是“双刃剑”形式的东西存在吧?
我们决不能让《劲舞团》式的毒草在“封杀杀不尽,春风吹又生”的恶性循环中生存,治理网吧的教训我们不能忘记,所以对网游制度化、对网游分级成为当前形势下网络游戏净化的必然要求.
相关部门不能再以时机尚未成熟来搪塞分级的要求了,至少在网游领域,分级的时机已经非常成熟了,网民的呼声也算大势所趋了.什么样的内容可以在游戏终出现、什么样的镜头不可以出现、什么形式的心理暗示必须删除,这些要求在技术上已经不是什么难题了,心理学家、社会学家和法律专家结合在一起解决这个问题并不是很难;休闲类的游戏什么年龄段的可以玩、竞技类的游戏什么年龄段的可以玩、生活类的游戏什么年龄段的可以玩,这些必不可少的规定必须与法律接轨.分级的道路肯定是艰辛的,不过,制定制度的过程虽然麻烦,但总比出现问题后怨声载道要轻松.
网游分级已经势在必行,封杀了或者治理了一个《劲舞团》还会有无数个劲舞团站出来,这是谁也不想看到的,从源头上扼杀劲舞团式祸害的滋生才是网游的正道. 所以我希望广大网民在痛恨不良开发者、运营商、玩家的同时也能够发出我们理性负责的声音:赶快实行网游分级吧,否则 ,劲舞团式的祸害和争论会永无休止的.
(点击查看原文/来源链接)
|
That’s nice, how does it relate to Age of Conan? Posted: 02 Jun 2008 09:57 PM CDT As part of my duty for getting a copy of AoC, I'm writing blog entries on another site about my experiences. This has the added bonus of not turning this blog into a "why I am frustrated Conan right this minute" rantsite. :P I promise to try to keep posting some content on here, though. Note: not all the posts will be mine in that blog, but you can just search for my handle to find my entries. The blogs show what some "normal" people think about the game. I might write more about my overall experiences with Conan, but my day-to-day feelings will be posted on that blog. BTW, I think GamerInfo.net's way of having blogs as ongoing MMO reviews is the way to go. This allows you to get a feel for the game without a review site having to write a review after only a few hours of beta experience in order to launch the review "in time" for the game's launch. An MMO will change over time, and a blog shows you how the game has changed and what people playing the game think. I wish more sites would do this instead of trying to stick to the outdated concept of a "review" for MMOs. |
Posted: 02 Jun 2008 10:05 PM CDT 前段时间玩微软模拟飞行,发现太专业了,去论坛上找找资料时随便下的,我这样狂热的飞行模拟游戏爱好者还是不能玩这样的专业游戏,应该是专业训练软件而不是游戏…… 我随便开了个航行目标,我一查,呃从纽约飞到旧金山,我说这不从东部飞到西部吗,地图上也没个航向提示那咱就看地图吧,去网上找了个地图瞄准方向飞吧。后来发现地形、航速、高度等等都是现实世界1:1的……我开的可不是波音,没法玩了,放弃。 然后又玩XPLANE,据介绍有战斗机,我就玩了就。进入游戏就是一架双螺旋桨飞机停跑道上,飞的是挺爽,可是不会换飞机,貌似这个拟真度更高还有候鸟的高度层可以调节... 天气等等,画面也比微软模拟飞行好的多。可惜全英文的随便开个菜单都是满屏的选项,100个可能不夸张,专业名词也看不懂,我随便动了动天气,就见狂风暴雨玻璃上全是雨点能见度5米.... 在论坛上发现这些游戏都有玩家群,都是可以联网的,航空管制,无线电对话,降落怎么应答叉叉叉,太专业了,删除吧 |
Posted: 02 Jun 2008 10:21 PM CDT 当当当当,从MSN搬家到17173已经1年半了,如果没记错是2006年11月吧!1年半下来,点击量嘛!也终于上了6W -。-,而且还是常年呆在BLOG首页的名博专栏上的情况下。。。。 为什么来的人这么少呢!观察了BLOG排行前面若干位的博主,总结出3大原因: 1、内容诱人,标题更诱人! 综观17173BLOG上百万点击的BLOG,以及能推荐到17173主页的文章,内容最多的绝对是:18禁,美女,漏点,诱惑,等等内容。不能否认这些东西的确是更能吸引眼球啊!无论对玩家BLOG还是网站来说,都是有巨大贡献地。 2、没有最八卦,只有更八卦! 内容第2多的类型就是:八卦,例如什么游戏公司老总调戏女员工啦!日本老师用游戏机看女学生裙底啦!XX门啦!我想除了第1条之外,这是又一吸引眼球的事了!但是游戏圈子这么小,怎么就光能不断的再17173的BLOG里看到这类八卦呢?为什么其他的游戏网站则不出现? 3、更新速度快 有了以上1,2条为基础,在加上快速的更新,那流量自然是哗哗的来啊!这时在回头看看自己的,难怪啦!从开始的1天更新1篇,到后面的1周,再到后面的1月,在到最近的一次,已经有3个月未更新BLOG了!也难怪会如此低迷!只是,辛苦写的东西没人看了话,谁都会慢慢的没心情来更新了吧! 曾经自己也有想法,把BLOG转型成为专业BLOG,各种想法都有,开发素材库,攻略经验集中地。或者也改为美女八卦博,可是想了想,这样来更新东西也不过是浪费时间,而且还真不知道这点击率能有什么作用?是满足虚荣?还是说能换点推广费或广告位出租?17173那些百万点击的BLOG中,绝大部分都是在游戏公司工作的朋友,完全可以多发表一些有益的文章,分享自己的经验,或者游戏业的事发表评论等等,都是对我们这个行业有好处的。 一直在说游戏被妖魔化,我们骂政府,骂孩子家长,可当游戏人自己把游戏和色情,八卦沾在一起的时候,也许妖魔化的就是我们自己。我曾无数次在某些人的BLOG里,看到一些文章是曾经在其他地方见到的。比如裸聊门,转载到游戏博客里非要写成‘某某游戏玩家陷入裸聊门’;比如某大学女生自杀,转到游戏BLOG非写成:‘某玩家女大学生为情自杀’。真不明白你们是怎么知道的?难道根据是在于:“她的消息能传到网上,她肯定是网民,因为是网民所以肯定玩过游戏,所以是玩家,所以写成这样摸棱两可的标题也不能算错”。 究竟是谁在妖魔化游戏?当看到政府,媒体在妖魔化游戏的时候,我们愤怒,而当我们同行自己妖魔化游戏的时候,在自己的眼里却仅仅是在当一个笑话一样的看而已。 最后,相信人都是有攀比之意,如果有色情八卦的BLOG起来,那么我相信会有更多的人为了点击而跟风也这么搞!然而当所有BLOG都不在做这些话题时!我相信玩家和看客还是会从这里找到自己感兴趣的看点。希望17173的编辑能够重视,否则你们搞的所谓游戏BLOG和你们的游戏BLOG大赛,到最后也不过只是个笑话,一个游戏博客,最后获奖的却满是和游戏本身无关的东西。。 而我依然会努力于打造自己的游戏BLOG。评论、开发经验、运营经验、游戏攻略、个人观点;拒绝八卦,拒绝裸露,拒绝女色,拒绝一切为了点击量而使用的吸引眼球的招数。 游戏仅仅是游戏,请不要让其他玷污了主体。。 |
Posted: 02 Jun 2008 10:10 PM CDT “资本家害怕没有利润或利润太小,就像自然界害怕真空一样。一旦有适当的利润,资本家就大胆起来。如果有百分之十的利润,他们就保证到处被使用;有百分之二十的利润,它们就活跃起来;有百分之五十的利润,它就铤而走险,为了百分之一百的利润,它就敢践踏一切人间法律,有百分之三百的利润,它就敢犯任何罪行,甚至冒绞列的危险” ——卡尔·马克思
最近网游圈里备受批评的事件恐怕非辽宁女莫属了,一段因为哀悼日不能玩劲舞团游戏而侮辱灾区人民的独白,在网络上被传的沸沸扬扬,骂人者终究受到了制裁,而风波并没有因此而停息,劲舞团则被推到了风口浪尖,不少人提议封杀劲舞团,因为它有着太多的负面影响力,而这些负面影响对谁都不好。
恐怕在中国,还没有一个网游能够比劲舞团更多负面消息的,而劲舞团的媒介宣传人员,也在有意无意的散布或证实某些传闻,比如劲舞团是一夜情的温床、劲舞团惊爆堕胎门之类的。很多时候,在网上看到类似玩家之间的情感纠葛,打开一看内容,心中总不免会嘀咕:“怎么又是劲舞!”人非圣贤,酒色财气,大多数人都不能免俗,而这样长期的影响下来,也难免不会吸引许多寻求刺激或别有用心的人,投入到这款本来已经开始走向过时和已经在技术上落伍的游戏中去。而这一负面效应的直接影响,则是更多的人成为了劲舞团的忠实玩家,怀着各种目的。
其实,在整个游戏产业圈,劲舞团这种自己营造或创造负面影响以达到游戏玩家增长这一正面效果的做法可谓是一个普遍现象,笔者把这种宣传营销手段统称为“性”营销。
“性”营销为何物,笔者认为就是用赤裸裸的“性”来吸引玩家,这些在游戏的宣传中案例颇多,最为简单也较平常的就是用代言人,如用明星,或用希望出名的女孩,而后者,大多数都脱的光溜溜,大打和“三级片”的擦边球,而升级版的,则是游戏厂商故意以玩家之口放出的所谓一夜情、肉体换装备、曝光裸照等等负面假新闻,如魔兽的铜须门,事后被证明被曝光的那位一夜情的家庭主妇,其实是台湾的模特,而很多其他游戏中被曝光的有关玩家性事的这门那门,则大多被热炒一段后,不了了之,因为毕竟在本来这些事就是捏造出来的,只是那些游戏公司的媒介们,用来给游戏宣传而制造的噱头。而随着之前的几个噱头的成功,越来越多的游戏厂商开始成为游戏“性”营销的忠实拥护者,而游戏新闻则开始大半都成为了这些涉“性”假新闻。
而这样做的结果,一方面是让游戏因为他们可以给玩家特别是懵懂着青春冲动的青少年玩家提供某些“性”的希望而在线人数急剧上升,另一方面,也给我们的网游产业蒙上了一层“性”的阴影,毕竟在大众和社会看来,尽管这种性营销能够产生巨大的经济价值,但在社会价值上,游戏就是导人向坏。其实,从事实上来说,游戏本不坏,只是被宣传坏了,特别是被别有用心的游戏媒介通过性营销给败坏了名声。游戏“性”营销,你真是害人不浅。
|
Posted: 03 Jun 2008 08:35 AM CDT In case you're one of those who use youtube as a music player, now you can use it to listen to Wesnoth music. The one-year-old, made-for-university, one-man game project Heroes of Wesnoth has a new release. There's not much to see yet and it's not the first and certainly not the last HoMM clone but I wish it the best of luck. Whatever it will turn out to be, at least it will have great Battle for Wesnoth art. :) Last post I told you about Ardentryst. There's a mute gameplay video, I recommend you to take a look at what the game is like as I see some freshness in it. A new version of the young platform game Plee The Bear has been released. The code has been cleaned and some images were added. It also features the new level editor called "Bear Factory". The next release has been promised for end of June. I think the level editor will make this project much more interesting, especially for game developers of other platform games.l-echo, an open source clone of the abstract puzzle game Echochrome, is now 0.1.0 versions old. I haven't given it a try yet. I will. Because it does look very nifty. The 1000 USD expensive tank simulator game is stuck at 52.8% of it's financial goal. I think sooner or later some generous comrades will throw their pennies in. No sign of apricot opening it's repository yet, but in a recent video some features of apricot's blender branch are shown off: object snapping and shadow map baking. These improvements are supposed to ease game/level-design and are likely to find their way into the main blender branch sooner or later. You can get pre-built blender builds of all kinds and colors on GraphicAll. There's also this YA2DGE LÖVE. What is impressive about it is the homepage's look and it's realistic roadmap. A clean look and decent sense of humor sure are a good way to catch my attention. LÖVE made me find Face Me and Scream. Thanks, LÖVE. Oh by the way, have you noticed the blog's new look? :) Let us know what you think. PS: (How could I forget?) jClassicalRPG has had it's first birthday! Paul aka Timong delivered a grand speech! (Worth reading!) The project is in "urgent need of 3d Mythic Monsters!!" though! I also want to thank everyone posting to our game announcements forum! I wasn't expecting to provide news for more than 3-5 games today but then took a second look in said location.. PPS: OpenArena 0.7.7 for hardcore bug fixing is in the house! PeeEss: Charlie just mentioned that I forgot to serve the news of Glest's new website and new 3.2 alpha 1 patch, which finally features scripted maps aka missions! Yehaw! |
God of War PSP Entertainment Pack out tomorrow Posted: 02 Jun 2008 06:22 PM CDT Back in February at Destination PlayStation, we unveiled the God of War PSP Entertainment Pack, and we knew many of you couldn’t wait to get your hands on the limited-edition “Deep Red” PSP with Kratos’ image silkscreened on the back. The waiting game is now over, as the new bundle hits retailer shelves tomorrow. Beyond the collectability of the PSP itself, you’re also getting the PSP’s highest-rated game to date in God of War: Chains of Olympus, the comedy smash Superbad on UMD video, and a PSN voucher to download the multi-player action hit, Syphon Filter: Combat Ops, all for $199.99 (MSRP). Stay tuned to PlayStation.Blog for more on Syphon Filter: Combat Ops later in the week. |
Inq. of the Week: Campaign to a Close Posted: 02 Jun 2008 03:52 PM CDT
Yesterday, I wrapped up my D&D campaign. It had been running since last August on a fairly regular basis, and from its inception it was designed to wrap-up just before fourth edition came out. Well, that’s behind me now, and other than a few one-shots this summer, I’m fairly confidant that I’m done with 3.5. (As evidenced by some of the stuff in yesterday’s game, not a moment too soon.) As it came to a conclusion, I relied upon a lot of advice from other GMs on how to end the campaign. I haven’t had a chance to end a campaign in a few years, and that wasn’t even D&D. I always like being able to wrap things up and give a satisfying conclusion to the game… even if I do eventually revisit the world. So, for you RPG players and GMs out there… Note: There is a poll embedded within this post, please visit the site to participate in this post’s poll. And I mean games that you would actually consider campaigns, leaving aside one-shots and mini-series that run on a relatively short time frame. |
METAL GEAR MONDAYS! – Top 12 Tips for MGS4! Posted: 02 Jun 2008 01:09 PM CDT Hi all! We’ve noticed in the comments that some of you have been requesting more specifics on the gameplay of Metal Gear Solid 4: Guns of the Patriots. Who better to provide that than someone who’s writing the strategy guide? Presenting his top 12 tips for MGS4 is James Price, part of the team at Piggyback finishing up Metal Gear Solid 4: Guns of the Patriots: The Complete Official Guide. ***** James Price, Piggyback Interactive Limited: Okay: so that’s perhaps a slight exaggeration. But really, MGS4 has more secrets and subtle features than most games have… well, game. MGS4 is a game built from the ground up for repeat play. As the story draws to a close, you are awarded with one or more secret emblems that acknowledge (and, in effect, rate) your performance and style of play. Usually, even veteran gamers only unlock one, perhaps two on their initial playthrough. There are a ton of these accolades in total. Though it contains a handful of situations which have the potential to stop even hardcore players in their tracks (including one audaciously excellent boss fight puzzle), Metal Gear Solid 4 is defined not so much by what you do during play, but what you haven’t done. When you pass through a checkpoint your first reaction often isn’t to focus on what lies ahead, but to reflect on how you could have approached the previous area in a completely different way. MGS4 constantly inspires the question “What if…?” – even as the final credits crawl by, you suspect that you didn’t so much “beat” it as simply reach the end. Precious few games evoke this kind of response, and it’s a big part of what makes Kojima-san’s opus so very special. Kojima Productions has packed MGS4 with an incredible range of hidden weapons and items, Easter eggs, dialogue sequences, post-game rewards and other such “optional” features. When you take the sheer number of tactical options into account, you realize that many players could reach the conclusion of MGS4 a dozen times, and still not have fully explored the possibilities on offer. There are gadgets and weapons that a player might completely neglect to try out (or, indeed, find), even after twenty or thirty hours of play; later, using some of them is a revelation as you realize the new strategic options they offer. Others are just fun, pure and simple. In the meantime, check out these 12 exclusive tips to get you started with your own tactical espionage action: 1. Life GaugeKeeping the Life Gauge topped up is vital, but it’s just as important not to panic and keep filling the gauge unnecessarily with precious items. Though you can replenish it with healing objects such as Rations and Noodles, you should take care not to waste them – especially on higher difficulty levels. Using a Ration when Snake’s Life Gauge is 80% full, for example, is plain foolish. You usually don’t need to even think about refilling the gauge until it drops below 25%. During boss fights or difficult skirmishes, you should instead equip Rations, Noodles or Regain and position them as an “active” item. Once Snake’s health reaches zero, these will be automatically used until your stocks are exhausted. One other method of restoring Snake’s health is simply to find a safe hiding place and let him stand still. After a few seconds the Life Gauge will slowly start to creep back up. If you crouch or go prone, it will refill more quickly. If you have good cover, you’ll find that this even works during boss battles. This can be a great way of refilling your Life Gauge for free – essential when playing on a high difficulty level. Note that recovery speed depends on the condition of Snake’s other main gauge, the Psyche Gauge; the higher the Psyche Gauge, the quicker the Life Gauge refills. (Incidentally, if you have an extended break from playing MGS4 that lasts for more than 24 hours, you may notice that Snake’s Life and Psyche gauges are refilled by 20% per day. It’s hardly necessary, but a nice touch nonetheless.) 2. Psyche GaugeThe Psyche Gauge is situated directly below the Life Gauge, appearing as four separate blocks. This represents Snake’s psychological wellbeing, which has a direct effect on his performance. Essentially, the more stressed Snake is, the less effective he becomes. Keeping him as calm and focused as possible should be your main goal in terms of managing this meter. The Psyche Gauge can be refilled with certain healing items, such as Noodles; dedicated Psyche-related objects such as the Compress do not directly refill the gauge, but instead temporarily increase the speed at which it is replenished. Cigs can also be equipped to regain Psyche, but to the detriment of the Life Gauge. As with the Life Gauge, the Psyche Gauge can also be refilled simply by staying still, and more quickly by crouching or going prone. The better Snake feels generally (not too cold, hot, wet, dirty, or overloaded) the faster his Psyche will replenish. You can tell when he’s not feeling great by observing his behavior or murmurs of discontent – if he starts feeling his age, it’s usually a direct sign that something is wrong. Finding solutions to assuage these symptoms is usually just a matter of common sense. If Snake is freezing in cold water for instance, get him out of there; if he’s overheating in direct sunlight, find some shade where he can cool down. One of the major effects of a low Psyche Gauge is that it will severely hamper Snake’s ability to aim accurately. The more stressed and hyped up he is, the more his aim will be impaired; this can have a particularly detrimental effect when he’s using a sniper rifle. Try using a scope when Snake is overanxious and you’ll see how his unsteady hands make it thoroughly difficult to make a clean headshot. The Pentazemin item can be used to temporarily improve his marksmanship when required, but preventative maintenance is always better. 3. Stress Level & Combat HighThe Psyche Gauge is affected by, which is depicted by a number that appears underneath it. If Snake is sweltering in a hot, evil-smelling location, or alternatively shivering in a freezing location, his Stress level will rise. He will also become stressed if his equipment is too heavy (over 70 kg), or during an Alert phase. When Snake’s Stress level exceeds 50%, the display will turn red and he will begin to lose Psyche. As his Stress rating continues to increase, his Psyche will diminish at a great rate. However, as long Snake is not experiencing a Combat High, his Stress level can only reach a maximum of 80%. A Combat High will kick in if Snake shoots with a gun more than 100 times during the Alert phase. Notification that he is currently experiencing a Combat High will appear next to the Life Gauge. During this enhanced state, Psyche does not decrease, and any damage caused by enemies is halved. But it’s not all good news: during a Combat High, Snake’s Stress level can shoot up as far as 100%. It’s a short-term boon, but the repercussions can be painful. 4. Choosing your Equipment: WeaponsWhen it comes to selecting weapons, you have two important choices to make – which five weapons you have available by pressing the R2 button (which you decide in the pause menu), and which one of these five weapons you will actually wield (which you decide in the weapons window). Your chosen five should always be balanced. A good configuration would be to have a silenced weapon, a powerful submachine gun for close-range action, a sniper rifle, a grenade type, and one diversionary item such as an empty Magazine. The weapon you actually hold should obviously always reflect your immediate needs. There are many ways to obtain new weapons or ammo. The most obvious is to search for “hidden” collectibles and pick up weapons from the battlefield, but you can also search corpses or pay a visit to Drebin’s Shop. 5. Choosing your Equipment: ItemsAs with weapons, you have two important choices to make here: which eight items you will have available to you by pressing the L2 button (which you decide in the pause menu), and which one of these eight you actually use (which you decide in the items window). The eight that you choose should also be balanced, although this decision is less critical than with weapons. However, the one “active” item you opt for is very important. At first, you will probably tend to equip the Solid Eye most of the time, because it gives you a better understanding of your surroundings. As you eventually acquire the knack of using the Threat Ring instead of the Solid Eye, though, you’ll soon be able to free up the item slot for something else – such as a Ration during boss fights. To obtain new items, you can either pick up any that you find (as shown on the maps in this guide) or search bodies. You can’t buy any from Drebin so take great care not to waste anything (especially healing items such as Rations). 6. Choosing your Equipment: WeightItems and weapons in the game have a weight stat. If the burden of Snake’s load (five weapons and eight items) exceeds 70 kg, his Stress will increase, thus reducing his Psyche and overall effectiveness. Just be sensible when it comes to weight distribution, and make sure you compensate for particularly heavy objects with at least a light one if you notice that you are approaching the 70 kg mark. This is generally only a danger when preparing Snake for a boss fight, as there’s a natural tendency to bring out rocket launchers and the like for such occasions. 7. The Solid EyeWhen you first obtain this item, you’ll find life in the field infinitely easier if you keep the Solid Eye selected in your items window most of the time. This gadget, which enables the Baseline Map radar function when active, has three modes: Normal, NV and Binos. When selected, the Solid Eye will display basic data for both enemies and allies, such as which faction they belong to. As it can be too easy to accidentally open fire on your allies during a hectic firefight, this information can be decisive. You’ll find that “friendlies” are much less likely to help you if you start spraying lead indiscriminately, and they may even turn on you if suitably provoked. The information shown is color-coded. Gold, the default color, denotes a neutral character, blue indicates an ally, and red signals an enemy. The Solid Eye is also invaluable in helping you locate hard-to-spot collectable items, as it increases their visibility by placing a digital frame around them. The Solid Eye additionally has an intuitive radar system, which translates the vibes that Snake picks up from enemies, including sound and movement. It shows the relative location of all targets around you, but keep in mind that it also detects animals – which can be rather disconcerting if you’re in location filled with rats, for example. The NV or Night Vision mode is a special goggle that enables you to see more clearly in dark areas, as well as spot hidden items more easily. Scanning a dark room with NV active is sometimes the quickest way to assess its contents. If you wish to zoom in to view a distant point, simply select the Binos option, and then press up or down on the directional pad. 8. The OctoCamoSnake’s OctoCamo system goes way beyond the camouflage system found in Metal Gear Solid 3, and has several different modes. In Automatic mode (generally speaking, the most effective), it enables Snake to blend in with the textures and colors of his surroundings. In order to enjoy the functionality of Automatic mode, Snake must either be prone or pressed up against a wall and remain motionless. After a short pause, you will notice his suit change to match his surroundings; a sound effect accompanies this process. If you check the Baseline Map in the top right-hand corner, you will see Snake’s Camo percentage increase as the transformation takes place. In Manual mode, you choose one specific camo pattern for Snake that doesn’t automatically adapt itself to the environment. This is only really effective if you are prepared to alter it as Snake’s surroundings change, and is also limited to “memorized” surfaces and terrains that have been previously stored. 9. The Threat RingThe Threat Ring is a translucent circle that appears around Snake’s body when he crawls or crouches during a few seconds. The best way to explain its function would be to describe it as Snake’s “intuition”: it indicates the presence of any people, creatures or active objects (such as vehicles) within Snake’s immediate vicinity. Any such dangers are represented visually by waves that correspond with the position of each potential threat. The higher the “wave”, the closer (and, sometimes, larger) it is. For example, a soldier that is standing some way away from Snake will only appear as a faint bump in the ring, while multiple enemies standing close by will cause the Threat Ring to undulate like a digitized Rocky Mountains. It’s a brilliantly instinctive way of instantly assessing Snake’s current situation. Once you get to grips with it, you’ll find that the Threat Ring can be just as reliable as the Solid Eye in terms of enemy detection. The Threat Ring stays permanently active whenever you crawl, or when you crouch-walk at the slowest speed. If you stand up, move at a faster pace, or ready a weapon, it will immediately disappear. Its efficiency is governed by Snake’s current Psyche level: the lower the gauge gets, the smaller and more difficult to “read” the Threat Ring becomes. 10. The Metal Gear Mk. IIMetal Gear Mk. II is a mobile terminal that can be selected from the Items menu and controlled manually. Use the left analog stick to move it around, but don’t forget to activate its stealth camo function with the X button if there are potential aggressors nearby. This ensures that Mk. II is hidden from the naked eye, though it can still be detected by infrared sensors. Use Mk. II to remotely reconnoiter areas while Snake lies low, or even have it knock out isolated soldiers with its electric shock device by holding the L1 button and then pressing the R1 button. You can also press the Triangle button while controlling the robot to perform a variety of context-sensitive actions, such as disarming traps, knocking on walls to distract enemies, and flicking light switches. When you’re done, tap the L2 button or change to a different item to return control to Snake. Mk. II may not be big enough to wreak havoc in the manner of its much larger namesake, but never less than useful – especially if you favor stealth over direct confrontation. It’s also invaluable during the Mission Briefing cutscenes at the start of each Act, where you can control it to explore the Nomad and collect hidden items. It’s also handy for exploring ventilation shafts, removing the need for Snake to crawl laboriously for minutes at a time. However, the use of Mk. II is not without drawbacks. The most important thing to remember is that Snake is vulnerable to discovery and sneak attack while piloting it. Secondly, Mk. II consumes battery power at a voracious rate, particularly when its stealth functionality is active. Finally, the device has a limited range, so it’s not possible to use it to explore large areas unless you regularly reposition Snake. 11. The Art of StealthIt can’t be emphasized enough; stealth is the key to success in MGS4, just as it was in all previous installments. Certainly there will be times when direct aggression is best or unavoidable – especially in your first playthrough – but for the most part it’s vital that you learn the art of sneaking. How you move and the stance you adopt is of paramount importance. Though there will be occasions when it’s safe for you to run upright without a care in the world, you’ll usually find that it’s best to adopt either the crouch-walk or crawl stance. Bear in mind, though, that you’re far from immune to detection when crouch-walking – it can still be rather noisy, with the reduced Camo rating reflecting Snake’s increased visibility. Trust your senses and let your ears be your guide. If you can hear Snake pattering across a wooden floor, then so can the enemy. Slow it down, and above all be patient. Crawling is always more effective than crouching in stealth situations. With your body flattened to the floor, making regular pauses to enable the OctoCamo to adapt to new surfaces, you can easily maintain a Camo rating in excess of 65%, even while moving. On the downside, you’re slower to react when crawling on your belly, especially if you’re attacked from close range. Observation of the enemy is another key aspect of effective sneaking. It won’t matter in the slightest how quiet you are if you inadvertently stumble directly into the path of a patrolling soldier. Take time to observe the enemy’s patterns of movement from behind cover. Careful observation should enable you to figure out when to move and when to stay put. Whether you wish to use this information to bring targets down silently, or merely sneak past when their back is turned, is entirely up to you. It’s also prudent to make use of the gadgets and objects at your disposal. For example, Metal Gear Mk. II is a vital tool for scouting an area without attracting unnecessary attention. As far as weapons are concerned, nothing arouses the attention and ire of surrounding troops like a deafening hail of machine gun fire. It’s no good diligently crawling with care in full camouflage gear, only to bring the enemy swarming to your position with an ill-judged salvo of bullets. Use of silenced weapons or CQC is absolutely essential. One well-aimed headshot or smoothly-executed CQC attack will fell your quarry instantly and silently, but botched attacks or poor marksmanship can give your target the chance to call for help. A headshot is also more potent with anesthetic weapons – it generally results in a swift takedown, with enemies losing consciousness instantly. Your Solid Eye’s Night Vision function can be extremely effective when it comes to tracking enemy movements, as it reveals the footprints left by patrolling guards. Don’t overuse NV, though, as it actually emits a low noise while active, and may alert a sharp-eared soldier. 12. Maximizing Battle Efficiency“Efficiency” actually depends on what your goals are. Naturally, if you’re trying to achieve a no-kill playthrough, you won’t have the same priorities as when your bloodlust dictates that you shoot everyone and everything in sight. But overall, the following tips are true in most instances.
Metal Gear Solid 4: Guns of the Patriots: The Official Guide will be launched on June 12. |
Posted: 04 Jun 2008 10:01 AM CDT The Asian Dynasties: Our recent patch continues to be well received. Our community team reports that people seem to be really playing the game rather than raising issues over the changes. We are monitoring how the game is playing and trying to identify civilizations, units, and Home City cards that seem to be out of favor. They are candidates for revision to make them more attractive. But nothing seems way out of balance at this time. Even the amount of online cheating seems to have backed off. So the recent patch seems to be one of the most successful we have done. Thanks again to the group of top players in the community who helped us with it. Ensemble Studios Live Team Blog: Ben Donges of our community team has kicked off a new blog to let you know about stuff of interest to our online players and people who come to our sites for information on our games. If you haven’t seen it, check it our here. http://www.ensemblestudios.com/blogs/Default.aspx Halo Wars Update: Archive build #703 just went by and on a recent day I saw eleven work builds go by, but we still can’t say much about the game. However, Game Pro magazine was in town recently for a first look (while we were in the middle of a two week crunch period) and there will be an extensive early article on Halo Wars in their July edition. This will be the most extensive media coverage on the game yet. It should appear on newsstands in late June. If you are interested in what is happening with Halo Wars, you need to check out this article. We think it will wet your appetite and as the first major media coverage it should begin to allow us to say more about the game ourselves. Roy Rabey Meets Microsoft CIO: Roy, our information technology manager, got to take part in several meetings with Microsoft’s new chief information officer, Tony Scott, including a dinner with eight high level managers. Roy was pretty excited to take part in conversations with such senior people and apparently did a fine job of making everyone aware of the unique cultural, production, and IT support issued that a game development studios has within a larger IT framework. Tony Scott has some experience in game development issues, having previously been the CIO for Disney, and that should help us. Game for Windows Magazine Ceases Publication: The April/May issue was the last for this periodical, the longest running PC game magazine in the US (tracing back to its roots as Computer Game World launched in 1981). I believe most of the editorial staff is shifting over to 1UP. I am sorry to see GfW/CGW go (and not just because I recently sent in payment for two more years ). I have been reading it for over 20 years. I remember when founder Russell Sipe and Johnny Wilson came to Microprose around 1990 to prepare articles about games in development. I remember reading the articles by Scorpia and more recently Greenspeak on the back page. I was in the CGW offices a number of times over the last ten years to show off Age of Empires games and I recall that visiting game makers could not pay for the lunch of CGW staff. Desperate Housewives and Age of Empires: This ABC television show used our game in a recent episode. At one point a boy in one of the families asks his dad if they would become a stronger family if they learned how to play Age of Empires III together. The dad responded positively saying he wanted to learn how to play the game. We were totally unaware this was going to happen and assume it was just the whim of the show’s writers. Age of Mythology for the DS: Publisher THQ has announced that they will be publishing a strategy game inspired by AoM for the Nintendo DS this fall. The game is being created by Griptonite, which is part of Foundation9, which used to be Backbone Entertainment. Backbone created the Age of Kings game for the DS several years ago, so if you liked that, you can look forward to the AoM game. Several ES’ers are helping Griptonite with the game, including Brian Lemon as our producer/liaison, Rob Fermier helping with design, and Don Gagen helping with art. Here is a Kotaku blurb about the game. http://kotaku.com/5012605/age-of-empires-mythologies-coming-to-ds What ES’rs Are Playing: Yes, our people bought a lot of copies of Grand Theft Auto IV. Several voiced the opinion that is the best game ever made, while others find a number of faults with it. It seems to have an amazing amount of content. One colleague is slowly going through it trying to see everything. Another finished it fairly quickly but says he saw only 70% of it. He’s going back to do the things he passed first time. And the WoW fans are still going strong. A number of people who closed their accounts have been pulled back. I hear several people are looking forward to Lego Indiana Jones: The Original Adventures. Bruce Shelley |
Posted: 04 Jun 2008 09:59 AM CDT 在日前的Captivate 08上,Capcom官方公布了《生化危机5(Resident Evil 5)》的最新宣传片,除了大量新要素的演示以外,还公布了全新的女主人公。今天,本作制作人竹内润(Jun Takeuchi)终于为媒体展示了《生化危机5》自公布以来的第一个实际试玩演示。 试玩版演示的场景就是之前宣传片中出现过的那个非洲某地不知名村落,主人公是大家熟悉的克里斯,负责操作和为记者们解说的是Capcom的游戏制作人川田将央(Masachika Kawata),他也是Wii版《生化危机4》和《安布雷拉历代记》的制作人。另外需要指出的是,此次试玩演示是在一台X360上运行的。 试玩版开场部分,已然经历过无数次应对生化危机事件考验的前S.T.A.R.S.小队成员克里斯,遭到一群非洲当地村落村民的围攻,他们手中都抄着各种家伙,有铁棍、斧头、小刀以及各种生产生活用的工具……抛开对《生化危机5》首段实际试玩的震撼不谈,相信只要是玩过《生化危机4》的玩家,对这样的开场应该都不会陌生。 克里斯随后躲进一所破旧的小木屋中,大量疑似病毒感染者的村民疯狂涌进屋子并开始向我们的主人公发起攻击,他们的行为举止和《生化危机4》中那些前辈们如出一辙,躲避子弹射击的动作也非常相似。一旦他们前进到足够近的距离时,就会立刻冲上来抱住克里斯狂啃或是使用手中的家伙攻击。 在最初的这段试玩演示过程中,由于要对付的村民数量相当多,因此川田将央几乎是一直在猛摇手柄的左摇杆操纵克里斯摆脱村民的拥抱。当克里斯使用手枪击中这些酷似丧尸的村民后,他们会像前作里欧洲小村落中那些讲西班牙语的倒霉蛋一样应声倒下,从伤口中喷涌出大量鲜血,然后伴随着一阵令人不快的响声化作一堆冒着气泡的黏液并蒸发掉。 尽管开场部分克里斯对付的大部分敌人都是一些看起来比较朴实的老百姓,但中途偶尔也会杀出一种戴着麻布头套、身材魁梧且手持大锤的巨汉型敌人。这些与《生化危机4》中到处横冲直撞的电锯男有着异曲同工之妙的大块头,可以毫不费力地轮起巨大的铁锤,像捻死一只臭虫一样轻易地把克里斯解决掉。很明显, Capcom非常欣赏《生化危机4》的套路,而且打算继续延续这种成功的公式。 当然,系列前作中首次引入的QTE系统也将在《生化危机5》中得到继承,本作制作人竹内润随后在接受采访时对媒体确认了这一点。事实上他还保证本作中的 QTE操作与前代相比只多不少,而且形式会比原来更加丰富,看起来这一次我们还是少不了要时刻盯着屏幕准备好狂按手柄按键以防止被一击必杀。 接下来,竹内润和川田将央展示了《生化危机5》中全新的室外场景。游戏的户外空间非常庞大,而且到处是明媚甚至有些刺眼的阳光,光线明暗的变化以及地表温度对空气折射影响的效果十分逼真。 川田将央随后操纵克里斯爬上了一座小木屋的房顶,放眼望去甚至可以看到几公里以外的景色,我们可以清晰地看到远处有一些建筑正在燃烧或冒着烟。 当克里斯爬上房顶后,还可以在屋檐之间来回跳跃,借此可以躲避地面上成群的敌人攻击,也可以居高临下进行反击。川田将央接着演示了游戏中的爆炸效果,他操纵克里斯拉响了一颗手榴弹向下面扔去,爆炸的火光和烟雾看起来很不错,想必开发小组对此感到相当自豪,川田将央特意在这里进行了解说。 《生化危机5》的电影化视角和细节特效也有许多值得称道之处,游戏过程中画面并不会一直停留在第三人称肩后视角,当克里斯使用特定的动作(比如肘击敌人面部)将敌人击退或是被敌人摔倒在地的时候,镜头会立刻切换以营造出更为逼真和紧张的气氛。另外,当克里斯受伤程度逐渐加重的时候,可以明显地看到他身上粘的血迹和污垢会越来越多。 遗憾的是,宣传片中出现的那些克里斯提着油灯探索的黑暗洞穴场景并未在试玩版中被演示,竹内润表示这部分的游戏过程将会具备更强的恐怖感和冲击力。另外,借助平台机能的提升和新的物理引擎,也更容易营造出恐怖的气氛。 由于已经确认会有一名女性角色与克里斯一起行动,因此游戏中势必会有需要双人合作的战斗和解迷部分,但竹内润在发布会上并没有透露与此相关的更多信息,不过他保证将会在接下来7月的E3上带来更多情报。我们希望在今年的E3上Capcom能够提供有关游戏方式的详细消息,当然最好是能够直接向媒体开放可以实际操作的试玩版。 标签 最新游戏, 生化危机相关日志
|
《功夫熊猫》(Kung Fu Panda)硬盘版/动画包/多人关卡包 Posted: 06 Nov 1995 07:43 PM CST ![]() [/emule] 中文名称:功夫熊猫 英文名称:Kung Fu Panda 开发厂商:Beenox Studios 发行厂商:Activision 游戏类型:Acion 官方网站:http://www.kungfupanda.com/ 做源服务器:Razorback3.0 [quote]1.8G的文件为:去动画英文硬盘版,可独立运行 后面的两个为:动画添加包、多人关卡添加包,可按需下载 如果将两个添加包都用了——就得到了完整的游戏文件 游戏实际视频在线观看 [/quote][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、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动 [/QUOTE][QUOTE] 【安装步骤】 1、解压缩(需5G临时剩余空间) 2、运行setup.bat 3、桌面快捷进游戏 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]【游戏配置】 - Windows XP/Vista - Pentium 1.5GHz(2G) - 512MB RAM(1G) - 128MB NVIDIA GeForce 5900 or ATI 9600 Pro/X600[/quote] 【游戏简介】 由Beenox Studios开发Activision发行的功夫熊猫(Kung Fu Panda)是一款根据2008年上映的梦工厂动画电影改编的游戏,游戏中玩家不但可以控制主角熊猫,在某些关卡中也要使用熊猫的动物朋友们完成特殊任务。 游戏与电影的剧情相同:一批无恶不作的匪徒闯入了主角大熊猫的栖息地,在一瞬间,自己原本的家园和食物都被掠夺一空,此时大熊猫决定跟随武术高人学习功夫,并要夺回自己失去的一切。 梦工厂计划2008年6月上映的动画片《功夫熊猫》(Kung Fu Panda)日前发布了首支宣传片,杰克·布莱克在片中为我们展现了他的“中国功夫”,同时你还能看到诸多曝光片段! 《功夫熊猫》配音阵容强大,主角熊猫“阿波”(Po the Panda)由杰克·布莱克(Jack Black)配音,他的师傅由奥斯卡影帝达斯汀·霍夫曼(Dustin Hoffman)配音,成龙(Jackie Chan)为猴子配音,刘玉玲(Lucy Liu)为蛇配音,安吉丽娜·朱丽(Angelina Jolie)为母老虎(Tigress)配音。而剧中反派“泰龙”,一只威猛的雪豹则由伊恩·麦克什(Ian McShane)将配音。 《功夫熊猫》的故事发生在遥远而神秘的古代中国,讲的是一伙来自高地的雪豹匪帮入侵到大熊猫栖息的竹林“和平谷”。自己的地盘、口粮都被敌人霸占了,原本懒洋洋的大熊猫阿波开始加紧学习古老的中华武术。功夫不负有心人,阿波在眾位师父的悉心调教下终于击溃入侵者。该片由约翰·斯蒂文森和马克奥斯·博尼共同执导,预计2008年6月6日上映。 【游戏截图】 |
Posted: 04 Jun 2008 10:22 AM CDT Capcom has been hinting for some time about some sort of third person, action adventure game. Now, let's quickly recap what this generally means to most people:
Image of Lost Planet from Digital Trends. Lost Planet. A true next gen third person action extravaganza. Or how about a classic, from the previous era of gaming? Image of Devil May Cry from Absolute-Playstation.com. Yep- this sort of thing is what we expected when Capcom talked about a "Sci-Fi Third Person Action Game." So here's what we're getting: Image of Spyborgs from IGN.com. So, um, yeah, the internets exploded, with Capcom even stepping in to calm the masses with a "the game will be great, trust us!" sermonette on the Capcom message boards. So what is this thing anyway? Spyborgs is indeed a third person action game, but it seems to want to channel a good deal of Pixar influenced comedy in the process. The developers have talked about wanting to make it seem like a "Saturday Morning Cartoon," and the game even looks to have little commerical breaks- aka minigames in between levels- to drive this point home. The crux of the gameplay seems to be swapping between the various characters, who have different abilities. This seems to be an influence from the Lego games, as all of those use character swapping to solve different scenarios as well as to drive home another important part of Spyborg's stew: co-op play. This game really wants you to play it with other people (though it looks as though you could enjoy it just fine single-handed). What's my take? I think this could be an excellent game, but Capcom should have expected the backlash from their fans, who at this point are sort of used to a certain style from them. This "Teen" focused title, with its colorful, cartoony graphics just doesn't compare to the intense images that games like Lost Planet and Devil May Cry display. I think Christian Svensson (Capcom USA's VP) has it right though, when he reminds fans on the message boards about Zak and Wiki- derided at first, and now seen as a penultimate Wii experience. There is nothing about Spyborgs that says to me "crap." I hope Capcom fans can turn off the part of the hardcore gamers mind that things that things have to look a certain way to contain great gameplay. More Spyborgs info here. See full article. Related Entries: Six New Capcom Games in 2007 - 27 December 2006 Capcom to use Unreal Engine - 28 February 2007 Capcom to Support Nokia N-Gage in 2008 - 28 August 2007 House of Nintendo Presents: The Third Parties: Capcom - 21 March 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. |
A Templated C++ Attribute Library for Object Persistence and Export Posted: 04 Jun 2008 11:00 AM CDT |
Posted: 04 Jun 2008 08:39 AM CDT 昨天跟同事聊天,聊到一些老游戏。我忍不住搜了一把,找到读高中时废寝忘食玩的 UFO : Enemy Unknown 。那是 94 年的故事了。 当时我就是很偶然的接触到这个游戏,没有任何人向我介绍,没有任何杂志提过,我也不知道那个 Sid Meier 创办的 MicroProse 曾经发行过文明这种大作。老实说,当时我根本没觉得文明有多么有趣。 和初次接触仙剑奇侠传一样,只是在一张光盘里拿到这个游戏,见到是刚刚发行的,就试着装上。由于全是英文,还都是些科幻色彩比较浓的生僻词,所以需要抱着字典玩。附带的一点好处就是:几年后考 CET-4 ,阅读理解里有个中心词是 craft 航空器,我看着非常熟悉,然后就考及格了。 今天网上可以搜到 MicroProse 后来为 幽浮 1 做的 windows 版的 Golden Edition 。已经没有当年我玩的 1.0 版中的诸多 bug 了(有个 bug 会导致游戏后期超大型飞碟战时程序异常,以至于我玩了两年都没通关),平衡也重新调过。记得早期的版本,士兵可以通过升级练到比坦克还凶猛。 ps . 网上流传的这个版本在 windows xp 下有个显示 bug (我测是因为 X-Mode 导致的),需要打上玩家做的一个补丁修复。具体见 X-COM: UFO Defense Bug FAQ 下载下来一不小心又玩了一通宵(选择最高难度),320x200 的图象分辨率,在 17 寸液晶显示器上全屏都不觉得难看。游戏性也比今天大多数游戏要好,玩起来很有深度。绝对不是因为我怀旧而产生的偏见。操作感也很不错,除了不支持鼠标滚轮。呵呵那个年代的鼠标好象还没有滚轮呢。 推荐对单机策略游戏有爱的同学重温一下这旧日经典。 今天还真是个特别的日子啊。google 三天两头的换 logo 图案,也就今天慎重其事的在 google 黑板报上写了一篇提示一下 。摘录最后一句: “今天,我们以更换首页 logo 的方式,来纪念那些为人类进步做出不懈努力和尝试的人们。” 呵呵,一转眼十几年过去了。那个年代,我还没长大。 |
Posted: 04 Jun 2008 06:49 AM CDT
??????Bethesda ??????Blog????????????????????????3???????????????????????????????????????????????????????????????????????????????????????DVD?????? |
Posted: 04 Jun 2008 06:22 AM CDT 几时几刻,应该如此如此。 该开会了啊,该看文档了啊,该安排日程表了啊。 几时几刻,别忘了这般这般。 别忘了扫描名片,别忘了清理桌面,别忘了做仰卧起坐呵。 活在日程表中的男人,时间被分割成一个个单元。风情暗减,肚腩悄增。
|
Game Design Challenge: Rename Katamari Damacy Posted: 04 Jun 2008 04:00 AM CDT |
Insomniac Games Expands Eastward Posted: 04 Jun 2008 06:30 AM CDT Ted Price here. I’m founder and CEO of Insomniac Games, the studio behind Resistance: Fall of Man and many of the Ratchet & Clank games, including Ratchet & Clank Future: Tools of Destruction. While we’re busy at work on Resistance 2, I wanted to stop by to share some exciting news about the future of Insomniac. As you may have seen this morning, Insomniac is launching a new studio in the Raleigh-Durham area in North Carolina. It will focus on developing both current and new intellectual property, and will open its doors in January 2009. The North Carolina group, which will also be known as Insomniac Games, will receive administrative and engine, tools and technology support from the team here in southern California. Veteran Insomniac Art Director Chad Dezern will serve as the North Carolina studio director, while Resistance 2 single player Lead Programmer Shaun McCabe will act as the studio’s production director. However, both will continue to work on Resistance 2 until it launches this Fall. We’re focused on making R2 amazing - that’s our top priority right now. The move to North Carolina allows Insomniac to keep our size at a level we like in Burbank, while also giving us an opportunity to grow and attract some of the top talent that resides on the East Coast. We’re already beginning the process of looking for good people to join us in Raleigh-Durham, so if you have any questions, please feel free to e-mail us at in...@insomniacgames.com. We are all incredibly excited about this news, and we’re looking forward to bringing you more great games. And for those Resistance fans that are dying for more R2 information, make sure that you tune into Spike TV for Gametrailers TV with Geoff Keighley on June 13th. The show will reveal the first Resistance 2 gameplay footage in an episode shot here at Insomniac Games. As always, thanks for all of your continued support! |
《要塞十字军东征超增强版》(Stronghold Crusader Extreme)[ISO] Posted: 31 Aug 2036 12:29 AM CDT ![]() YYeTs提供服务器做源!首发VC 中文名称:要塞十字军东征超增强版 英文名称:Stronghold Crusader Extreme 游戏制作:FireFly Studios 游戏发行:Gamecock Media Group 游戏类型:Historic Real-Time Strategy 官方网站:http://www.fireflyworlds.com/shce_index.php 游戏简介:还记得吗?6年之前发行的《要塞:十字军》(Stronghold Crusader)是一款相当有魅力的策略作品,而且这些年来PC在平台上一直有很高的评价。其实《十字军》是《要塞》系列游戏的第二个作品,该作主要是以中世纪内容为主要体裁来展开有趣的策略交锋,作战中需要注意创建一个稳固的经济措施,只要把这一步做好了才能不断促进军队建设和维护日常的重要消费。美中不足的是,2005年的《要塞 2》(Stronghold 2)却带来一些负面影响,主要问题出现在3D图形引擎上,不过后来经过设计人员的进一步改进,如今《要塞十字军东征超增强版》(Stronghold Crusader Extreme)将要以惊人姿态展现在大家眼前。 新任务挑战性颇强 为了让爱好者们看到一个更好的策略大作,制作公司FireFly Studios特别和发行公司Gamecock联合起来积极开发《要塞十字军东征超增强版》。本质上看是一款重新包装的《十字军战士》,不过新增加的内容一定会让新老玩家见了喜出望外。这一次新版本主要面向两个不同的人群,也就是说一方面是一些从来没有接触过该系列游戏的玩家,它们将会得到一个下载包裹,里面包括该作品的所有内容。很显然另外一部分老手们将会特别重视增强版内容下载,设计者在新游戏中增加了很多更具挑战性的任务关卡,作战胜利后会从内心深出感到格外快乐。 《要塞十字军东征超增强版》的故事时间依然设定在古老的中世纪,同前作相比这里新增加内容的确让人玩耍过后感觉惊奇不已。例如在第一个关卡中,玩家首先要面临的是眼前聚集了大量敌人,展开大规模进攻之前仅仅有一到两分钟的准备时间,可见这样的战斗是相当具有考验性的。无论怎样,在这种紧急的关头,玩家起先必须快速加强防御措施,那就需要调动大量弓箭手和长矛兵来击跨敌人猛力围功。因为短时间内无法创建良好的经济建设,那就无法强化和提高军队力量,只有想尽办法来强化经济后方可拥有强大实力进攻敌人。 面对情况紧急的关头,即便玩家有一些时间,那样也只能对付地图边沿的少部分敌人,这个时候必须加快抢占更大的空间,或者进一步开拓更多宝贵资源。毕竟玩家在这里所要指挥的是一场大规模战争,宏伟的战斗场面上将会涌现出成千上万个作战单位。任务中除了正面交锋,有时还会出现单个敌人悄悄潜入阵地攻击你的重要设施。显而易见,想要获胜必须采取巧妙的战术策略,不过在测试中没有成功击败过敌人,也许在正式上市后会有所改变。不管怎样,全新的单人游戏模式还是相当好玩的。 经济建设尤为重要 假如你玩耍过前作《要塞:十字军》,比较起来就会发现这里的图形画面水平没有什么新的变化,不过针对游戏机制的重大改进一定会让人们见了兴奋异常。但你要是一名新手的话,该作的可玩性会叫你短时间内产生强烈的浓厚兴趣,尽管作战单位生产方面有一定日期限制。从整体上看,《要塞十字军东征超增强版》全部采用的是十分自然的2D画面,亲身测试中提供了两种分辨率——800x600和1,024x768两个。这就意味着游戏看起来非常耐人寻味,尤其是每次巨大的作战场景,宽屏幕显示出来的画面效果分外逼真。 新作中还提供了一些多人游戏地图和各具特色的建筑风格,亲身体验中感觉好似一款城市建筑策略游戏,可玩性方面始终围绕着总体经济发展旋转,从而来支持整个社会逐步繁荣起来。进入游戏的玩家将会扮演某个区域上的封建霸主,首要的任务是解决吃饭问题,这就需要创建小麦农场,果园种植区,牲畜养殖园,打猎森林和其他生活必要的基地等。在乡下还需要培养采集原来的员工和雕琢技术师,比如伐木者,凿石匠和采矿工等等。初级原料收集到足够数量后,下一步就是雇佣不同专业人员进行精练和刻画。直到生产出先进的武器和装甲类型之后,便能够装备你的军队战士,然后利用强大的武装力量去击败大群敌人。 哕?? 苘苘苘草 捋圮 槽?哕 安槽圹圹圹?苒圹圯捋圯 薏 苘苘苘 ? 圻圹圹圹舶懿圹圹圮圹鄄 佰蒈苘 ?苘苘苘 ? 掭掭捋圹圹圯捋圹圹圹圹圹圯 圯 掭 ? ? ? 槽圹圹圹苒圹圹圹圹圹圯捋? ? ? ? ? 掭 薏圹圹圹圹圹圹圹圹圹圮圹? 掭 ? ? ? 掭捋 哌哌卟槽圹圹圹圹哌? 膊? 圯掭 ? ? 郯草 懿? 圹圹郯 佰? 薏佰 ? 蒈 掭 捋 ? 膊苘苘膊 圮苒圹圹圯 ? 圯 掭 苻 掭 曹 卟? 圹圹圹? 圹圹圹鄄? 懿?懿 掭 葸? 哌苘斑? 哌膊圹圯 捋败苘?哌 苓败苓? 苓? ? ? 哌苘 哌苓? 圹圻哌哌?槽圹?苓苓? 苘哌 ? 掭 ? 卟曹 掭掭 苘?捋圹?捋鄄蒉蒉?懿? ? ? ? 苓 ? ? 捋圯佰? 捋草 安圹? 槽稗圮 ? 掭 掭 苓苘? ? 掭 圹薏苓 苘哌咣圮? 哕草掭 哕苒? 苓 掭槽? ?苘郯捋策 苒圹 圹膊 策 懿圹? 苓苘? 槽圹? 懿圹? 圹? 膊圹? 捋圹圯 苓苘? 捋圹? 掭槽? 捋圹圯 捋圹? 薏? 捋圹? 圹圹?掭槽? 安圹? 槽圹? 圹圹? 安圹?佰圯 苘苘圹圹圹圹 捋圹圯 槽圹? 苘圹鄄? 捋圹圯 佰圹圹 苘圹鄄捋圯 佰圹膊? 咣圹圯 圹圹? 捋圹圯佰圹圹圻 捋圹圹圹? 膊圯 捋圹圯膊圹圻 圹? 膊圹? 苒圹圹圹圹圹鄄槽圹圹鄄捋圹圹? 捋圹佰圹圹 圹圹 圹圹圹圹圯 佰圹 捋圹圯 膊圹圹? 捋圹圹圹郯圹圹圹圹圹 捋膊 捋圹鄄 圹圹 捋圹圹圹? 捋圹稗圹圹? 捋圹圹圹 槽圹圹圹 捋圹圹圹圹? 圹圯 圹圹圯 圹圹蒈圹圹圹圹圯 捋圹莶槽圹 圹圹圹膊 哌膊圹? 圹圹圹圹圹苘圹圯 捋圹鄄 捋圹圹圹膊卟圹圹懿槽圹圹圹? 圹圹圯 佰圹? 捋圹鄄 哌卟槽圹?苒圹圹? 捋圹膊圹圮苘鞍哌咣圹圹圹圹圮苘圹鄄策 捋圹?苒圹圹? ?捋圹圹圹鄄策 圹圹 哌咣圹圮苘苘鞍 哌哌? nERv 捋圹圹圹鄄策 ?薏槽圹圻哌 哌哌 苓哌圹圹圹 薏槽圹圻哌 ? ? 膊圹 ? ? ? ? 苓咣 苓? ? 苓哕 苓哕 苓? 苓? 苓? ? 圮苘 圻? 策 ?? ? ?圻卟 ? ?策 ?? ?苘苒 ? 哌哌 哌? 哌 ? 哌? 哌哌 哌? Stronghold Crusader Extreme (c) Gamecock 06/2008 :..... RELEASE.DATE .. PROTECTION .......: Securom 1 :.......... DISC(S) .. GAME.TYPE ........: Strategy 苓? 苓哕 苓苓?苓? ?苓哕 苓哕 苓哕 苓 哌哌哌哌哌哌哌哌 ?卟 圻卟 ? ?策 ??? ?策 ? ?哌咣 哌哌哌哌哌哌哌哌 哌 ? ? ?哌哌 ?? ? 哌 哌 Stronghold Crusader Extreme's gameplay is a seamless combination of city building and real-time strategy. You are put in the armor of a fearless warlord during the Crusades and as sovereign of your own people, your goal is to "Lead, Conquer, and Expand". Defend your kingdom against invading forces with new tactical powers like commanding reinforcements, bombardments and healing. New maps also allow for brand-new, more ambitious conquests. ?苓哕 苓 曹? 苓哕 ? ? 苓哕 苓哕 曹? 苓? 苓 哌哌哌哌哌 ?? ?哌咣 ? ?圻卟 ? ? ? ?? ?? ?策 ?哌咣 哌哌哌哌哌 ?? 哌 哌?? 哌?哌?? 哌 哌?哌哌 哌 1. Unrar. 2. Burn the image. 3. Install the game. 4. Copy the cracked executable over from the Crack directory on the DVD to your installation directory. 5. Play the game. 苓? 苓咣 苓哕 ? ?苓咣 苓哕 苓哕 曹? 苓? 苓 哌哌哌哌哌哌 ?卟 圻? ? ?? ?圻? ? ?? ?? ?策 ?哌咣 哌哌哌哌哌哌? 哌 ? 哌 哌 ? ? 哌 哌?哌哌 哌 |
Posted: 04 Jun 2008 02:45 AM CDT
为近一步推动中国游戏动漫产业的发展,完善游戏动漫产业的运营环境,提高我国游戏动漫行业的国际竞争力,中国文化产业促进会在国家相关部委的大力支持下,新增设游戏动漫文化委员会。 中国游戏动漫文化委员会正汇集游戏动漫行业的专家学者和游戏动漫行业知名人士,与游戏动漫行业的优秀企业和各方积极合作,共同为我国游戏动漫产业的健康、繁荣发展做出自己的贡献。 |
Posted: 04 Jun 2008 02:44 AM CDT 5月22日,成都市签下灾后来川投资的首个大项目——腾讯公司宣布投资5.5亿元人民币,在成都高新区建设客服及网络游戏开发中心。抵蓉参加签约仪式的腾讯公司高级执行副总裁兼首席行政官陈一丹表示:“我们认同四川的发展环境,以实际行动支持四川灾后重建。” 腾讯QQ拥有中国最大的互联网注册用户群(超过7.8亿户),是亚洲最大、世界第三的互联网即时通信服务商。汶川大地震发生后,腾讯公司为灾区捐款2000万元,截至目前已在网上募集捐款达2200多万元。 根据协议,腾讯公司将在成都高新区天府软件园设立独立法人公司,拓展客服中心和网络游戏开发业务。项目建设分两期进行,一期工程今年内完成,二期今年内开工,3年内成都基地计划达到1500人规模。 |
Posted: 04 Jun 2008 02:41 AM CDT
与游戏行业有关的35名捐款人中,有21人支持共和党,有14支持民主党;共和党候选人收到来自游戏行业的个人捐款额总额为27459美元,民主党只收到了18832美元。金额最大的单笔捐助来自Activision主席Brian
暴雪也全力支持共和党,捐款总额1250美元,全部捐给共和党
从暴雪出走的旗舰工作室全力支持民主党,840美元全部捐给民主党
EA有7人支持共和党,4人支持民主党;Spore的设计者William Wright捐了3500美元支持共和党的朱利安尼:
素以言辞激烈著称的Gabe Newell捐款支持民主党,他所领导的Valve概莫如此
无论这35人政治倾向如何,其中只有三人支持民主党候选人希拉里·克林顿,九人支持她在党内的对手奥巴马。 希拉里主张对游戏业大开杀戒,在游戏界落得如此下场并不奇怪。 |
Posted: 04 Jun 2008 02:28 AM CDT 今天過生日……高興不起来……○○和●●再打○的話……我們3口就搬出去住好了…………
|
Posted: 04 Jun 2008 01:58 PM CDT 作者:北京公司/品牌公关部/公关主管 李怡 从日均10单到日均20000单,卓越用了六年,Vancl只用了六个月。从模仿PPG到超越PPG,陈年只用了四个半月。昨天,一身VanclT恤、休闲裤的陈年,来到了金山星期二。不落坐,不放PPt,不拿话筒的他,道出了Vancl迅速崛起的秘密—正确的时间做正确的事。
B2C进入快速增长期 究竟是运气,还是在卓越积累多年的敏感?陈年坦言,自己在2007年时从未意识到B2C这个行业进入了快速的增长期。在整个2007年,卓越和当当都有了90%以上的增长。或许这样的“黄金时期”陈年也没有预测到,但是毫无疑问,他抓住了。2007年10月成立的Vancl在2008年的1月已经有了日均1000单的销量,而2000年成立的卓越,为了拼到这个业绩,付出了10个月。
服装从耐用品变成了快消品 |
Posted: 04 Jun 2008 12:43 AM CDT 一、论三宝三要 修炼有三宝三要。 三宝者,精、气、神也。精,先天一点元阳也;气,人身未生之初祖气也;神即性,天所赋也。此三品上药,炼精化气,炼气化神,炼神化道,三宝之旨也。 三要者,一曰鼎炉,异名虽多,而玄关一窍,实鼎炉也;二曰药物,异名亦多,而先天一气,实药物也;三曰火候,名亦甚多,而元神妙用,实火候也。 二、论三关三田 夫背后尾闾、夹脊、玉枕,谓之三关,属督脉,为阳;前面上丹田、中丹田、下丹田,谓之三田,属任脉,为阴。此阴阳升降之路,自背后督脉上来,即属子,自前面任脉下去,即属午,子午抽添,所谓周天火候是也。 先说三关:尾闾关在背后夹脊下,脊骨尽头处,其关通内肾之窍。直上至背后对内肾处,谓之夹脊双关。又上至脑后,谓之玉枕关。三关通起一条髓路,号曰漕溪,又曰黄河,乃阳气上升之路。 再论三田:泥丸谓之上丹田,其穴在两眉正中入内三寸之地,方圆一寸二分,虚间一穴,乃藏神之所。心下三寸六分,名曰土釜,黄庭宫也,乃中丹田,方圆一寸二分,亦虚间一穴,乃藏气之所,炼丹之鼎。直下与脐门相对过处,约有三寸六分,故曰“天上三十六,地下三十六。”自天至地八万四千里,自心至肾八寸四分,天心三寸六分,地肾三寸六分,中丹田一寸二分,非八寸四分而何。脐之后,肾之前,名曰偃月炉,又曰气海。稍下一寸三分,名曰华池,又曰下丹田,方圆一寸二分,亦是虚间之穴,乃藏精之所、采药之处。此处有两窍,向上一窍通内肾,直下一窍通尾闾,中间乃无中生有之窍,强名曰玄关,直一之气产生之时,玄关自开。 三、论奇经八脉 八脉者,冲脉在风府穴下,督脉在脐后,任脉在脐前,带脉在腰间,阴跷脉在尾闾前阴囊下,阳跷脉在尾闾后二节,阴维脉在顶前一寸三分,阳维脉在顶后一寸三分。凡人有此八脉,俱属阴神,闭而不开,惟神仙以阳气冲开,故能得道。八脉者,先天大道之根,一气之祖。 采之惟在阴跷为先,此脉才动,诸脉皆通。次督、任、冲三脉,总为经脉造化之源。而阴跷一脉,上通泥丸,下通涌泉。倘能知此,使真气聚散,皆从此关窍,则天门常开,地户永闭,尻脉周流于一身,贯通上下,和气自然上朝,阳长阴消,所谓“天根月窟闲来往,三十六宫都是春”。得之者身体轻健,容衰返壮,昏昏默默,如醉如痴,此其验也。 四、论坎离水火 当人未生之时,一点初凝,总是混沌性命。三月而玄牝立,脐如瓜蒂,儿在胎中,随母呼吸。既生而剪去脐带,天翻地覆,则一点真阳,凝聚于脐中。乾变为离,坤变为坎,故神出气移,遂不复守胎中息。息不守则心火属离,如汞欲飞,又加以思虚念想,益不与肾水相接。肾水属坎,如铅欲沉,又加情动失固,益不与心火相接。肾自肾,心自心,水火各居,是任其升沉,坎离不得颠倒矣。不但不能生丹,而且生疾病耳,焉有生理。 又论胎息,呼不得神宰,一息不全,吸不得神宰,亦一息不全。使息息归根,以接先天元气,神入气中,气包神外,如胎儿在母腹中呼吸一般,即为胎息。盖呼吸者气也,神者心也,以神驭气,以气留形,以神驭气而成道,即以火炼药而成丹也。 诀曰:气是添年药,心为使气神;能知神气祖,便是得仙人。 盖呼吸所从起者也,呼为父母元气,吸为天地正气。令气合形,神合气,则命在我矣。凡人不知收藏呼吸之地,强闭出入,与死静者无异。又或任其出入,则元气随呼气而出,反为天地所夺。 是以有抽添之说,使气之呼吸至于根蒂。吸自外而内,呼之亦入内,吸则来于子宫玉洞,呼则直上昆仑巅顶,呼吸旋为一气,成为胎息。虽然,一气如何至此?盖呼吸久,但觉有一吸至于内,久之而并不觉气急,犹子在母腹时,即为胎息也。但凡人只知吸之在内,不知呼之亦在内,知之则可夺天地之正气矣,而后方谓之“添年药”。 六、论玄窍 又曰:汝欲内呼吸,汝当得其一,则万事毕。一之为物,有两窍,两窍又止一窍。此一窍也,无内外,无边际,中有乾坤理五气、合百神,此根蒂之处、结胎之所,性命始于此,精气神俱生于此。 及吾生身受气之初,父母精气相交之顷,流注一线之路,其中似有一管相通,故曰无孔笛,没口人吹也。有此管,然后生肾,生诸脏腑,一身经脉,皆从此生,又曰总持门,曰三关要路。在母腹时,吸至此窍,合天降,呼从此窍,合地升,又名为龟鼻头,惟此一窍,乃内呼吸之根蒂,先天元气实游于此,天地正气实从此入。 人以命门为玄,肾堂为牝,此处立基,谬之千里矣。不知玄牝乃天地之根,在西南坤地,脐后肾前,而又非脐下一寸三分,亦非两肾间之空窍。此乃真窍,能得而知。上通泥丸,下透涌泉,中接心肾,内虚而直,不可形求,不可意取。先天真种实藏于此,通天地,通神圣,得则生矣,失则死矣,“真人之息以踵”者此也。此天仙下手处,舍此而下,酆都九幽者也。 七、论塞兑垂帘 塞兑者,口开神气散,故塞之也。垂帘者,眼全开神漏,全闭神昏,惟垂帘微启耳。两眼之中即天根,即所谓性命关也。其根生于眼,眼属心,心生造化,自属玄之又玄者,仙家谓之玄牝之门。心肾内日月,交接于内,两眼外日月,交接于外,攒簇水火而不散,气自调矣。 八、论回光调息 欲明回光调息,须知观音常之妙用。观音堂者何?观属眼,音属耳,眼属心,耳属肾,心肾相接处,为观音堂,主持一身神气者也。 其法自两眼角收心一处,收到两眼中间,以一身心神,尽收此处,所谓“乾坤大地一起收来”是也。心定之后,自此用眼下看鼻尖,直下看到脐下。眼常在此处,寂然不动,任鼻呼吸,调息绵绵,若存若亡。不假工夫,则真息自调,“息不由于鼻外,思维止于身中”。正谓此耳。又曰“蟾光终日照西川,即此便是药之根。”蟾光即眼光也,西川即脐下坤地也。如此回光于脐下,以调真息,是神入气穴。回光日久,肾中一点真阳,上与心神相合,则心息相依(内息者气也),心息相依则水火既济。 回光调息工夫,遇静即行,不拘子午,十二时中皆可为。即行功时,意失便收来,所谓“放去收来总是伊”。 是工用久,心内自悟,五贼先去,五贼乃眼耳鼻口意。眼不外视而内照,则魂在肝而不从眼漏;耳不闻声而返听,则精在肾而不从耳漏;鼻不嗅味而调息,则魄在肺而不从鼻漏;口不开言而塞兑,则念在脾而不从口漏;意不妄想而默守,则神在心而不从意漏。如此精神魂魄意,攒簇在坤位,则独修无漏矣。 九、论采药 药者何物,吾身元气是也。元气行乎气血之中,而耳能听,目能视,手能持,足能行。然而人之生,元气生之也,所以强名其气曰“命”,而心有神,强名曰“性”,神气交,性命合,故曰“双修”,工夫只在一“双”字,心火上炎,肾水下漏,便不双也,故修性兼修命也。双修之道无他,不过取肾中之气,以合心中之神耳。 采气之诀:脊骨二十一节,自下而上,七节之旁,两肾居之。天一生水,夜子时后,一阳初生,身中元气,从尾闾穴,自下而上,却行到肾。两肾中间有一窍,正七节之中,元气从此而出,冲动阳关。所以人睡到半夜子时之后,外肾阳举。阳不自举,内肾窍中之气发出而外肾举也。当其内肾阳气将到外肾之时,不妨披衣起坐,垂目闭口,调息绵绵,存想两肾中间,若有气从此出,此气即谓之铅,为水中金也,又名白虎。夜夜行工,坐更余方睡。肾络连心,下动上应,一月之间,觉两肾中间气动而出,只因起坐,寂然不动之中,复以*采之,欲罢不能,欲解不释,此气不得顺而下行,乃逆而上行。丹道只在一“逆”字,顺于凡母则成胎,逆受灵母则成丹。外肾不举,便是阳气不行之验。不采之采,是名为采,而所谓炼精化气者也。 又人吃五谷诸味,浊化为渣,清化为津,津又化为阴精,阴精不炼,便作怪想淫欲。只用丹田自然之风,吹动其中真火,火在下而水在上,水得火蒸,自然化气而上腾,蒸透一身关窍,是为炼阴精而化真气也。 十、论交媾 既觉肾水上升,便以心气下降。心气谓之汞,以其木生火也,又名青龙。心气下降,则水火迎合,心肾二气,自然交媾,即身中夫妇也。以意为媒,用意勾引,意即中央土也,又曰戊己土。 所谓交媾,只心肾二气,循环于心下肾上之间,玄门指为洞房。循环百遍,交媾数足,自然落于黄庭(下丹田)相迎。无夜不交媾,夜夜落黄庭,则夜夜元气凝聚。常人以之延寿,玄门以之修炼,皆借此气为丹头也。 十一、论河车 元气积聚丹田,上无路可通,只得下穿尾闾,由尾闾而夹脊、而玉枕、而泥丸,则背后气通也。前降之气,愈引后升之气,上而复下,下而复上,玄门所谓“河车运转”、“夹脊双关透顶门,修行径路此为尊”者也,总之是任督二脉通。任起中极之下,上至咽喉,属阴脉之海,督起少腹以下,至上鹊桥,属阳脉之海,二脉通,则百脉皆通。又曰“皆在心内运天经”,“天经”即二脉也,“昼夜存之可长生”也。 运转之后,复落黄庭,自觉黄庭内有气存焉,以心常常照顾,所谓心息相依,又谓凝神入气穴者此也。行住坐卧,照顾不移,神气自凝,一气既归中,鼻中气自微,所谓“调息要调真息息”者此也。 十二、论采真阳之气 丹道当夜气之未失,但凝神聚气,端坐片时,少焉神气归根,自然无中生有,渐凝渐聚,生出一团阳气。闻至人调息养性之诀,无非精气通身,炼一身之阴气而已。 若于寂然不动之中,复有动机,即如法采之,此时更加观照而凝神,以助火工。即不必三个月时候,或静坐时,或睡醒时,觉腹中有冲和之气,升撞不定,此真阳之气动也。即用微意,采此真阳之气,引到顶上正路中,所谓“倒行逆施,以能升顶”者此也。复自顶上引至腹中,又自腹中引入尾闾关。前后数回,片晌工夫,一得永得,其气常自周流矣。 十三、论合日月真气 又曰:能夺天地之真气,可以长生。法可早晨于高处,向日静坐,存想太阳包罗吾身,连身化为太阳。无思无欲,混混沌沌,天地之气渐渐归于吾身。 亦可二六时中只向日,如日在东,眼则向东,日在西,眼则向西。总是吾身与太阳相抱,轮转不息,方能得之。 合月之气亦然。 十四、论接天地之气 然凝一之久,又复周流循环不已。鼻息之气接天地之气,天地之气从鼻入,接着肾中之祖气,与之混合一运。此人之气而渐与天地合,以为后来炼气化神张本,补益吾凿丧之真气,所谓“竹破以竹补”也。又以此融化凡精,而生真气,真气已足,自然化神,充满一身内外。 十五、论得丹 如欲得丹,必须弃世大静,小静三日,中静五日,大静七日。静中自然生动,所谓“人死自活”,此时全仗道友护持之力。“混沌鸿蒙,牝牡相从”,鸿蒙者一气未分时也,相从者阴阳混于中而不相离也。当其未离也,神凝气聚,混融为一,内不觉一身,外不觉宇宙,与道为一,万虑俱遣,溟溟滓滓,不可得而名,强名曰“太乙含真气”,又名曰“先天一气”,为金丹之母。 |
Posted: 04 Jun 2008 01:09 AM CDT |
Posted: 03 Jun 2008 10:03 PM CDT 七零后的童年记忆 电影 我们这代的孩子都是在革命战争电影的教育下长大,崇拜的不是潘咚子就是张嘎子。每到“六一”我们都会在电影院回顾一遍英雄孩子的战斗史。我一直盼望着某天资本主义发动了第N次世界大战,而我肯定要在战斗中为了保卫祖国而牺牲。现在想想,这个愿望还是永远不要实现的好。 所有打仗游戏的情节都来自电影。我们的战斗武器基本是树枝或木棍,也有从百货买来的家伙一般会被“老大”优先霸占。你还别叫板,玩完了还你就是了。游戏场景从前苏联的1918到朝鲜的金达莱,再到南斯拉夫的桥……我们几乎转战了世界各个地区,利用一切可以利用的阵地比如:床、被垛、沙发、枕头向假想的敌人开火。 玩到兴奋处总会失手打碎点什么,然后这家的孩子会哭着送客。 在大扁家疯的时候,我们假定的敌人肯定是他姐。当“敌人”真出现时,我们这些不够仗义的战友会握着他的手道别:放心,党费我们会帮你转给组织,你掩护我们撤!不等大扁反对我们早跳阳台逃了……那时候一楼的阳台还不用拿铁栏杆封。后来大扁也机贼了,我们说去他家玩打仗他找恩个理由推卸,谁稀罕看你姐那张大白脸呢?我们开辟了室外根据地。 他家窗外有棵大槐树,到了开花的季节树下洒满花香。不知何时旁边搬来一露天仓库,被铁丝网简单围出个院子基本是无人看守状态。“仓库”存放了些生满铁锈的锅炉和不知用途的报废器械,估计是从哪个厂矿临时运来的。太帅了,那锅炉居然还有个矛圈螺栓的盖!靠近“仓库”立马能闻到铁锈和油泥的味道,那锅炉简直就是《铁甲008》里的坦克! 那铁丝网根本拦不住我们几个小鬼,爬进去后争夺各自的领地。大扁最先钻进一个没盖的,高喊:“这是我的了!我是铁甲008……”我找到一个有盖的,却发现里面有庖大便,真另我失望,看来早有人有效利用这些资源。转转眼珠忍着臭味我钻进去,还将手里的木棍顺窟窿捅出去,那“炮口”角度刚好直指大扁。大扁的“坦克”也有个窟窿可插“炮管”,可惜方向相反,根本不能与我成对立之态,于是干脆架在上面当机枪,毫无威风可言。嘴上“嗒嗒嗒”地对战一阵后,他觉得不够公平要求对换“坦克”。 “没门!我这个还有坦克盖呢……”我不答应。 “别呀,不能你什么都把着,你看大家一起玩,要不我俩开一辆坦克?” “不干,里面装不下两个,反正这个是我的!” 看我坚决,大扁软磨硬泡好话说了一车,我觉得时候差不多了,才打开盖子深吸口新鲜空气说:“行!让你了……” 大扁兴奋地跳进我的“坦克”随手盖了盖子生怕我反悔。可能是因为黄昏他根本没注意里面实际情况,还在里面喊:“黑牛!我的坦克瞄准你了!嗒嗒嗒……”我拿木棍将锅炉门别上然后悠然地爬出铁丝网…… 听说大扁他姐找到他时,他在锅炉里已经哭得哑了嗓儿。我开始时还是很担心他姐会来我家告状,结果一直没来,也不知道大扁是怎么解释的。 这件事并没影响我和大扁的友情,事后我们接着一起玩,小孩子之间是不记仇的。 我常和大扁一起看电影,那时候电视机还是件家庭奢侈品。我妈在厂工会管发电影票,我俩就能常去礼堂看电影。放暑假的时候能拿到一星期的不同场次电影票,分给大扁时倍儿有面儿。赶上看下午场我俩先溜进工厂车间讨口消夏冰水,那水是含果料糖精的,比外面的汽水还好喝。遇见熟悉的叔叔大爷还能得到块晶莹提透的碎冰,常握在手里等它融化。厂礼堂不是我家开的,不能总按我的意愿放战争电影,也放些现实主义片。有一部宣传计划生育的电影叫《甜蜜的事业》居然被我和大扁无聊地看了四遍。 现在一哼还是那个调儿:“甜蜜的种子甜蜜的种子无限好唠喂……” |
《功夫熊猫》(Kung Fu Panda)CLONE版/破解版/破解补丁[ISO] Posted: 16 Sep 1997 09:55 AM CDT ![]() 常驻服务器 Razorback3.* 华娱3DM游戏网国内首发 游戏实际视频在线观看 前三个文件是clone版 第四、五个文件是破解版 最后一个文件是破解补丁——方便下载了clone的玩家使用 中文名称:功夫熊猫 英文名称:Kung Fu Panda 开发厂商:Beenox Studios 发行厂商:Activision 游戏类型:Acion 官方网站:http://www.kungfupanda.com/ 【游戏配置】 - Windows XP/Vista - Pentium 1.5GHz(2G) - 512MB RAM(1G) - 128MB NVIDIA GeForce 5900 or ATI 9600 Pro/X600 - 2G 空间 【游戏简介】 由Beenox Studios开发Activision发行的功夫熊猫(Kung Fu Panda)是一款根据2008年上映的梦工厂动画电影改编的游戏,游戏中玩家不但可以控制主角熊猫,在某些关卡中也要使用熊猫的动物朋友们完成特殊任务。 游戏与电影的剧情相同:一批无恶不作的匪徒闯入了主角大熊猫的栖息地,在一瞬间,自己原本的家园和食物都被掠夺一空,此时大熊猫决定跟随武术高人学习功夫,并要夺回自己失去的一切。 梦工厂计划2008年6月上映的动画片《功夫熊猫》(Kung Fu Panda)日前发布了首支宣传片,杰克·布莱克在片中为我们展现了他的“中国功夫”,同时你还能看到诸多曝光片段! 《功夫熊猫》配音阵容强大,主角熊猫“阿波”(Po the Panda)由杰克·布莱克(Jack Black)配音,他的师傅由奥斯卡影帝达斯汀·霍夫曼(Dustin Hoffman)配音,成龙(Jackie Chan)为猴子配音,刘玉玲(Lucy Liu)为蛇配音,安吉丽娜·朱丽(Angelina Jolie)为母老虎(Tigress)配音。而剧中反派“泰龙”,一只威猛的雪豹则由伊恩·麦克什(Ian McShane)将配音。 《功夫熊猫》的故事发生在遥远而神秘的古代中国,讲的是一伙来自高地的雪豹匪帮入侵到大熊猫栖息的竹林“和平谷”。自己的地盘、口粮都被敌人霸占了,原本懒洋洋的大熊猫阿波开始加紧学习古老的中华武术。功夫不负有心人,阿波在眾位师父的悉心调教下终于击溃入侵者。该片由约翰·斯蒂文森和马克奥斯·博尼共同执导,预计2008年6月6日上映。 【游戏截图】 clone版NFO ████ ▄▄▄▄▄▄▄▄▄▄▄▄ ████ ████ █ ████ ████ ▓ . Release #121 ░███ ████ ▒ ▀█ ████ ░ Kung Fu Panda (c) Activision ███░ ░ █▀ . Game Information Release Date...: 06/03/2008 Discs........: 1 Game Type......: Action Protection...: Securom Image Type.....: .mdf/.mds Archive Type.: .rar . Game Summary In the Kung Fu Panda video game, players embark on an epic, action-packed adventure as they master the specialized Kung Fu fighting styles of Po the Panda, the unlikely hero, his teacher Shifu, and the legendary Kung Fu masters, the Furious Five: Monkey, Tigress, Viper, Mantis and Crane. Through 13 legendary levels from the movie and beyond, and spanning land, water and air, players must work their way to become the Dragon Warrior and defeat the ultimate enemy, Tai Lung, as they battle a variety of foes, overcome dangerous obstacles, navigate multi-tiered environments and solve challenging puzzles. Featuring a deep variety of gameplay, unique co-op and competitive multiplayer modes, collectibles, and a host of character upgrades, the Kung Fu Panda video game provides an experience gamers of all ages will enjoy. .Installation Notes - Unpack - Mount in vIDE with Dtools PRO - Install - Play! ▄▄▄▄▄▄▄ We are the result of your laws. ▄▄▄▄▄▄▄ ▀█████▌ ░ We are the result of your democracy. ░ ▐█████▀ ▓███▓▌ ▓ We are the result of your corruption. ▓ ▐▓███▓ ▐███░▌ █▄ ▄█ ▐░███▌ ░ ███▀▀ ▀▀▀ We are PROCYON - bringing you the finest quality! ▀▀▀ ▀▀███ ░ █▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄█ ▀ ▀ ▓ .asc/elle<VNS> PROCYON / 2007 ▓ ▒ ▒ ░ ░ 破解版NFO ▀▄▄ ▀ ▄▄▄▄▄▄▓▌ ▐██▄ ▓█▄ ▀▄ ░▓▓███████▀ ▄████▌▐██▌ ▐▓ ▄▄▄▄▄▄ ▄ █▀██████▓░▄▓█████▄███▓ ░█▌▄▄▄ ▄ ▄▄▄▄▄▄ █ ▐▌▐▌▐██████▌▐████████████▌ █▌ ▐▌ █ █ ▓ ▓███████▄████████████▌▐██ ▓ █ █ ▄ ▐▌ ▐▓███████████████████▄███ ▐▌ ▄ █ █ ▐▌▐█ ▀▀▀▀▀▓▓█████████▀▀▀ ▓▓░ █▌▐▌ █ █ █░▓▌ ▄▓▄ █████░ ░█▌ ▐▓░█ █ ▌▄ ▐▌ ▐█ ▀ ▓▓▄▄▄▄▓▓ █▄▄██████▌ ▀ █▌ ▐▌ ▄▐ ▐▌ ▓▄ ▀▓▄ ███████ ███████▓▓ ▄▓▀ ▄▓ ▐▌ ▌▀▄ ▀▀▄▄░▀▄ ▀▀▓▓███▌ ▐█░▄▄▄▄ ▀▀ ▄▀░▄▄▀▀ ▄▀▐ ▄ █ ▀▀▄▄ ▀▀▄▀▄ ███▀▀▀▀▀▀ ▓███░ ▄▀▄▀▀ ▄▄▀▀ █ ▐▌ █ ▀▓▓▄ ▐▌▐▌ ▄▄▄ ▐███▌ ▐██▓▌▐▌▐▌ ▄▓▀ █ ▄ ▄ ▄▀ █ ▄ ▐██▌░█▓ ▐█▓▌ ░▓██▓ ▓█░▐█▄ █ ▐▌ ▐▌ ▄▀▄▄▀ █ ▐▌ ██▐▓▄▀ ▄▄▀▀▀██▄▄ ▀▄▓▌▐▌ ▀▄▄█░ ▄▀ ▐▌▓█▌ ▀ ▄▄█░▐█▓▀ ▄███ ██▓▓ ▓▀ ▄▓██▀ ▄▀▄▄▀ ▓███▓ ▄▓██▀ ██▌ ▓▓██▌ ▐████▌ ▄▀▄▄▀ ▐███▌ ▐▌▓█▌ ▐████▌ ▐███▌ ▐▓▓ ▐████ █████ ▐▌▓█▌ ░▓███ ▓███▓ █████ ░▓███ ░██▌ ▄▄▄▄████████ ▐████▌ ▓███▓ ▄▄███▓░ ▐████▌ ░█████ ▄▄███▓▐██▌ ░███▓▓▀ ▀████▌ █████ ▐████▌░██████▀ ▐███████▓ ▓▓█▌ ▐████▌▓▓███▀ ███ ▓▓███ ▄████████████▓▓██████▓▐█████▌ ▐███░█████ ████ █████████▌ ░███ ▐████▌ ▓▓████▌ ▐████████░██████████ ▐█▓▓ ▐████▓ ████ ▐████████ ▐███░▐████▌ ▐███████ ▓███████ ▐█████████▌ ███▌ █████▌ ████▌▄█████████▌ ▐███▌▓▓███ ██████▓▓ ▀▀▓▓██▌ ██████████▄▄███▌ ▐████▓ ▐███████▓▓▀▓████▄▓▓████████ █████▌ ░███▌ ▐████▓ ▀▀▀▓▓███▌ ▄█████▌ ▐███▓▓███▄▄▄░░▀▀▀██████████▄▄▄███▓▓▀ ▐███▌ ▄█████▌ █ ▐████████▓▓▀ ████ ▀▀▀████▄▄▄▄▄░░ ▀▀▀▀▀ nERv ▐████████▓▓▀ █ ▐▓▓████▀▀▀ ▀▀▀▀ ▄▀▀▀██████ ▐▓▓████▀▀▀ █ █ ▓▓██ █ █ █ █ ▄▀▀█ ▄▀▀ ▓ ▄▀▀▄ ▄▀▀▄ ▄▀▄ ▄▀▀ ▄▀▄ █ █▄▄▄ █▀▓ ▓▀ ▄ █ █ ▓ █▀▀▓ ▓ █ ▓▀ ▄ █ ▓ ▄▄▄█ █ ▀▀▀▀ ▀▀▀ ▀▀ ▀ ▀▀▀ ▀▀▀▀ ▀▀▀ Kung Fu Panda (c) Activision 06/2008 :..... RELEASE.DATE .. PROTECTION .......: Securom 1 :.......... DISC(S) .. GAME.TYPE ........: Action ▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▀▓ █ ▓ ▓▀ ▄ █ █ ▓ ▓▀ █ ▓ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀ In the Kung Fu Panda video game, players embark on an epic, action-packed adventure as they master the specialized Kung Fu fighting styles of Po the Panda, the unlikely hero, his teacher Shifu, and the legendary Kung Fu masters, the Furious Five: Monkey, Tigress, Viper, Mantis and Crane. Through 13 legendary levels from the movie and beyond, and spanning land, water and air, players must work their way to become the Dragon Warrior and defeat the ultimate enemy, Tai Lung, as they battle a variety of foes, overcome dangerous obstacles, navigate multi-tiered environments and solve challenging puzzles. Featuring a deep variety of gameplay, unique co-op and competitive multiplayer modes, collectibles, and a host of character upgrades, the Kung Fu Panda video game provides an experience gamers of all ages will enjoy. ▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀ █ █ ▓ ▀▀▀█ █ ▄ █▀▀▓ █ █ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ 1. Unrar. 2. Burn the image. 3. Install the game. 4. Copy the cracked executable over from the Crack directory on the DVD to your installation directory. 5. Play the game. ▄▀▀ ▄▀▀█ ▄▀▀▄ ▓ ▄ ▄▀▀█ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▓ █ ▓ █ ▓ █▀▀ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ █ ▀▀ ▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ |
This posting includes an audio/video/photo media file: Download Now |
You are subscribed to email updates from "game" via 柠檬杀手 in Google Reader
|
To stop receiving these emails, you may unsubscribe now. |
Email Delivery powered by FeedBurner |
Posted: 05 Jun 2008 03:11 AM CDT 国内游戏爱好者之间的正盗版问题争论多年了,那让我们来看看这次:
美国EA总部加州红衫与奥地利SONY DADC研究中心SecuROM小组共同研发的尖端防盗版系统—— 【DNA File Activate
System】,已经正式投入使用。目前首款采用该技术加密的游戏“质量效应(Mass
Effect)”已经正式发售,该游戏虽然在发售后第二天就遭到了解密爱好者们的“青睐”,发布了该游戏的“解密补丁”。但是该补丁经过很多玩家的测试证实无法正常使用,时不时的出现游戏报错退出及黑屏等一大堆问题,后经解密爱好者们的深入研究才发现自己原来是掉进了DNA
File Activate
System加密系统的陷阱当中,实际上游戏并没有被完全破解,同时解密爱好者们还解释到:解密爱好者们都只能做程序上的解密,但这个系统是植入Game
Engine的,除非解密爱好者们会熟练与精通的DirectX编程,并且有该Game
Engine的Source
Code。不然绝对无可能完美破解。无论你是在存档操作,更改图形与声音设置,或者是游戏中的对话,都会随机激活潜在的DNA程序,一但有其中一个出错,你将无法继续游戏,就用“质量效应”这款游戏来说,整个游戏中被植入了近2000个DNA程序,正如上面所说想要完成这个解密凭目前的技术基本上是不可能了。 |
Student Testimonial: Westwood College Online Posted: 05 Jun 2008 04:05 AM CDT |
Student Testimonial: Alberta College of Art and Design Posted: 05 Jun 2008 04:00 AM CDT |
Posted: 05 Jun 2008 07:51 AM CDT 小游戏对喜欢打宝的玩家以及进阶玩家来说,这是个极为重要的东西,这个小游戏不是其他RPG里面钓钓鱼赌赌博那样,这其实也算是一种「打宝机制」。小游戏在 BETA 中也来回改了几次,不过以最新的设定来说,当玩家达成小游戏要你达成的目标后就会自动喷宝出来,我也曾经从天而降两个橘装加上一堆的金币,那时才发现小游戏也可以那麼爽快! 游戏规则 小游戏的基本规则,就是完成萤幕右下方给你的三个乱数条件,你必须充分瞭解这些条件,才知道要怎麼达成,而这些达成方式主要分成四大类,每个图样中间若有小数字,就是你要达成的次数,例如他如果要你杀死不死系敌人,中间的数字就是要杀死多少隻,很容易理解。
实质奖励目前最确定的奖励,就是当玩家达成三个小游戏的同时,地上会瞬间会喷出一些金币以及数件一颗星以上的装备。 有些玩家猜测完成小游戏后,前往下一个副本时会有很大的机会碰到小王或地道 Passageway ,但是没有完成小游戏时也是蛮容易遇到小王,因此这样的结论并不是100% 确定,仍是种猜测。 一些达成诀窍 其实在游戏中比较能自己控制的,就是攻击元素的选择,这边有两个方法,一种就是多带几种元素的武器在身上,需要哪种换哪种,这种比较麻烦,另一种就是製作多属性攻击武器,玩家可以利用 Increases XXX Damage by XX% 这种组件,记得上面一定要有写某种元素攻击。 例如我有一把火系攻击武器,他有四个洞,攻击力是100,我将他镶上 Increases Physical Damage by 10% 四个组件,这样表示我一刀砍下去,会造成100点火系伤害,外加10点物理伤害、20点毒性伤害、10点电系伤害、以及20点灵系伤害,一把刀就有所有元素攻击,这样不管小游戏要我用哪种攻击杀敌,只要这把刀都可以直接达成目标。当然你也可以分成两把武器,然后把某些种类元素攻击放在副手武器上,有需要再拿出来用。 但是请注意不要镶 Increases Damage by 10% 这种没有提到任何属性的组件,他只会提升你现有的属性攻击点数,火焰攻击的武器也只会提升火焰攻击,不会给予其他多种的攻击元素。 转自:http://hga.17173.com/content/2008-02-13/20080213105325818.shtml |
MMOG Business Models: Cancel That Subscription! Posted: 05 Jun 2008 11:00 AM CDT |
Posted: 05 Jun 2008 07:02 AM CDT since we have had pokemon versions leaf green, fire red, ruby, saphire, emerald and the many others, you always play as the hero but what if u can play as the bad guys like team rocket, magma, aqua and galaxy. |
Posted: 05 Jun 2008 02:11 AM CDT 日本庆应大学理工学院生命信息系日前发表研究成果,研究人员牛场润一表示他们已经成功地让一名瘫痪人士只透过脑中想象,就让这名人士在网络游戏《Second Life》中人物产生行走的行为。
瘫痪人士用脑电波玩游戏 这名瘫痪人士是一名41岁男性,已经瘫痪30多年,全身只有手指能稍微弯曲,根本无法操纵计算机键盘或鼠标。在实验中,患者带着特制头盔,研究人员透过头盔上的3个电极来追踪控制人类手、腿活动的脑电波。当这名男性在脑海中想象行走过程时,这些行动指令就能透过脑电波传递到研究人员开发出来的接口中,进而让这名男性在《Second Life》中的人物产生行走的动作。 透过脑电波成功控制网络游戏中的人物,这是世界首例。牛场润一表示:「在不远的将来,瘫痪者将能够用脑电波在《Second Life》上逛商场、购物。」 牛场润一说,他们还在研究另一个系统,能让瘫痪者只需要在头脑中挑选词汇,就可在计算机上输入讯息。 照这样的发展趋势下去,未来的人类将可以摆脱鼠标与键盘的束缚,只要一个念头,就能对计算机下指令了。真是令人难以想象到那时候,玩游戏将会是以什么样的方式来进行啊?! |
Posted: 05 Jun 2008 03:01 AM CDT CUDA是个好玩意儿,现在2.0BETA已经出来了,提供了很多特爱的特性,特别是对于3D纹理的支持。我也不清楚CUDA应用在目前我的一 些项目中到底有多少潜力,但看来这个还是个趋势,可以了解一下。今天在配置CUDA编程环境的时候,因为其后缀名是.CU的,所以VS2005的智能感知 无法使用。再查询了一些文章以后,发现有下面的解决方案: We can use the tool Visual Assist X to implement it: 原文:http://forums.nvidia.com/index.php?showtopic=35669&hl=intellisense Dream world 梦想天空 2008-06-05 16:01 发表评论 |
Posted: 05 Jun 2008 07:23 PM CDT 作者:武汉办 照片提供:刘蕴如 5月30日,奥运圣火传至美丽的江城-武汉,金山华中办平台协同湖北省网游推广的推广员们组织了奥运圣火的助跑活动。 其实,早在5月中旬,武汉办的所有同事就开始“密谋”此次行动了,根据圣火的必经路线,在推广精英们的方案介绍后,大家集思广益,并经过专人踩点儿后定下了四个战略性坐标作为圣火降至江城的聚点。地点确定后物资准备就成了当务之急,制作宣传条幅,统一整体服装、口号,收集各种奥运饰品…… 时间悄悄地的来到了2008年5月29日,奥运圣火江城之行的前一天,大家在行动之前做了最后一次的碰头,划分了第二天最后的聚点和时间。随后是一夜兴奋而漫长的等待。当天空刚刚擦出鱼肚白的时候,神秘的电波唤醒了大家按耐已久的情绪--奥运的热情、中华的傲气,分散在武汉各地的金山人向着各自的聚点聚拢。虽然大家在此之前想到当天的气氛会非常火爆,但出乎所有人意料的是,奥运的热情在武汉是“飞”一般的激情,早上5点30分出门的同事赶到最近的中南广场时,道路两旁的街道已经没有能让你驻足的观景位置。大街小巷放眼望去,人头攒动,五星红旗和08奥运的会旗铺满视线。转眼间,大家统一的着装发挥了强大的效果-一色的剑侠奥运T恤衫、炫目的条幅、惹眼的宣传头带及贴纸,让我们大家彼此共鸣,让周围的人羡慕不已,虽然今天是奥运的主题、圣火的灵魂,但在中南广场的聚点,金山醒目于此,到处都是热情高涨的人群。 |
Posted: 05 Jun 2008 01:49 AM CDT 費了好長時間……敗本子來發泄吧!(乃説what?)
|
Posted: 05 Jun 2008 03:48 AM CDT |
Posted: 04 Jun 2008 11:00 PM CDT |
Posted: 04 Jun 2008 10:05 PM CDT Myspace中国,也就是聚友网,是我曾经很关注的网站。昨天有幸在草根群听了草根网对聚友网运营总监猛小蛇的访谈,对其中许多现状心存疑虑,不由为聚友网捏了把汗。
猛小蛇说:聚友网目前技术人员超过50人,产品设计有10人,编辑有三人。
这种团队构成很像硅谷的一些技术网站,像FACEBOOK、GOOGLE等一些公司都是重技术、轻内容,这种公司在海外互联网很吃得开,但国内的情况正好相反。在海外,大家都注重技术创新,轻化内容与运营,大家情况都相似,只打拼技术就行了,所以技术型公司才吃得开。而国内网站抄袭风严重,技术创新已经解决不了什么问题了。有人说的好:网站没有真正的技术核心。翻遍互联网,除了GOOGLE卫星定位地图难度比较大之外,连搜索引擎技术都能COPY,还有什么技术秘密可言?在这种情况下,内容就成了杀手锏。
对于中国互联网而言,竞争早已升级,技术已经没有什么门槛,大家拼的就是内容。技术壁垒相当于刀枪剑戟,而内容壁垒相当于飞机大炮。在国外,大家都用冷兵器拼杀也就罢了,到了国内非要用冷兵器与现代化武器去拼,只能是自寻死路。
有个很好的例子就是中国的博客。中国博客这两三年蜂拥而起,干的最好的,却不是程序最棒的,反而是内容最好的。本人用的新浪博客,程序之烂经常恨的我牙根子痒痒,但新浪博客影响力却是全国最大的,这一点毋庸置疑。有人说搜狐博客靠技术起家后来居上,但不要忘了,搜狐博客推广期对内容方面的力度比新浪有过之无不及。而腾讯那些网站在推广博客时都是编辑不遗余力地去拉拢名博入驻,到现在也没有一家是只靠程序好就能打下半壁江山。
中国的SNS网站思维受海外影响,经常钻进技术的死胡同里,以为靠理念靠设计就能摆平一切。中国最大的SNS就是QQ,QQ诞生解决了很大一部分中国网民交流问题。那中国这些SNS真正为网民解决了什么?很多SNS甚至连主题都没有,只拿出一个空荡荡的程序让用户用、让用户去提供内容,什么也没有,你让我怎么用啊?很多SNS只知道拼命从用户的生命中抢时间,却不去考虑用户为什么要来。
最后猛小蛇总结SNS的良性循环为:内容推广产品,产品带动用户,用户产生内容。内容推广产品,说的很好,但第一步内容就做不出来,还怎么推广产品?博客网无声无息搞了那么多年,还不是得靠木子美一炮走红。我认为聚友网想达到期望的运营目标,至少要有十几个内容编辑,二三十个兼职博客与至少五六十人的博客托群体才行。很多人看到我这句话肯定要骂的,Web2.0网站需要这么多编辑么?看看这些SNS网站现状就知道了,内容贡献度还不如一个大BBS。而中国最火的天涯论坛,内部枪手团达数百ID,中国论坛几十万,可只有一个天涯,难道不能说明问题么? 中国管理自古就是表面一套背后一套,古代成功的帝王都是外示儒术内用黄老,现代成功的2.0网站也都是外示2.0,内用1.0,概念只不过是唬一唬后进者,让他们多交两年学费罢了。聚友网不缺钱,内部又高手如云,只希望三个编辑这话是像豆瓣那样给自己的2.0打广告而已,倘若真的只有三个编辑,那就真危险了。 |
Posted: 04 Jun 2008 10:59 PM CDT 游戏中的一把枪居然卖到了5万元人民币,而完成这一极品武器的玩家为此也耗时两个月,投入了数元块人民币。《R2》天价装备事件成为近期热议的焦点。在反复讨论5万元人民币购买一把猎枪到底值不值的同时,或许我们真正需要关心的是,是网游虚拟道具的实际价值及其性价比! 天价虚拟道具有无性价比?
什么是性价比,就是用最低的价格去买到最好的东西。但显然这个道理又与我们日常生活中所说的“一分钱一分货”,或者马克思价值理论中说到的“价值决定价格”相悖。
既然是最好的,为何价格又是最低的?比如,张详青捐了1.1亿给灾区,加多宝集团捐了1亿给四川,这赢了口碑,公司知名度空前提升,尤其是加多宝的王老吉凉茶全国多个城市出现脱销。可与之对应的是,这笔巨额捐赠得靠多少销售额的利润才能平衡?这能用性价比来衡量么?显然不行!但是把对比的对象放在因为只捐了220万而被全国人民口诛笔伐的王石和万科身上,这个性价比的价值就凸现出来了!
回顾R2在国内制造的新闻话题,在这次5万元天价猎枪出售事件之前,韩国R2运营时就已经搞出了一桩“大案”:有玩家以1900万韩元收购了一件R2装备,这个价格在韩国国内可以购买到一辆现代SONATA中级轿车。如果同样的事发生在中国国内,恐怕收购此装备的玩家遭受的舆论压力会和去年某玩家花费28万人民币充值抢夺一件极品装备的玩家旗鼓相当。然而,对这类事件,恐怕谁也无法再用性价比的概念去加以衡量。因为在中国,5万元足够一个普通三口家庭几年的开销,而28万元人民币在二线城市可以购买一套商品住房了!
目前看来,天价虚拟道具就如收藏品一样,很难去界定其究竟有无性价比可言!
虚拟商品交易全靠价值认同
按照网游虚拟道具的价值发展规律,今天的天价道具在明天可能会价值大幅度缩水,这是一个人人都很容易明白的道理。R2的装备卖到了天价,这并不能说明这款游戏的装备就真的这么值钱,更准确的解释是,在目前的市场格局下,供求关系决定了虚拟道具的现金价值,而价值认同决定最终的成交。 非常明显的对比便是,韩国R2高达1900万韩元的交易能够成功,但是国内该喊价5万元的猎枪却一直没有买家出手拿下。这种差异并不是性价比使然,而是价值的认同差异导致的成交差异!
在本次事件中,卖家的说法是,在合成这件+8猎枪的过程内,付出了他很多的心血,同时还花费了不菲的金钱投入。我们权可以将卖家的这种投入看成是商业买卖关系中的成本,而最终的出价减去这个成本就是卖家可以获得的利润。可利润额的高低并不决定在卖家的手中,天价叫价的结果是吓退潜在的买家。而之所以会被吓退,就是因为买家不觉得5万的价格是物有所值。
那么站在卖家的角度,或许会想,为什么不是物有所值呢?我投入了心血和金钱成本啊,这个价格我只有很小的一点利润了啊!事实上,+8猎枪的最终价格与卖家的成本没有任何关系。换个角度来看,在付出同样的精力和金钱的前提下,如果合成的只是一件+2或者是+3的武器,难道也能值到5万元的价格么?实际的情况是,在R2中+2和+3的道具,即使卖100元恐怕也无人问津。
因此,决定一件虚拟装备价格的,并不是你付出了多少,成本的多少。而是在于同样一件道具,是否能够在潜在购买者的价值认同,从而促成虚拟道具价值与现金间的转换。而显然,这个过程与性价比无关,只与价值认同有关!而所谓的价值认同又与一款网络游戏的人气和知名度有着莫大的关系,人气高用户基础雄厚的游戏中当然不乏与该玩家持相同价值观的人,而人气一般的游戏中便很难觅得这样的买主。
难以琢磨的价值体系
但如果该道具最终无法以5万元的价格成交,也不能否定这把+8猎枪的商品价值。目前这把猎枪在R2内是绝无仅有,稀有性决定了它的珍贵性,在5万元价格成为一道高门槛的同时,+8猎枪也以高端的身份,奠定了高售价道具的角色定位。而这个定位过程本身是成功的,剩下的只是需要卖家适当松口,适度降低售价,就能达成这项看起来已经没戏的交易。
但显然,卖家不是一个具备商业头脑的人,他没有读懂真正的买家希望达成有性价比的交易的想法。
虚拟道具很少能以喊价直接交易成功,价格与价值间的水分决定了砍价的可能性。而任何一个愿意出价数万购买虚拟道具的买家都会熟知这一个规律。聪明的交易更会保留下虚拟道具的升值空间,而不会去做今天5万元购买,明天价值仅仅3万元的买卖。这个问题说到底,还是性价比!
因此,虚拟道具的性价比是需要拆开来看的。一方面它要能客观反映虚拟道具的价值,另一方面,它必须要能提供给买家足够的升值想象空间,让买家看到这是一支潜力股,而不是贬值货——至少在某个时间段内这个价值规律不会改变。而两个因素综合在一起,才是虚拟道具站在具有性价比的角度最终促成交易的关键。
不能武断的说网络游戏中那些由0和1所构成的虚拟商品都是虚空缥缈、不具备任何实际价值和意义的。就如同R2中的这把+8的极品武器,在游戏所有的服务器中他是独一无二的,成千上万的玩家当中只有该玩家一人所拥有。而在现实世界里,即便是价值百万的奔驰600也随处可见。这就足以证明虚拟商品其价值所在。如果不是从交易操作上来看,就算该玩家认为这把武器价值100万人民币也在情理之中。如此看来,虚拟商品的价值实在是让人难以琢磨!
|
Posted: 04 Jun 2008 10:59 PM CDT 今天有个朋友和我探讨了很久虚拟财产的问题,谈了很多。我觉得首先应该搞清楚虚拟财产的核心特征和几种典型性行为。 随着网络游戏产业近年在我国的迅猛发展,同时引发一系列法律政策新问题。比如在网络游戏的虚拟物、外挂软件、私设服务器等方面都涉及了很多法律问题。当然,问题的焦点还主要是网络游戏中的私权问题、财富问题和知识产权的问题。
虚拟财产如何成为法律意义上的财产,这个困扰了很多人。虚拟财产只有在电脑中存在,在特定环境下存在。因为电脑一关,什么都没了。视觉上能看到,网络上存在,但在网下没有一一对应,这是关键。比如网上有屠龙刀,网下没有。用罗马法来说,这是无体财产,不是法律意义上的财产。
刘兴亮认为,虚拟财产的核心特征就是:能够产生法律后果的可支配性。目前,虚拟财产都有交易行为,并且有现实生活中的行为。而且大多数与现实生活中的财富有等价物。
虚拟财产存在三种典型性行为:
1、在网络之外满足游戏活动的行为。比如购买游戏币。
2、在网络当中进行交易活动,以满足游戏活动。这与现实生活的财富不互通。
3、不仅在网络当中满足游戏货物,而且可以在现实生活中支配。有互动性。构成利用网络获得经济利益的手段。网络已经成为一种载体,成为获得财产的新途径。
虚拟财产的产生机制主要有两类:
1、奖励性。完成任务给与奖励。程序设计好的。
2、自己创造的。第二人生允许创造、设计,允许你创造的物品拥有所有权。
除了虚拟财产外,游戏中另一个争议很大的地方就是虚拟人群中的关系问题。虚拟人群究竟是什么关系?这个很难说清楚,也很难界定,比如虚拟世界中的强奸、抢劫等。
|
Posted: 04 Jun 2008 10:57 PM CDT 于某等人去年成立了自己的游戏工作室,但觉得挣钱太少。今年3月,他们用软件技术入侵福州某网游公司计算机系统,盗取价值260余万元的网游虚拟货币。案发不到一个月,于某等人落网。日前,鼓楼区检察院以涉嫌盗窃罪批捕于某3人。
于某、李某和王某在北京一家电脑学校毕业后,在各地当游戏代练。去年10月,3人在吉林成立了一家游戏工作室,买了一批电脑,招了一些员工。工作室靠游戏代练、贩卖游戏币等方法挣钱,于某等人总觉得赚得太慢,就四处寻找轻松赚钱的方法。
去年底,于某通过网络联系上了一个“黑客高手”,并获得了一种软件。他们选择好准备攻击的网游公司以后,用假身份证申请了3张银行卡。
今年3月9日晚,于某等3人带着一些员工,租下一家网吧,打开十几台电脑。由于某负责教授员工使用软件,李某和王某负责监督员工干活。
他们入侵某网游公司的计算机信息系统后,每人每次操作软件盗取几百元游戏币。就这样,于某等人带领员工从当晚一直干到次日凌晨, 共盗取了价值100多万元的游戏币。
3月底,于某又用同样方法,再次盗取了价值几十万元的游戏币。盗窃成功后,于某等人就在互联网上打折变卖游戏币,获得巨额收入。
今年4月初,于某等人准备再次盗取游戏币,因网游公司已经发现网游充值数据异常,采取了措施,于某等人才没有得逞。
4月2日,网游公司经检查,发现公司共被盗取价值260余万元的游戏币,遂向福州警方报案。4月28日警方在吉林市将于某等人抓获。
|
Posted: 04 Jun 2008 10:56 PM CDT 美国权威游戏杂志《Beckett Media》近日公布了2007年度网游界最有影响力的20位人物。暴雪的Rob Pardo(暴雪副总裁)、《指环王(专题 截图)OL》的制作人、Turbine的制作总监Jeffrey Steefel、SONY在线总裁John Smedley分列三甲。同时上榜的还有GuildCafe.com(北美最大的公会社区网站)的社区总监SanyaWeathers、 和Richard Garriott(网络创世纪之父,人称大不列颠王)等业界等重量级人物。 《Beckett Media》网游玩家杂志不仅挑选出了这些现今网游界中最有才华的人物,并且在杂志上记叙了他们每个人的生平经历,以及他们何以会能在当今网游界占有如此重要的地位。正如 Jess Lebow, 目前就职于Carbine工作室的首席设计师所说:“我玩这些人做的游戏很多年了, 能和Jeffrey Steefel这样行业中的天才列在一起,真是我无上的荣耀啊!”
Rob Pardo,暴雪骨干
网游界最有影响力的20位人物:
1. Rob Pardo, 游戏设计高级副总裁, Blizzard 娱乐
2. Jeffrey Steefel, 制作总监, Turbine
3. John Smedley, 首席执行官, Sony 娱乐在线
4. Hilmar Pétursson, 首席执行管, CCP
5. Jack Emmert, 首席文化管, Cryptic 工作室
6. Rob Seaver, 首席执行官, Vivox
7. Min Kim, 游戏运营总监, Nexon America
8. Scott Hartsman, 前高级制作人, SOE
9. Raph Koster, 总裁, [...]
|
Posted: 04 Jun 2008 08:22 PM CDT 规范的建立之路: 但是后来人多了,我就不得不一遍一遍的告诉每一个UI,我的思路是什么,我习惯于怎样去设计,甚至包括我用了什么样的符号在设计文件上,那个是表示什么需求的。这样,容易被UI理解和记忆的被使用了。还有一些不能满足要求的,我不得不按照他们的意见去写自己的需求和设计文件。 这样规范就形成了,新来的产品经理,UI设计师,程序员都是按照这样的方式去作事情。 建立规范的目的是信息的有效传递: 先举个例子,同事去买烟; “哥们,帮我带瓶水回来。”结果这个新来的同事帮我带了瓶矿泉水回来。而如果是老同事的话,一定会给我带一瓶可口可乐回来。 结合上两段表述的内容,规范真正要建立的不是本身开发人员中的默契和快速开发,而是为了建立一个传承。让后来的人能在应用种快速的和原来的队伍形成一种默契。 由此可说规范是必须的,在一定程度上,两个人之间传递的信息,往往会因为个人的习惯不同而产生不同理解,规范在很大程度规范了表达的方式,使得不同习惯的人之间的沟通的信息更加有效。当然,这如果扩展到了两个团队之间,一个团队的规范,可以帮助其他的团队按照这个团队之间的沟通方式快速的组建起来,这更是规范在宏观上的意义。 规范必须是细化的可执行的: 去年我们分管编辑部分的高层给下面一个操作规范,上面写的东西是,编辑要尽量多的添加该频道的资料,资料要尽量的于频道的核心有关系,资料要尽量的对用户有帮助。 一个成文的规范,必须是没有理解歧义,并且是完全的可以执行的规范,如果在任何一个角度,这个条目可以细化下去,那么必须将它细化下去,否则规范在给新人看的时候,他们依然会按照自己的理解去细化这个规范,理解上难免就会有所偏差,起不到传承的目的。 规范的建立是团队的作品: 现在建立规范的方法,往往是一个团队种某个领导人的思路,当然,这可以使得规范文件迅速的形成,但是副作用就是,这个规范文件很可能被尘封。 第一点原因是,建立规范的领导是往往是按照自己的习惯建立规范的,这个是不是符合多数人的习惯是一个问题。 以上几点只是个人的拙见,欢迎大家批评。 转载请注明出自UCDChina.com,谢谢。 相关文章 |
EXCLUSIVE Preview: 2 Pages from the 4e PHB Posted: 04 Jun 2008 08:40 PM CDT If you’re not one of those lucky few who received your copies of the 4E books, but you haven’t seen enough previews of the new rules yet, we’ve got something to show you! Sent to us by Wizards of the Coast, we have two pages from the Player’s Handbook. It looks to be part of the combat section, and covers Areas of Effect (Blast, Burst, Wall) and Choosing a target (including range rules and seeing/targeting.) Of particular usefulness for me are the diagrams of how Blast and Burst work. And even though I’ve seen it before, the Elven Ranger pic in it is pretty awesome looking. |
God of War II meets Guitar Hero! Posted: 04 Jun 2008 06:44 PM CDT Hey Guitar Hero Shredders! Coming Thursday, June 5, you’ll be able to download “The End Begins (to Rock)”, a rockin’ take on the theme song from God of War II, exclusively for the PLAYSTATION 3 version of Guitar Hero III: Legends of Rock.
Most importantly, this Add-On will be FREE! The audio track will also be made available on the PLAYSTATION Store in free, downloadable form as well. Starting Thursday, check in to the PLAYSTATION STORE and look for Add-On content on the home page. Download, fire up Guitar Hero III, check out the Downloads section and Rock Out! Thanks to all the good people at SCEA and Neversoft who helped make this happen! |
BackgammonMasters China Earthquake Relief Posted: 06 Jun 2008 08:06 AM CDT |
BackgammonMasters China Earthquake Relief Posted: 06 Jun 2008 08:06 AM CDT For all the card lovers blackjack is the most popular event I should say. I have seen people playing blackjack ...
|
《<b>XNA</b>高级编程:Xbox 360和Windows》翻译 Posted: 04 Jun 2008 05:54 AM CDT 《XNA高级编程:Xbox 360和Windows》翻译.
|
Posted: 31 May 2008 05:54 AM CDT |
借用哈哈~~ 桌面->右键->属性->外观->高级->项目选择(窗口)、颜色1(L)选择(其它)将色调改为:85。饱和度:123。亮度:205->添加到自定义颜色->在自定义颜色选定点确定->确定这样所有的文档都不再是刺眼的白底黑字,而是非常柔和的豆沙绿色, ...
|
Living On The Edge: DICE's Owen O'Brien Speaks Posted: 06 Jun 2008 11:00 AM CDT
|
Posted: 06 Jun 2008 05:24 AM CDT 刚起了个头,写了3个字,就因为有事被迫关掉网页。 终于熬到了放假前最后15分钟,多么地不容易吖。人世间最不容易的事,就在于放假前30分钟内还能稳坐如山地埋头工作——我承认我是做不到的。 一直有一些感悟,或者说是理解,对所谓的游戏平衡,终于凑成标题的那一句话。看透了,却又像“方向”和“方法”一样,数值像是方法,系统定位、目的像“方向”,很多时候,错的是方向,还不关方法什么事儿,而如果方向对了,方法垃圾一点,也还能凑合。于是总归:“数值不是解决之道。”。 坦白讲,听着“数值”这样的名词,看看繁琐的WOW的那些装备数字,我很庆幸躲过风头,没有做即时战斗游戏。好像说起“数值平衡”,另一个句词——“战斗”就出现了。好像只要战斗是“平衡”了,一切就完满了,好像战斗数值就是很NB的样子,耗去数值策划绝大部分的精力与时间,去构造一个职业体系、技能体系、战斗判定,而可悲的是,做出的成品,却还是逃脱不了已成形的思维模式。 刚入行时,很囧,很好奇,那些所谓的伤害公式,如此复杂,比如英雄无敌,是分为攻击>防御还是攻击<防御;暗黑,防御代表伤害减免%;WAR3,是除法公式。我相信每一个数字都有它为何这样设置的原因,但我发现当陷进去寻找公式和数字之间的关系时,已经误入歧途了。 最一般的,伤害=攻击-防御。多么简洁直观,有何不可呢?可能有人会说:“攻击>防御时好说,攻击<防御时咋办呢?”,一条线思维,那就没有伤害,或伤害在0~9之间随机吧。那又有人说:“那岂不打高防御的人,就打不动啦,高防御的人无敌啦?”,当然不是,简单点说,伤害分为物伤和法伤,做到物防高,法防就低,物防法防都高,血就低,这一点不难吧?再加上每种职业有技能,如无视防御的,或是降低属性的技能,要做出循环相克,并不是难事。 那么有人会说:“这么烂的设计,多半是到时某职业没人要,或PK很垃圾……”。好了,已经接近我想说的了,因为这已经有些跳出“数值”的圈子了,公式还是那样的公式,攻击-防御,而平衡的重心是在所谓的“设置”上面。只要“设置”大体上OK,就是在可以容许的范围内了。 更重要的是,这是网游,不是单机。有人掺合的事,大家都拿着相同的资源,无所谓平不平衡,都可以说是平衡的。 我发现,让我对一款游戏玩不下去了,绝大多数时候,跟数值没太大关系。比如操作手感不好,UI设计很烂,引导做得垃圾,聊天很不方便,太没成就感等等,这些跟美术和程序没太大关系,都是策划的错,而这些问题,问战斗系统数值平衡,没有任何关系。 网游已经有越来越多的人认识到,是商品,而非艺术品,我们私底下,都说在做商业片,不拍艺术片。战斗数值,就像商品制作的技术,其实都差不了多少,更多的是在比营销,把网游当商品推销出去。所以我觉得,其实适合做网游的,不是数学系,不是计算机系,而是学经济的,学市场营销的 最后发现已然不知所云。手随心想,越想越偏,已经放假,心猿意马。思绪就是这样。现在听到关于战斗数值的讨论,我都不自觉地产生抵触情绪。玩家离开一款游戏,理由千千万万,把那些跟数值无关的,而玩家又最先接触到的事做好,就已经可以及格了,但很可惜,这样做的没几个。 |
Posted: 06 Jun 2008 03:45 AM CDT 高考对于店长来说是非常遥远的事情了,但回想起来还是非常紧张的时刻(我做得是英国高考,前后要延续一个月)。不知道客栈有多少还是高中生的旅客,先祝你们高考顺利!在大学的旅客也要安全上垒!然后是这篇给暂时不用考试的家伙(例如9月底大考,没有暑假的笔者)阅读得的导航文。 我不是B型血的人,但行为很像……先从我们都比较在意的娱乐项目开始?Youtube如何? |
Posted: 06 Jun 2008 03:40 AM CDT 我が家のお稲荷さまの抱き枕カバーSAMPLE草稿。5位數成本只能借御父樣的了………………
|
Posted: 06 Jun 2008 08:32 AM CDT (editor's note: find a brief bio of Bruce Damer from his March 2007 guest column) Its been just over a year since my last guest posting and in that time we have put some real beef into the Virtual Worlds Timeline effort. The team led by Henrik Bennetson and Henry Lowood at Stanford will soon start ingesting hundreds of hours of video and other material produced by a number of people during the mid to late 1990s virtual worlds early-adopter "boom" (a veritable "Cambrian Explosion" of VW platforms happened in 1995-96). Our archival efforts took us back even further with Chip Morningstar's digitization of a superb LucasFilm piece about Habitat produced in 1986. This is also going into the VW timeline project (thanks Chip & Randy!) and you can get a preview of it here on Google Video. But this column is not about looking back, but about looking forward to the future, especially where this current Virtual Worlds boom may be going. The key question I would like to pose the community is: are we already seeing the early sign of a Virtual Worlds downturn that may lead to a "winter" as severe as the one in the period 2000-2003? The second logical question is: if this is so, what can we do to head off or reduce the slope of a new downturn? If the infamous "chasm" lies before us, and not back in 2000-2003, then what can we do to sling a rope bridge over it? Part ONE: Does the Chasm Still Lie Ahead? Signs of an "inflection point" or upcoming "chasm" on the adoption and business curve of the current batch of virtual worlds platforms might be indicated by any or all of the following: 1. Is Second Life (the flagship platform) user growth stalled or continuing to expand? Some experts have commented to me that SL's regular usership (die-hards, creators, social mavens) is no more than 20,000 which would not justify its business existence if it was an MMO-game play platform. I don't have any way to confirm these numbers, anyone out there have a more informed opinion? 2. Is the coming of several new VW platforms going to balkanize a
limited usership or grow the user base? In looking at broader scope of
user interactivity demographics, will the move of more people to do
their primary computing on mobile platforms reduce the number of people
using VWs on big screens or put a cap on the growth of the VW market?
Is the fact that there are now so many options for real-time
representation of people online (Skype, Twitter, etc) means that VWs
are always going to struggle for visibility? Is interaction in a VW
that much more enriching and valuable than the simpler modalities
available in other platforms? Will VWs ever really go mainstream? I
continuously hear complaints about VWs not being worth the trouble,
especially from people much younger and hipper than me (I am 46) who
prefer much lighter weight forms of interaction. What does this portend? 3. Are open source efforts the inevitable shape of things to come (ie, creating standardized protocol layers which would lower the cost of entry and operation of the whole VW ecosystem) or simply an expression of frustration with or fear of the long term prospects of commercial platforms? 4. Is the fact that our business treats as normal the building top to bottom custom browsers and servers a clear sign of an immature industry? Would the continuous beefing up of Flash or Adobe's new AIR platform "eat the virtual worlds medium" by creating a single ubiquitous front end? 5. Are virtual worlds already ubiquitous in that they are a part of online gaming (non game play socializing and creating) and gradually appearing as real time affordances in other community settings (Facebook chat, Club Penguin etc)? 6. Randy Farmer talks about the relative desirability of "small worlds" (ie, small footprint, simple to install/use worlds like the original Palace, and perhaps exemplified today by IMVU). Will these small worlds garner more usership in the long run than the big-iron, mega-landscape worlds such as SL and There? If you could embed a small world into your Facebook page, why would you take all the trouble to go to a big alternate universe walled off from the web? 7. If various venture funded VW enterprises start to close their doors in the next year or so, will this "pull down" the whole medium and deflate the already too-inflated expectations (like housing foreclosures do to a neighborhood)? The media will capitalize as easily on the stories of the failures on the way down as they did with the stories of the successes on the way up. 8. Lastly, the "walled gardens" represented by multiple proprietary VW platforms guarantee a certain (high) percentage of failure in the near-term. All industries with a large number of small players using proprietary technologies soon undergo traumatic downsizing or consolidation with a few monopoly players emerging. Think of the telephone system and Ma Bell in the 1920s and 30s and the microcomputer industry in the 1970s-80s before the IBM PC rose to supremacy. But do VWs have such a potent growth driver behind them that there will be capital and incentives allowing dominant monopoly players to emerge? Or will VWs find their fate as a boutique type enterprise embedded within other businesses? Thats probably enough provocative questions for this first posting. I look forward to your comments, opinions, feelings, questions, and a few rants here or there to make it all interesting! Depending on where the discussion goes, the next posting might be: Part Two: Ways to Cross the Chasm While Avoiding the Big Belly Flop! |
Posted: 05 Jun 2008 11:57 PM CDT |
Posted: 06 Jun 2008 12:13 AM CDT 进不去。。。。。
|
Posted: 06 Jun 2008 12:13 AM CDT 延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了··延时了 ...
|
Posted: 06 Jun 2008 12:13 AM CDT 欢迎你的到来Q群11711962
|
Posted: 06 Jun 2008 12:12 AM CDT 晕,怎么还进不了阿!!!!!!!!!!!!
|
Posted: 05 Jun 2008 11:35 PM CDT 打嗝了
|
Posted: 05 Jun 2008 11:34 PM CDT 我草你全家。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。别逼老子高考还骂你
|
Posted: 05 Jun 2008 11:34 PM CDT 希望大家一起探讨一下什么职业比较好呢~~~??????
|
Posted: 05 Jun 2008 11:33 PM CDT 马勒隔壁的
搞个活动二百五一样
搞出来连个奖品都发不好
是不是跟DOG生出你个SB
|
Posted: 05 Jun 2008 11:33 PM CDT |
Posted: 05 Jun 2008 11:33 PM CDT 吗????????????
|
FreeOrion 0.3.9 and SuperTuxKart 0.5 Posted: 07 Jun 2008 07:39 AM CDT Cheer, for a new release of the awesomely pretty FreeOrion has seen the light! This time both Windows and GNU/Linux builds are provided. Here are the features:
OpenGL will be required in coming versions (currently it's semi-required). While I know that there are people who have old machines and countries where it's non-trivial to get reasonably fast hardware, I can't say that I blame anyone for using hardware acceleration and even making it a requirement. I think it's rather the job of Libraries to allow programming games which make use of OpenGL and will automatically disable effects and use software rendering when no acceleration is available. SuperTuxKart 0.5 has been released. Along with new and improved tracks, a new game mode, some new music and translations have been added (German, French, Dutch, Spanish, Italian and Swedish). Mac/Lin/Win binaries are available. I only realized SuperTuxKart's activity after their forum was created on the FreeGameDev forums. One example is the creation of the tile-based track-editor by Baskervil. There's also interest in making SuperTux switch accessible. A switch is an assistive technology device which replaces the use of a mouse, keyboard, controller or joystick which severely physically or cognitive disabled may find difficult to use. In other news: New versions of Alien Arena, Everborn, LordsAWar and Blob Wars : Blob and Conquer. My compliments to nath for being very report-active on LGT. :) |
Posted: 11 Apr 2008 02:04 AM CDT 在开展游戏的同时,大人应鼓励孩子独立游戏,也要鼓励孩子与小伙伴的交往或游戏,培养孩子独立游戏的兴趣和能力,及与伙伴交往或游戏的兴趣和能力。 随着社会的发展,人民生活水平的提高,以及家庭结构的变化,中国的家长越来越重视对子女的教育。 ...
|
Posted: 07 Jun 2008 02:45 AM CDT |
Posted: 06 Jun 2008 07:32 PM CDT 今天又是高考的日子,让我想起多年的以前。
从考前的惴惴不安强作镇定到每考完一门之后喜忧参半的心情,从阴晴不定地预估分数到战战兢兢等待水落石出,从六神无主般申报志愿到录取完毕后一锤定音…… 一段大喜大悲的心路历程,我常常梦见那次人生的历练,然后惊醒。 |
Posted: 06 Jun 2008 11:16 PM CDT 注:如无特别指明,以下规范可能只适用于设计。 规范一定是文字吗?当然不一定…尤其对于图形设计规范来说。规范可以是以下任何一种形式: * Word文档 规范的内容简而言之是这样:嘿,以后照这样来做。然后给“这样”举个例子。 正因为设计规范表达(或交付)形式的多样化,造成了执行贯彻规范的障碍。但这一点在一定程度上是可以避免的(沟通和执行力的问题,本文略)。在书友会上,我说了两句话:a) 规范很灵活;b) 规范可有可无。我想前一句话,大家都能理解并且赞同的。后一句估计会引起不少争议。 可有可无的意思是说,有不一定就好,没有就不一定不好。因为实际情况往往是,花了时间和精力的规范束之高阁,甚至成了束缚人行动甚至思想的臭布条。在我看来,讨论规范怎么执行,比讨论怎么做规范来的更有意义一些(当然这两者也是相关的)。既然不能发挥最大价值,或者相对成本来讲价值偏低,那就别做傻事。 我想反过来回答 Angela 的问题:什么时候不要规范? 1、没有流程的时候 流程和规范是兄弟。我们的工作流程:用户研究、产品设计、开发等等,所谓规范,是用来指导和规范化工作流程中的一些环节。规范只有在合理、明确、稳定的工作流程中才能发挥最大价值。当你的工作毫无规律,那你也别指望有了规范可以让你更轻松,那只是一个更大的包袱。 2、人少的时候 这点上,我跟白鸦的意见相反。我并不觉得一人团队或几个人的团队需要规范。原因很简单,规范都在哪儿摆着呢,以前怎么做的,值得保留的则继续保留,不值得保留的则改之。这就是唯一的规范。 听上去让新人能够阅读规范等文档是一件听上去很酷的事,嘿,这是团队文化。但前提是,这些规范在新人来之前是被正常执行了的。 3、没有管理能力的时候 最终将导致执行不下去。要转变这点,不是本文要讨论的内容。但很明显的一点是,如果能做好管理,那规范是水到渠成之事。领导者来推行规范可行么?也不一定。 4、规范没有规范 虽然说,Word文档、psd、ppt等都可以是规范文档,但是为了顺利执行,必须有另外的规范来明确设计规范。比如说,交互设计用ppt、图形设计用psd,而不是来个doc+psd+jpg+ppt+txt的混搭而且格式还五花八门不知道看什么了。 规范本身不是一件立竿见影的事,需要时间去证明的事情,最缺的就是执行。不过说了那么多不要做规范的理由,最后还是建议一下有一个规范可能是最值得做的:文字内容规范。因为这是最简单,但也最容易出错的。不过如果有专人在做这事,暂时也可以放一放,等这个人要离职了,把知识规范写下来后传承即可。 转载请注明出自UCDChina.com,谢谢。 相关文章 |
Posted: 05 Jun 2008 10:04 AM CDT 今天又想明白了一些事情,突然觉得有些东西不一定要这么认真,因为太认真会让自己活的很累,放开了会发现一切都是那么的美好,所以我要学会放下认真,希望我能很快的做到.
|
Posted: 03 Jun 2008 09:46 AM CDT 我一直以为地震以来我是有事情做的,可是做到最后才发现原来都是自己个人的想法,别人却觉得我做的是多余的,我现在都不知道我为什么当时要做这样的事了,也不知道为什么每次我在和别人说的时候就很有信心,可是到我自己去做的时候就没有信心了,我觉得我还是差 ...
|
Posted: 02 Jun 2008 09:13 PM CDT 不抛弃,不放弃,这六个字说来是很容易的,可是有几个人能做到呢?以前一直听周围的同事在说这部电视,可是一直都能好好的看过,昨天我看了,才真正的理解了这几个字,许三多所演的这个角色很全面的体现了这几个字,也给了我们这种精神,就像这部电视中高 ...
|
Areae makes the 2008 OnHollywood 100 Posted: 06 Jun 2008 08:30 PM CDT ![]() The 2008 OnHollywood 100 | AlwaysOn
|
How To Make Your Own PS3 Themes Posted: 06 Jun 2008 06:00 PM CDT Hi, folks! My name’s Noel Silvia, and I’m a Graphic Artist and part of the PlayStation Network team. I’m here today to walk you through how to make and install your own Themes for your PLAYSTATION 3. All you’ll need are:
Start by downloading the “HowToMakePS3Themes.zip”.zip file here and extracting it onto your computer. In this zip are folders with the necessary files for each step of the process. Step 1: Create Let’s start at the very beginning.
When you’re done making your new icons, it’s time to put the whole thing together and make the actual Theme file. It helps to have two windows open for this part, one showing the contents of the “Step 1_Create” folder, the other showing “Step 2_Assemble”.
Step 3: Install Return to your “Step 1_Create folder.
…and that’s how you make your own PS3 Themes! For those of you that’d like a little more customization, please read the “Advanced Tips Guide” in the included “Step 4” folder with some extra info on how to:
I’ll be back next time to show you how to make your own custom Themes for the PSP, but until then, have fun making your own PS3 Themes! “If you can imagine it, you can create it. If you can dream it, you can become it.” |
Mario Extreme Dunkers Wii by flames101 Posted: 06 Jun 2008 04:01 PM CDT Mario Extreme Dunkers Wii is a sports game for the Nintendo Wii. Rating: (E) for Everyone. Contains comic mischeif. Gameplay: Yet, once again, another Mario basketball game, this time for the Wii. This version includes enchanced graphics, more game modes, more unlockable features and bonus material and over the top customization abilities. Players choose from a cast of Mario characters and hit the courts for some frantic, crazy and colorful basketball matches. Up to four players can play, either all on the same team, or seperately, however favored. Teams are composed of five players each, adding a variety of character combinations. Oh, by the way, the game is taken online this time. Game Modes: Tourney: Make your way to the top, unlocking various goods, by competing against other teams. Choose from Beginner, Intermediate, Pro, Expert or Star difficulty settings. Exhibition: Form teams and select a court for some free-for-all multiplayer fun. Party Play: Play some fun 4-player basketball-related minigames including Horse and Target Ball. Practice: The court is yours to master! Practice your skills here and learn the basics at your own pace. Mission Play: Complete specific tasks. Only for one player. Lesson Mode: Beginners may follow on-screen instructions on how to play and complete standard basketball moves. Online Play: Compete against others from around the world! Play either anonymously with anyone, or with your friends. Trade various goods with the Trading System, view stats, and track down the people who are currently playing the game. And guess what, no more Friend Codes! Options: Adjust settings (music, sound, screen, button configurations, etc.). Data: View and erase game completition, records and much more. Playable Characters: With an impressive roster of 38 playable character, the possibilities are endless. Default Characters: Mario
Unlockable Characters: Babies: Baby Mario
Others: Petey Pirhana
My idea is NOT complete! Do not comment yet. Thank you! |
Welcome new Syphon Filter: Combat Ops players! Posted: 06 Jun 2008 03:01 PM CDT
The reviews we have been receiving have been fantastic and over the past 6 months we have been enjoying watching the player community steadily grow as more players start to hear about the game. To date there have been over 6,800 missions uploaded from players and shared within the Combat Ops community! My “favorites” mission list in the game consists of only player created missions now and the team is extremely excited at the prospect of the community and number of missions growing very quickly this next month with the newly released God of War PSP bundle where Syphon Filter: Combat Ops is being offered as a promotional free download. I hope to see you all online soon. Here are a few more screen shots if you haven’t seen them yet. |
Posted: 06 Jun 2008 01:17 PM CDT The games industry is always on the look-out for new, talented engineers and programmers who understand how the hardware works under the hood. However, it isn’t possible to buy a PlayStation development kit at your local computer store and development for the PlayStation has remained a mystery, even to very interested individuals. It gives me great pleasure to unveil the mystery and announce the PlayStation-edu program! We expect this program to be a great tool to teach students about the PlayStation platforms. PlayStation-edu is a program for universities and colleges to get access to PS2 and PSP development kits…the same ones that professional developers use to make the games you love to play. You get the development software, the hardware, and the SDK to learn and experiment with. SCEA wants to make sure that students who are graduating from college are ready to program on PlayStation hardware and that means getting it into your hands. PlayStation-edu is not a general game creation program (sorry artists and designers). It is for computer science and engineering students who want to understand how the hardware works in the PlayStation consoles. Schools which teach game programming or computer architecture can use the development kits in their classes. Participants will get demo code and samples, as well as documentation about how things work. We want the dev kits used in the classroom! Students in PlayStation-edu will have access to our support web site where they can talk with other students in the program on our forums. Of course, there are a couple caveats (aren’t there always?): Yes, your school will need to sign some legal agreements with us and yes, “get access to” means that your school will need to purchase the hardware. For more information and application information, educators may contact me (Mark Danks) at applic...@psp-edu.scedev.net. Only requests for applications from qualified school representatives will be responded to, so any students reading this should have their teacher submit the request. Also, this is only for universities and colleges, so high school students will need to wait a few years. We are looking forward to hearing from you and seeing what you can create! |
Posted: 06 Jun 2008 12:58 PM CDT 在经历了《史前一万年》,《Jumper》,和《龙卸甲》的洗礼之后,本来已经对今年的暑期电影绝望了。不过这星期公司组织去看了《钢铁侠》,看完后感觉相当不错,加上前几天看得《功夫之王》,《国家宝藏2》,和《科洛弗档案》,又对接下去的电影充满希望。下面做一些短评: 《钢铁侠》(iron man):如果你是《变形金刚》Fans的话,就千万不要错过这部电影,里面一些机甲组装镜头不怕你看得仔细,就怕你看得不够清楚。(其实俺最羡慕的还是这个臭屁男堕落的生活,我要是这么有钱就好了) 《功夫之王》(the forbidden kingdom):作为功夫片爱好者,还有不看的理由吗?去TMD的情节吧,卡神曾经说过彪悍的游戏不需要剧情,同样彪悍的电影也不需要。最让我吃惊的是,原来一开始那个老霍也是成龙演的,汗! 《国家宝藏2》(National treasure2 The book of secret):很有噱头的一部电影,光看介绍就能引起观众的兴趣,电影本身拍得也不错,只不过坏人太不敬业了。 《科洛弗档案》(Cloverfield):Nimn兄极力推荐我看的一部电影,用DV的视角来拍恐怖片的确另有一番味道,更加能突出恐怖的气氛,只是镜头晃得我有点头晕。 《史前一万年》:期望越大,失望也就越大。一帮野人之间的打打杀杀看得另人相当乏味。 《Jumper》:开头一段还不错,之后就越来越烂。几个人除了摆pose就没什么本事了,全靠特技和一张脸。看片尾的意思是要拍续集,还是别糟蹋这些钱了。 《龙卸甲》:这。。。。还有什么好说的,如果你的确太无聊,或者很有时间,那么。。。也不要去这部电影,光那朝鲜人的造型就可以吓你一跳。 期待接下来的《功夫熊猫》、《夺宝奇兵4》、《蝙蝠侠:暗夜骑士》和《木乃伊3》。 NBA总决赛终于又转播了,虽然本人是湖人球迷,但理性的分析,今年凯尔特人的胜算更大,这里做一下预测,如果凯尔特人能赢下第二场,则4:2赢得总冠军,如果湖人能赢下这一场,则4:3胜出,接下来的第二场相当关键。 |
Posted: 06 Jun 2008 10:21 AM CDT |
Posted: 06 Jun 2008 11:38 AM CDT 很多人认为现在的网络游戏设计没有多大创意空间,我觉得不对。很多人认为单机游戏时代的那些产品才是最好玩的,我觉得也不对。其实时代在变,我们的思想也要跟着变化,并不是现在的网络游戏苍白空淡,也不是游戏制作在开始倒退,也不是策划没有挖空心思去想,其实现在这样的状况也是事在人为,大多数影响来自于现在的市场需求和公司的发展方向。 现在的网络游戏比以前的单机游戏更赚钱了,因此商业化自然也是正常现象,以前靠着单机游戏苟且偷生的游戏公司如今也可以做着网络游戏红红火火的去发展了,这并不是坏事。其实在日本的大大小小的游戏开发公司里,很多的设计思路也是换汤不换药,因为,即便是这样的游戏,也是有人玩的嘛,这就是很多想来赚一笔的老板的想法。但是我认为,或许将来的两年时间里,强烈产品竞争会给这个行业带来一次前无古人的大冲击。 这次冲击之后,希望市场也会发生变化,游戏公司也会跟着发生变化,让那些粗糙的游戏死到一边儿去,让游戏制作重新返回到曾经的崇高境界(曾经我自认为的崇高境界)。这样游戏才能变的更具有挑战性和乐趣,还有玩家所期盼的休闲和娱乐也将一点点的迸发而出。 为什么我们对单机游戏恋恋不舍?其实并不是因为他们比现在的游戏真的要好多少,实际上把现在任何一款游戏放在以前的时代,都有很大的概率会火爆起来。我们对早期游戏恋恋不舍的大部分原因在于当时游戏条件很差的那种恋玩情节,而且以前和现在去玩游戏的心情也有着很大的变化,不像如今那样望着繁多的犹如满天星斗的游戏,在游戏中没有丝毫灵魂的游走,我们那个时候玩游戏怀着多么美好的憧憬啊!即便游戏之后,那些残存影象依旧在我们的眼球里久久无法散去。 物以稀为贵,游戏也是如此。而精品的、畅销的游戏也是如此,在一堆堆的游戏之中脱颖而出也是一件十分需要游戏制作人员去努力的事情。 |
Posted: 06 Jun 2008 10:51 AM CDT |
The Mac version of Depths of Peril, which has been out in a demo version for a week, is now for sale. I'm just gonna swipe the press release right here, because it allows me to be all lazy 'n stuff: "Depths of Peril is a single player action role-playing game (RPG) with strong strategy elements. You play as a faction leader protecting the barbarian city, Jorvik, by destroying threatening monsters and completing quests. At the same time, you compete with rival factions to see who will rule the city. Barbarians choose their leaders by fighting to the death!I've already said a great deal about this game. I'm a fan. I think it's a stellar example of what indie games - and indie RPGs in particular - can be. But it's also quirky and different and probably not for everybody. But that last sentence, in my mind, is to some degree the very definition of niche, indie games. Mac gamers, enjoy! Depths of Peril - Now Available for Mac and PC |
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 |
Posted: 06 Jun 2008 09:55 AM CDT 今天,公司的一款产品“新天下贰”进行开放性测试。 很高兴的看到,经过一次回炉以及此前几个月的改进,目前的新天下贰给我的感觉很不错,在以前很多不满意的地方都有了很大的进步: 1. 角色模型变好看了。我选的是魍魉,在下面,大家可以看到我的角色截图,这张男生面孔,方方棱棱,典型的英俊之脸。 2. 易用性提高了很多。适当而不泛滥的新手提示及相关指引,非常好的帮助新玩家快速熟悉游戏环境,场景以及相关功能。请注意,我用的是“适当而不泛滥”,它没有把玩家完全当成小白,在尽可能降低新手门槛的同时,也给玩家留够了自我探索的乐趣,与完全的小白化相比,这是一种更为深厚的功力。 3. 客户端性能提高的不是一点两点。07年的老版本,无论是家里,还是公司的电脑,我玩的时候机子都挺吃力,现在感觉要流畅得多了。 4. 世界观,或者说故事情节,更容易让人代入了。这主要体现在作任务过程中,所看到的那些怪名字以及每个任务的故事介绍。在魍魉新手村升级过程中打那些怪时,我竟然不由得由怪名字想起了鬼吹灯的情节,呵呵,而且,越看那些名字起得越象中国的鬼怪传说。 5. 新的营销理念的加入,比如马符(可以用于吊新玩家的胃口,让新手有更大的期望把级升到20级玩真马),还有比如网吧相关的功能设定。当然,与巨人相比,这些可能根本算不上什么,因为人家可能早就作了。但是,对于一个向来以技术见长的公司而言,这种转变,无疑是更有意思的事。 更多的体验,大家可以自己去下个客户端玩玩: http://tx2.163.com 附一张截图: ![]() |
The Tale Of Crossbream Studios is all too common Posted: 08 Jun 2008 10:08 AM CDT Image from Nintendo-revolution.blogspot.com Nintendo blogger extraordinaire Falafelkid (who deserves that title just for this article, really, it's impressive!) tells the tale of Crossbeam Studios, a developer who received some press during the run up to the Nintendo Wii's release. After a long period of inactivity, Falafelkid has wrote a long article detailing the history of this ambitious startup. Basically, we can break down Crossbeam in this manner: Young, talented but inexperienced amatuers start a company to make a huge, AAA project, aka their "dream game," in this case, a game called "Orb." For most companies in this situation, the endgame has already occured at this point. Even getting started is too daunting a task for most. However, Crossbeam proves a bit more determined, and actually does some stuff: they become an LLC (that is, a company registered by the state government they are based in, which costs real cash money), get a website going, and start making press releases. Due to the determination of their founder, they get some press, even an interview with Nintendo of Europe. Excitement in the blogosphere builds. IGN.com lists them as a pro company. Their game goes through a startling sea change: they suddenly decide to make it a Wii title, despite not having a dev kit or any console experience. At this point, they have a level or two built using a freeware 3D engine. Any semblance of cohesion and progress melt down at this point. Progress reports become sketchy, and some of those bloggers that gave the company press begin to question what exactly is going on. Finally, the goods are delivered: The studio is done, though they seem to be working on a smaller scale, PC project, which if true is exactly what they needed to be doing. I myself am completely familiar with this chain of events. Because the sad truth is, from a commercial perspective, most creative endeavors fail. That sounds harsh, but one must understand that truth before going forward. When I was in the music business, I had a band that lasted about 4 years. We played gigs, released an album, and recorded another. Even though we actually produced real, tangible product as opposed to just promising it, we just couldn't get anyone to actually pay us any kind of amount for the music. So, eventually, despite all of our passion for the project, it just petered out. The same thing happens in the game industry but on a much faster scale, because developing games is much, much harder than composing music (trust me on this!). I transitioned to the game industry from music, hoping to strike out as a freelance composer and sound designer with two other musician friends of mine. That didn't work (not enough jobs, too much competition, and not enough time- we had maybe a year to make it happen), so I then went to work in the "mod" community- doing music and sound for user created levels for such games as Command and Conquer: Generals and Baldur's Gate II. It was even hard finding no-pay "work" as a musician in the modding world, because so many other composers had the same idea as I had: do mods to build up your reputation! While doing this, I ran across a company that was very much like Crossbeam. An ambitious, hard working young guy who didn't know how to scope projects (I don't think any young creative person understands scope well, myself included). I wanted to give him a shot, and started writing music for his project, but it became apparent that the whole thing was busted from the start. I called him on it, as nicely as I could, and that was it. My story, though, has a happy ending. By doing a small, innocent little Baldur's Gate Mod (my contribution was a short musical track for a romance scene) I was introduced to an indie studio doing a commercial project. This studio, Planewalker Games, is the real deal. The two guys running the show, one a programming professor at a major university, knew what they were doing. They made their own engine and tools, and had extensive contacts within the RPG modding community- so in other words, they had a basis from which to start from. But even then, it is such hard work. They are still working on their game, even after my part in it, music and sound, was finished. They started back in 2004, and it's four years later. Though I have to be careful (Non-disclosure agreements and such), that they have made tremendous progress, and the time they are taking are only related to the fact that, for the most part, it is two guys with day jobs working like crazy! Anyway, I learned from that experience that I wanted to help develop games, not just make sounds for them, so here I am at the pre-eminent school for game development in America, the Guildhall at SMU. It's very hard work, but I love it, but you definitely learn to properly scope your projects, and you gain an appreciation for the massive effort required to make video games. So to all those would be start ups- start small, develop something fun but manageable, and work hard. Learn from the mistakes of others, such as Crossbeam. Read falafelkid's article here. See full article. Related Entries: Microsoft Buys Lionhead Studios - 06 April 2006 Movie Studios are starting to favor Blu-Ray - 26 June 2006 |
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: 08 Jun 2008 06:59 AM CDT ![]() 开发:Volatile Games 发行:Eidos Interactive 语种:英文 平台:PC 类型:动作射击 网址:http://www.reservoirdogsgame.com/ 做源服务器:Razorback3.0 [QUOTE] 1.1G的文件为:去动画英文硬盘版,可独立运行 660M的文件为:动画添加包(非必需,内附使用说明) 如果将两个文件都下载——就得到了完整的游戏文件 修改器下载 100%存档下载 |
[/quote][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、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动 [/QUOTE][QUOTE] 【安装步骤】 |
1、解压;确认该分区有5G临时剩余空间;Vista用户请确认已关闭UAC服务 2、运行setup.bat安装(耐心等1小时) 3、用桌面快捷进游戏 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 [/quote] 【游戏简介】 著名游戏发行商Eidos公司旗下的《Reservoir Dogs》是以导演Quentin Tarantino执导的同名经典电影为蓝本制作一款全新的第三人称冒险游戏,剧情忠实原著,目前该作由Volatile Games工作组加紧开发当中。游戏中引用了电影中的经典对白,给予玩家“填补原电影空白剧情”的机会。游戏将推出PS2、Xbox和PC平台多个版本,最早将于今年9月19日发售。本作的游戏事件并不是按照电影版那样,是按时间排序的,而是按照关卡任务结合的紧密性编排的。整体上看,游戏采用了叙述性的方式,节奏并不快捷。 虽然电影版中大量抢劫类的镜头都是发生在仓库里面的,不过这对于游戏来说太过单调,因此本作采用的是以每个角色的视角来加以表现:Blue先生的命运、Marvin的绑票、Pink找回自己的珠宝、White护送Orange回到仓库、Brown在抢劫之后出逃、在Blonde离弃Marvin后Nice Guy Eddie来到他的身边等等。这些场景都设定在不同的地点,有的是按电影中的式样构建的,而有的则是虚构的,而事际上抢劫事件并没有在游戏中呈现出来,这只是一个隐含事件。根据玩家的选择不同,你将置身于动作或者对战两条线路当中。所有任务的完成并不需要杀戮,当然驾乘和枪战也可以发生。游戏中还加入了大量的值得留念的电影精典场景和对话,这些都用图标加以标识。本作的剧情扣人心弦,比如,枪战、驾车都让人神经高度紧张,在整个游戏过程中玩家都可体验到惊险性。在游戏中,玩家将充分运用操空性,你将遭遇到所有角色。不过冒险和危险并不会贯穿游戏始终。你会看到当警报响起,人们会四散逃走;如果你劫持人质太久,他们甚至会晕倒;不过即使你劫持了人质,你也别指望安然无恙,警察照样会向你背后射击。所有这一切都将使当前的场景陷入一片混乱。 《Reservoir Dogs》的游戏内容是以主角的视角展开,因此六个主要角色的特性在对话中表现得最为明显,特别是在发生威胁和暴力的时候。游戏采用了开放式的架构,大量的CG镜头有机地融于其中,一些特写画面更是采用了多种观察视角。在游戏提供的演示程序中,我们看到,Brown先生坐在一辆车当中,正奄奄一息,White和Orange先生发现了他,这使得Orange先生随后感到一阵痛苦。这一场景真实地还原了电影版中的一景,虽然配音演员并不是原班人马,不过仍能望玩家感受认同。整个游戏内容归为十个第三人称射击类关卡和六个驾乘类关卡。从游戏片断中我们看到,Blue先生正在交换珠宝,就在这个重要关头大批的警察赶到了,而Blue先生在大楼的顶层被截获了。本作的人质系统也很有特色,进入游戏后,你将随机地选择一个角色扮演,从平民到警察等不一而足,而人质则会出现在任意的场景当中。你可以将人质当作人盾,并可利用其与警察讨价还价。你甚至还可以命令警察放下武器。在游戏模式方面,《Reservoir Dogs》只支持单人游戏方式,这使得游戏更有深度,耐玩性反而大为提升了。 |
《实况足球2008》(Pro Evolution Soccer 2008)中文解说版[ISO] Posted: 08 Jun 2008 06:49 AM CDT ![]() 转自游侠 游戏名称:实况足球2008 英文名称:Pro Evolution Soccer 2008 版本名称:Winning Eleven China 2008(WECN2008) 游戏制作:KONAMI 游戏发行:KONAMI DIY 团队:完全实况(WECN) 游戏语种:简体中文\粤语\英文 游戏类型:竞技体育 官方网站:http://www.konami-pes2008.com/ [QUOTE]配置要求: Windows XP Pentium 4 3.0GHz 或者AMD Athlon 64 或更高 1GB 内存 6.5GB 空与硬盘空间 8x DVD-ROM 光驱 DirectX 9.0c 256MB 支持 Shader 3.0显示卡 (ATI x1600或者NVidia 6800 GT/GS 或更高) DirectX 9.0c 支持usb的手柄 1280 x 720 宽屏支持 支持下列显示芯片 NVIDIA - GeForce 6600, 6800, 7300, 7600, 7800, 7900, GeForce FX (5950, 5900, 5800, 5600, 5200), GeForce4 Ti, GeForce3 ATI - Radeon x1600, x1800, x1900, x800, 9800, 9700, 9600, 9500, 9200, 9000, 8500 不支持MX440! [/QUOTE] 【游戏简介】 [特色说明] 1.国语粤语双语解说:WECN首次尝试粤语解说。国语解说仍然由大家熟知的CCTV5天下足球记者王涛担当。粤语解说由区成兴担当。 2.真实球衣:所有国家队、俱乐部均为07-08赛季最新款真实球衣,最大程度上贴近事实。 3.详实数据:所有数据已不需要存档支持,实现了单机数据与联网数据统一。 4.精美球鞋:全部9双球鞋均为WECN的全球首席球鞋制作大师Paul81118领衔制作,品质精良,做功极其精细,尽显唯美至尊。 5.新款足球:完整收录各大重要赛事新款足球,以及数款以往经典足球 6.激情音乐:替换原版音乐65首中的63首,首首动听,激发你的比赛热情,升级你的耳朵! 7.华丽界面:界面一贯的酷炫的风格。同时再次大胆尝试,丝绸与足球的全新结合。 8.逼真脸型:增加了大量球队及欧锦赛各参赛队的真实脸型。 9.真实球场:增加了5个英超和德甲的半真实球场,球场无任何BUG。 10.广告牌:依然采用了国际版的质感材质制作, 加入了许多大家看球时常见的广告牌 11.记分牌: 安装版里我们采用了原版记分牌并配合队徽的风格做了美化。 12.队徽:采用了玻璃风格的美化版队徽 13.球员场上位置图:全新制作, 超越原版, 字体清晰, 美观大方, 并有英文版和中文版两个版本供大家选择, 14.ML小细节:这次我们针对ML做了很多细节上的处理, 球迷拿的饮料 会出现百事、可口、七喜等多种品牌,球迷喝的红酒会是张裕乾红;记者采访用的话筒 会显示各大联赛真实LOGO 而不是原版里的假LOGO了;大家都见过那个叼着队旗的小黑狗吧, 这次WECN帮他美容了, 换了一个漂亮的小狗脸哦 .................................... [安装特别说明] 要安装WECN2008中文解说正式版必须删除旧的游戏存档才能继续安装,请大家务必做好自己存档的备份! [细节说明] 一、中文解说介绍: 国粤语解说:国语解说仍然由大家熟知的CCTV5天下足球记者王涛担当。粤语解说则由区成兴担当,虽然现在这还是个陌生的名字,但是过不了多久大家就会认识他了:)解说的后期处理做到了历届以来的最佳,希望大家在游戏中好好体验:) 为了让更多的球员拥有自己的发音,WECN小组对球员发音表进行了破解,所以中文解说和粤语解说一定要配合WECN2008正式版使用才能达到完美效果。如果单独使用解说,有些发音会出现错乱。WECN2008同样支持原版英文解说,大家可以备份一下。英文解说中的隐藏发音(比如"BALLACK“)仍然可以调用,但另外一些新增发音听不到,不过仍然可以听到比原版更多的发音。 二、球衣介绍: WECN球衣组为广大玩家精心制作了WECN2008精品球衣。WECN球衣制作人城里人、sunlovedj倾心制作,所有国家队、俱乐部均为07-08赛季最新款真实球衣,最大程度上贴近事实。 在WECN2008原创的新版球衣模版中,既包括adidas United、adidas Libero、adidas Golpe、adidas Onore、Nike Mercurial、puma v1.04、Umbro Stamford、Umbro Forest等老款式模版,也包括adidas Toque、adidas Trofeo、nike pro、puma v1.08、Umbro Azul、Umbro Wembley等多个款式的最新球衣,全部原创模版数量达到十余个品牌的超过50个款式。 对应非洲杯、欧洲杯、世界杯预选赛及近期热身赛各队所采用的最新球衣款式及其他新近发布的新款球衣,配合存档,完全更新全部国家队球衣;精心原创全部英超、德甲及豪门球队球衣,并对留用的原版球衣进行了修改细化,球衣总数超过1300套。 配合各队最新款式球衣,精心搭配对应号码。全部球队拥有对应的定制号码,经过反复测试调整,保证号码与队徽、品牌商标不重迭。 为了照顾不同系统配置、不同DIY水平的玩家使用,本次球衣采取导入和外挂两种形式发布,大家可以根据自己的实际情况进行选择。 由于PES2008的球衣与模版分离,游戏中显示清晰度大幅增加,在制作工艺上放弃了质感方式,完全采用线条勾勒、颜色渲染、点线填充的画法,结合之前球衣制作过程中所积累的经验技法,全力制作的精美球衣,给您带来最佳的视觉享受!!! 球衣制作名单: 球衣制作: daewoo_zy(城里人)、sunlovedj 同时在此感谢Jumberto、Kleinmann、ZaGabria、Gu3d4、jvinu2000等国内外高手 三、数据介绍: 联网数据:WECN2008所有数据已不需要存档支持,实现了单机数据与联网数据统一。大家联网时要注意数据统一,不要用WECN2008正式版与之前发布的国际版或PES2008原版联机。 转会数据:所有跨年度赛季的联赛转会数据统一截至07-08赛季末,如欧洲五大联赛,而非跨年度赛季的联赛所有截至赛季中期的最新数据,如俄超,瑞超,MLS的球队,国家队名单均做了更新,考虑到联网数据不宜变动,所以为了确保联网长期可玩性,欧洲杯参赛队也均为常规23人名单,与欧洲杯名单有小小的出入,个别因特殊原因错过欧洲杯的国家队常规主力仍保留。在欧洲杯期间,大家只需在游戏编辑模式下微调就能变成欧洲杯版的数据。 联赛及球队替换信息:为了实现德甲荷甲同时在ML联赛模式中使用,在WECN国际版中已将原OTHER B联赛更名荷甲,由12支球队组成。因此,ML联赛模式同时德甲及荷甲俱乐部。新增球队 27支,包括:真实德甲联赛,博卡青年,圣保罗,莫斯科中央陆军,圣彼得堡泽尼特,查尔顿,布拉格斯拉维亚以及中国国奥队。 球员发音:破解了球员发音表,新增了大量发音,替换掉原版很多重复或不需要的发音,共计添加替换近200个。拥有发音的球员人数相比原版多了700多个。 球队数据:全真实名单,号码,阵型,球员补遗及阵型设置,这里要感谢国外朋友的帮助,尤其是一些来自荷兰,土耳其,希腊的玩家,给我们提供了大量很难找到的数据和资料 球员数据:新增球员达到1000多人,多为国家队及俱乐部球员补遗,所有都是从头到脚仔细编辑。所有能力数据都是经过精心制作,反复测试的,包大家满意,这里还是要感谢一些国外朋友。同时,这些数据将用于未来WECN数据库的建设,将来大家可以很方便地来我们的数据库,学习数据知识,查找更新,参与讨论等等 ML联赛信息:破解了所有类型的ID,德甲球员及其他新增球员全部完美解锁,开档全部球员超过4830人!不会出现“看得到买不到”或者“DUMMY“的情况。 破解了球员年薪参数,之前所有版本都存在的“年薪5000”的BUG在WECN2008正式版中已经得到了完美解决。 增加了编辑和屏蔽“架空球员”的新功能,当然要实现编辑功能需要解锁文件,不喜欢架空球员的朋友可以不解锁这部分球员,或在ML开档前该项中选“否”即可。这些破解和新功能的加入是历史上从未有过的,大家好好享受吧! 四、球鞋介绍: 全部9双球鞋均为WECN的全球首席球鞋制作大师Paul81118领衔制作,品质精良,做功极其精细,尽显唯美至尊。本次所涵盖的作品均为目前最流行的款式,如Nike Total90 Laser II、adidas F50.8 Pro Lite等,并考虑各品牌、配色、使用人数等情况综合选出,为大多数球员选择合适的球鞋,而并不是针对某些单个球星。因游戏本身的限制,现球鞋仅有9双,更多的球鞋均收录在完全实况论坛球鞋区,欢迎光临! 01 adidas adiPure TRX SG Black/White 02 Nike Air Legend II SG White/Black 03 Nike Total90 Laser II SG Dark Army/Volt/Black 04 Nike Mercurial Vapor IV FG Orange Peel 05 adidas Predator PowerSwerve TRX SG White/Black/Red 06 adidas Predator PowerSwerve TRX SG Black/White/Red 07 adidas F50.8 Pro Lite SG Red/White/Orange 08 adidas F50.8 Pro Lite SG White/Blue/Infrared 09 Puma v1.08 FG Red/White/Black 五、足球介绍: 完整收录各大重要赛事新款足球,以及数款以往经典足球,时尚潮流与经典复古的完美结合。最新最全。足球预览制作精良,画面清新。原创6款,在国内补丁组首屈一指。正式版在WECN2008国际版的基础上增加了08奥运足球比赛用球“长城之星”和08-09中超比赛用球Nike Total Omni,07-08赛季欧洲联盟杯决赛用球“UEFA Cup Conquest”。 07-08赛季欧冠决赛用球FINALE MOSCOW(原创) 07-08赛季欧洲联赛用球经典三款Aerow II 07-08赛季联盟杯决赛用球UEFA Cup Conquest(原创) 08欧锦赛用球EURO PASS(原创) 08奥运足球比赛用球“长城之星”(原创) 08国际比赛最新款Teamgeist2 08-09赛季欧冠新球FINALE 8(原创) 08-09中超比赛用球Nike Total Omni(原创) 经典收录: 06德国世界杯比赛用球Teamgeist 70世界杯比赛用球Telstar (黑白球) 六、音乐介绍: 本版本替换原版音乐65首中的63首,首首动听,激发你的比赛热情,升级你的耳朵!所有可以在游戏中显示的替换音乐均实现了歌手名和歌名实名。真实助威声,给你逼真的现场感。 七、界面介绍: WECN专业美工wkt1和猴子foreveryp共同完成,延续WECN界面一贯的酷炫的风格。同时再次大胆尝试,丝绸与足球的全新结合,每一张图都经过精心挑选设计,求新求变致绚致酷。同时附送黑色超酷界面,给大家多样的选择。也是包含导航条, 片头, 各板块界面等等 绝对的全套! 八、脸型介绍: WECN脸型组原创中国国奥队脸型,并增加了大量球队及欧锦赛各参赛队的真实脸型。脸型更新大量手动编辑脸型,德甲脸型,使更多球员拥有更真实的面容。 在此感谢WECN脸型组的成员: 脸型原创:vivas,kejianant,Paul81118,BOBcai 编辑脸型:foreveryp 脸型整理:kejianant,TheMan,foreveryp,偏心~皇马 特别感谢:CMP,wkt1 国内外作者:renkeren,wwwowen,NorD,KingBob,Sangue,Ronnie,k1k@w1,Divex,Lobo,Szolpas,pro 九、球场介绍: WECN2008中所有球场信息、预览图、默认草皮条纹都已经真实化,增加了5个英超和德甲的半真实球场,完全采用原版无BUG球场模型,只对球场贴图进行了改造并对草皮草纹进行了加工,效果一定让大家满意,无任何球场BUG。 我们特意在附赠中加入了国外制作的真实球场文件,喜欢全真实球场模型并且不在意球场BUG的玩家可以导入这些文件。注意,导入前最好备份你的cv_1.img 十、制作鸣谢: DIY小组: WECN 内部工具:chut 界面制作: wkt1,foreveryp 字库: Mephisto 程序:chut,Mephisto,夏日 文本汉化: LSGRWY,TheMan,foreveryp,海阳 SETTINGS 汉化: foreveryp 球场汉化: TheMan 球衣制作: daewoo_zy(城里人)、sunlovedj 同时在此感谢Jumberto、Kleinmann、ZaGabria、Gu3d4、jvinu2000等国内外高手 数据制作: TheMan 数据汉化: 四十五度传中, 1020215601等 数据汉化修正: TheMan,CGL 数据粤语化: CGL,虎煞,Gavin 助威编辑: TheMan 真实队徽: foreveryp,Paul81118 脸型原创、收集:vivas,偏心~皇马,kejianant,Paul81118,BOBcai,TheMan 球鞋制作: Paul81118 足球原创、收集:wkt1,foreveryp,shevchenkotm 音乐:海阳 广告牌制作: 汽水也踢球,foreveryp 中英位置图:wkt1,foreveryp 球场修改、收集:TheMan,foreveryp 同时在此感谢:贪婪船长,FrenkieSP等国内外高手 记分牌原创、收集:wkt1,foreveryp 同时在此感谢:pvanilla,FCH 222等国内外高手 解说听译:小G,静记奶茶,简简 国语解说:王涛 粤语解说:区成兴 解说文件切割:巴斯蒂,leomiao,海阳,天枫,rwcwl,小叶子 解说文件标准化制作:柠檬头 解说音频后期处理:小叶子的电脑 球员发音破解添加: TheMan, chut 安装程序:chut,小叶子 海报设计:wkt1 策划整合: TheMan 特别感谢: 完全实况站长nlb,小叶子.夏日,inter32lc,月光下的床,bluekiller,shevchenkotm 发布网站: 完全实况[www.Winning11cn.com] |
Posted: 08 Jun 2008 06:31 AM CDT 每天通过百度作关键词优化,有意思吗? 几乎每天都能通过后台看到有人通过百度智-买-通关键词链过来,无聊! 有本事就好好把线下的推广作好了呀! BS! |
Why is the book world NOT threatened by gamers? Posted: 08 Jun 2008 04:18 AM CDT I don't normally do this, but I am moved to write a response to a post on the Guardian Tech blog by the journalist Aleks Krotoski on the subject of book publishing, computer games, and asking generally why is it that the publishing industry seems so behind the times. Her point is effectively an argument for the oncoming wonders of interactive storytelling.
I have written about this before (here) and made the basic point that the differences between games and storytelling are not simply a matter of one being a restrictive version of the other, but rather that there are key differences. Editing being one, and the role of the hero being another. So-called "interactive storytelling" isn't, in my view, something that is practically achievable because of these two key traits. She writes: "In computer games, for example, the player is the hero." No, she isn't. This is an essential and oft-misunderstood point. The player appears to be a hero because in a movie the hero is a walking talking thing with arms and legs that does stuff, and if I play a videogame I am also a walking talking thing that does stuff. QED? No. A hero in a story is an essential part of the structure of the story. Their personality and character, bad decisions and good are what make them as much a part of the story as the setting and the incidental characters. In a videogame, the player is not a hero. The game character that they manipulate is simply a doll, a suit of clothes, a projection of themselves into a game world. The player's mind is immersed in a world through that doll, but they do not become the doll (as in adopt their actual personality, motivations and whatever). The publishing industry really doesn't have any cause to be afraid of what's going on in computer games. While there are many fans of the idea that games represents some great departure into a branching new age of multiple stories and generative solutions, there aren't any good games that back this notion up. One of the most recent (Grand Theft Auto IV, which is fantastic, play it) is a great example of how gaming and sliced story segments can work really well together, but it isn't a threat for an author of a novel. Hanif Kureshi has it right. From Aleks's article: "At a recent literary event, I asked author Hanif Kureshi what he makes of interactive literature - the kind emerging across blogs, social networking sites and in the virtual sprawl of computer games. He poo-pooed the idea of co-authorship with unknowns, unless he could ensure that collaboration was with someone "good", and appeared reluctant to relinquish the control he has over the narrative experience." The implication being that Kureshi is simply being a fraidy cat. He's not, what he's voicing is experience: Authorship is hard, and it's a mostly internal process. While there is some virtue in the idea that the wisdom of crowds might be applied to editing or offering constructive criticism, the authoring doesn't really scale. One only needs to look at various efforts across Facebook and Penguin's experiments to realise that crowd-writing of fiction is generally bloody awful (whereas crowd writing and editing of fact like Wikipedia is great). It's not simply because most people who write are bad writers; it's because the fiction process requires structured imagination and experimentation to work. In Aleks's piece, she writes "Books are the equivalent of single-player games and old-school websites. They are snapshots of information at a single point in time, where stories are created and navigated from the point of view of one person. Social media has changed the nature of information gathering and production, and multiplayer games have re-inspired collaborative play. Static media which insists on remaining static is on its way to becoming a curiosity." Except it isn't. Games sales may be on the rise but so are book sales. We may be using utilites such as the internet to have great big global conversations, but we are usually conversing about the supposedly-boring static media. What the interactive-set hope for is essentially a future where the novel, the album or the painting becomes a fluid thing, but realistically it's just a fantasy borne from reading a bit too much William Gibson. There is no global conversation without topics of conversation. Mashups need starting points. Fan pages need something coherent to be a fan of. We really are at the limit of where games and stories meet, and it turns out that they just don't have a lot in common. Games in reality have much more in common with architecture, the visual arts and mathematical systems than they do with stories. What I find interesting is this idea that has gotten into many journalists (and developers) that their goal is to take on Hollywood, or Big Publishing, when I think they should be looking much more at the world of modern art for their cues and inspiration. Immersion does not have to be (and usually is not) achieved through storytelling-ish or even quasi-storytelling-ish means. It's all about ambience, vibe, triggers, music, good game controls, and true fluidity. GTA IV's genius is, and this has always been the case, that it embraces fluidity right down to the gameplay by dispensing with trying to be storytellers and instead using story snippets simply as a part of the ambience. In GTA, story is basically the thing that gives context to the missions, adds to the vibe, and generally stays very far away from trying to impose, inspire or whatever. It's not interactive storytelling, it's interactive architecture. Kureshi need not worry. |
Posted: 08 Jun 2008 04:28 AM CDT 来源: www.levelup.cn 时间:2008-6-6 编辑: 六段音速 Take-Two首席执行官Ben Feder在今天的季度财政报告会议上宣布,X360版《横行霸道IV(Grand Theft Auto IV)》的追加章节式下载内容将延期至公司的2009财年第一季度推出。Take-Two的2009财年从今年11月开始,该下载内容将在2008年11 月以后发布。 Take-Two官方没有透露此次延期的具体原因,但至少现在我们可以确定,X360版的追加下载内容将于今年年底上线。另外,Take-Two方面在报告中没有提及是否会推出对应PS3版的下载内容。 Feder在会议上表示,公司原计划在游戏发售后推出下载内容,但出于平衡财政收入方面的考虑,才决定将《横行霸道IV》的章节下载内容延期到新财年发售,与开发方面的问题无关。 标签 GTA, xbox360, 最新游戏, 补丁相关日志
|
Posted: 08 Jun 2008 02:52 AM CDT 对规范更深层次认识来自于YUI的启发,这个几乎已经是控件代名词的英文缩写,可能很少有人注意全称The Yahoo! User Interface Library,其实就是整套带有开发模式的界面规范,因此我也喜欢把整理好的各种规范叫做XXX Design Library。 产品规范的应用对象,分为设计师、工程师两类人。对设计师来说主要是“协调”工作,使交付物统一;对工程师来说主要是“配合”工作,使开发效率提高。 1. 规范的时机 我倾向于在概念设计的低保原型之后,也就是说得先有第一批可开发的页面。我反复强调的原因,概念上不管做产品还是平台,核心都是由一个个页面组成的网站,有效规范只针对于最终产出。 很多朋友提到边设计边整理规范,这是对设计工作的总结。我的看法,产品设计与开发是整套系统工程,所以更进一步,应该边开发边整理规范,让规范与开发同步,互相契合更新。也就是说,每次迭代之后,都应该升级规范。 对工程师而言,上手来一份事无巨细的规范,读完要花两天,熟练要花十天,在庖丁解牛的开发过程中,简直就是噩梦。于是还没等走完这个过程,早因想痛打设计师而消极怠工了。这也正是不建议使用现成规范的原因,第一国情不同,第二时机不对。 2. 规范的程度 经常听到种声音“规范对开发工程师的约束力太弱。”我认为并非问题根源,因为规范的目标不是约束。产品规范对工程师的唯一好处就是快,越快越简便完成任务,工程师才越可能认可。打算让工程师把工作重心偏移到界面体验来完全不现实,因为各自的工作职责不同。 注意使用工程师的思维来横向描述产品,尤其在模块和组件角度,更有必要最终细化到代码和字段。工程师不愿意遵守,做规范的人首先应该扪心自问,是否阻碍了别人的工作?作产品设计规范不能只考虑如何设计好,关键是如何配合执行好,更不是完全主动的监督。 规范最大的作用,在于方便分享,减轻沟通压力。规范越翔实,越容易体现专业的大家风范,也就越凸显设计价值,对拿了钱就走人的设计师来说很受用。高瞻远瞩只是看上去很美,不具有可控的操作性,强制执行的后患无穷。 3. 规范的内容 概念文档,固化产品架构和业务大流程。便于设计师快速了解全局结构和流程,同时有助于工程师搭建程序结构,以及数据库逻辑。但是得注意,满脑子函数的工程师们,普遍对信息架构、交互设计不敏感。 页面设计,固化界面布局和表现。用于设计师协作完成原型设计,同时起到指导工程师修改页面的作用,尤其是页面结构、样式定义、信息块标注。忙于功能的工程师们,对界面的仔细程度往往也不如设计师。 模块控件,固化功能落实和操作小交互。既便于设计师新增、修改界面,也便于工程师嵌程序和调整。最好是做成各种精确的Module或者Pattern,做到有据可依有档可查。尤其是对状态描述,能省不少解释的口舌,也便于小范围升级和做版本管理,做到工作流程中的Don’t make engineer think。 4. 规范的执行 规范的监督成本,全部建立在规范本身的有效性之上,也就是说,对产品和团队有足够可控的了解,是提高执行效率的基础,并非设计单方面合理就行。 在项目时间受限制的情况下,工程师解决问题一定有优先级,功能高于界面不仅合理,而且完全应该这么做。我观察到的矛盾,绝大多数都因为产品方提要求的时机不合理所致。 如果没有时间压力,也没有任务压力,工程师仍然不遵守设计规范,那是工作态度问题,应该尝试与工程师团队沟通解决,或者把协调级别再调高。多注意沟通,互相调整工作方式,任何小矛盾和不契合都可能因时间而被放大。多尝试改变自己,这也是种挑战,除非有权利选择同事。 模块化开发中,工程师最怕因为乱引起的麻烦,而不是技术难度,因为难度可以妥协解决。作为设计师,多学习技术并亲自实践,除了能精确把控节奏,所获得的经验也将成倍增长。 转载请注明出自UCDChina.com,谢谢。 相关文章 |
Where Have the Flight Sims Gone? Posted: 08 Jun 2008 03:18 AM CDT Last night, I watched the movie, "Flyboys," on DVD. It was a pretty typical war-movie, with a few twists on the otherwise usual formula. The air-combat scenes were pretty spectacular, taking advantage of modern CGI to create some pretty incredible fight scenes. And lots of them. I heartily recommend it to flight sim buffs. The film centered around a group of pilots in the Lafayette Escadrille, a French air squadron composed of mainly American volunteers. The movie itself takes incredible liberties with history, having the characters fly planes (and fly against planes) that were not in combat at the time, and perform maneuvers those early fighters simply could not perform. But hey - it was very fun, and I enjoyed it (though my wife laughed at me as I groused audibly during the first combat scene about how the Fokker triplanes they were fighting didn't even EXIST at that time...) Naturally, after seeing a movie like that, it made me want to hop into the virtual cockpit of a flight sim. And I immediately thought about how really dang scarce they are these days. Almost as rare as Fokker triplanes in 1916... A few days ago, I re-discovered a more-than-a-decade-old copy of an issue of Computer Gaming World magazine, which had a dedicated flight simulation section, and a commentary on how Apache helicopter sims were popping up all over from various publishers at the time. My thought was, "Dang, I only wish that was still the case." I miss flight sims. They were once a staple of computer gaming, and even drove hardware sales. They pushed the graphical and realism bar to new levels. Falcon 3 probably helped sell CPU's with math-coprocessors, as they allowed an even more realistic flight model based on a declassified version of an actual military sim project to be used. There was a thriving (but competitive) business for controllers that provided a more "realistic" throttle / stick / rudder experience for the flight sim crowd. The hype surrounding the "stealth fighter" - once dubbed the F-19 by toymakers and later revealed as the Air Force's F-117 - translated to tremendous sales for a Microprose game of the same subject matter. Editors jokingly betted on how many flight sims covering a specific aircraft or subgenre would be published in a year. The next release of a particular flight sim franchise was an event. And then, like the California Gold Rush, it all disappeared. Not quite overnight, but certainly quickly. By about 2002 or so, one of the most popular genres in computer gaming had almost entirely disappeared, fading from view alongside graphic adventure games and wargames and those really atrocious "FMV Games." Nowadays, aside from Microsoft Flight Simulator - a civilian aircraft simulator - what sims that to get released are more often of a trickle of releases from Eastern Europe that are as likely to be sold as direct downloads rather than ever appearing on store shelves. Unfortunately, this is a genre where I really don't expect the indies to step in and fill the void like they have with adventure games and wargames. For one thing, there are technical and content requirements for a flight sim to even be competitive with anything done in the last decade which would be daunting for an "indie" team. But even more challenging is my personal viewpoint that there really isn't a whole lot further to take the genre. I mean, really --- aside from improving the multiplayer experience and just getting better graphics --- where does the genre have left to go? I mean, even if I were given some incredible budget with a mandate to make the build the next World War II uber-sim that leaves IL2 Strmovik: 1946 in the dust, I'm really not sure what I could do with it. Did flight sims hit their peak because they have have hit an evolutionary brick wall already? |
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 |
Posted: 08 Jun 2008 12:11 AM CDT
打工与创业有什么区别,有人说都是为了赚钱,都是为了生活…… 1. 打工是靠自己的能力吃饭,创业是靠自己的智慧和思考吃饭; 2. 打工是靠别人给自己的平台来展示能力:创业是靠自己的决心和眼光创造一个平台; 3.打工是做好自己的本分工作就好,创业是要思考体系运作的每一个环节; 4. 打工的人期望的是一周有两天休息,创业的人是思考的是如何能低成本的运作; 5. 打工的不愿意真实的面对自己的收入,创业必须要真实的面对自己的实力和财务状况; 6. 打工的时候想的是自己的经历和文凭应该值多少钱,创业的时候想的是自己的勤劳和策略能创造多少钱; 7. 打工时想用自己的专业知识吃饭,存钱养家,创业时候想的是如何利用社会资源来赚钱养活组织和员工; 8. 打工的人一般都比较天真,认为辛苦和听话就可以长保无忧,创业的时候才知道市场的变幻简直就是日不可测,日不可知; 9. 打工搞好上司和同事关系就可以生活,创业要搞好客户和社会方方面面的关系才能生存; 10. 打工要看上司和老板的脸色,创业要看社会消费者和主管行政部门的脸色和媒体的脸色; 11. 打工想的是今年我能存多少钱,发多少奖金,创业想的是今年能开多少店,占多少市场份额; 12. 打工人如果天天下雨和下雪,没有客人就很高兴,可以放松偷懒,创业想的今天天气下雨下雪,心如火焚,着急无比,如何吸引客人上门; 13. 打工碰到问题就是解决问题,创业就要想这个问题的根源是什么,怎么解决,还要怎么预防; 14. 打工碰到困扰自己的问题就回避,认为不能解决,创业碰到自己头疼的问题必须要勇敢面对,并积极的想办法解决; 15. 打工的时候把工作堆起来,能拖就拖,尽量少事情为好,创业的时候才知道问题堆在那里,就会成不定时炸弹,保不准那天公司和自己与员工就都被这问题炸死了 16. 打工时候看着钟点,踩着钟点来感觉很心安,创业的时候每天时刻都得想怎么生存发展; 17. 打工的时候总是希望老板来请客,认为那是天经地义的,创业的时候感觉请客就是一种割肉,但是总是得大方的主动买单; 18. 打工的时候到晚上八点就把电话关了,唯恐有人来麻烦,创业的时候三部电话放在床头24小时不关机,希望有人来关照生意; 19. 打工的人信心都在身体里面埋藏,创业的人信心都在身体外面张扬; 20. 打工的人最不希望在大厅观众面前跟别人说自己是马仔,创业的人最怕在公共场合之中听别人说自己是老板,特别是没有成功时候; 21. 打工时候电话费总是要省了又省,最好的是公司的电话无偿使用,出门在外,给老板电话,也是响了一下马上挂了,创业的时候电话总是咬咬牙要拨打,即使长途电话,只要是自己的合作方和客户,总是要等对方挂线,哪怕心上很疼也得承受; 22. 打工碰到一些困难就打退堂鼓,想圈起行李走人或是逃避责任,而创业碰到困难必须要面对解决,把问题的最终解决在自己的手中; 23. 打工时候听到公司来了一个新同事能力比自己强,总是对他有嫉妒和提防心理,创业的时候总是渴望能够网罗到比自己能力高很多的俊杰和能人。 24. 打工就是做学生,只要学习成绩好就好,创业就是做老师,要教好学生,还有想办法搞好学生思想工作,做好外部职称评定工作; 25. 打工就是上大学,越自由越好,最好不要管理,越散漫越开心,这就是性格和酷,能随心所欲是欢喜不尽,创业就是办大学,最好是军训和男女不能同居,唯恐出一点点差错,毁了所有的心血和劳动; 26. 打工的时候,不希望有人来管理自己,觉得自己很了不起,一点点都看不起那些比自己低的人呢,创业的时候才知道,多么希望有个好的导师和善知识来指点和帮助自己,越来越感觉到自己其实最没有什么了不起,所有比自己差的人都要尊重起来,因为没有任何人可以短缺; 27. 打工的时候想的时,无聊的时候有个恋人的问候和惊喜来温暖自己,创业的时候在无聊时候想的是有个重要的客户突然跟自己能签订一笔采购订单合同; 打工的时候想的是这月能发多少奖金,创业的时候想的是这月又损耗了多少的产品,能通过什么方式节省下来; 28. 打工的时候不知道感情到底有多么重要,不知道珍惜是什么,创业的时候才知道有个恋人人能在自己孤军奋战时鼓励和帮助是人世间最难的福报; 29. 打工时候不知道要孝敬父母和事业有什么关系,要是没有钱花,自己干脆就忘记了家人,反正自己一个人吃饱就好,创业是时候才知道,做人都不好,根本就没有人来信任您,不孝敬父母创业根本就赚不到安心的钱; 30. 打工的时候不希望求别人,不希望去打搅人,创业的时候天天都得去求别人,天天都得主动出击给朋友客户信息和短信,麻烦别人 31. 打工时候总是希望能够多学习很多的资格证书,最好是博士后,再加人力资源管理师,会计师,培训师等等的培训证书有十多二十个,创业的时候才发现最好就是一个不知道一切的勇夫蛮汉,什么文凭和职称和证书根本就是百无一用; 32. 打工时候看到对方给的名片是某某跨国公司的某某总监,年薪XX万,心理就羡慕和自卑,极度的恭敬和小心,创业时候,只有一个人,也敢对自己人说,将来要培养这样的总监经理几十个; 33. 打工的时候听到有人介绍别人这是这个行业里的教授、导师、专家、大师的、成功者的时候总是恭敬有加,创业的时候,每每听到这些心里就有些窃笑,知道学识并没有什么了不起,讲得好,不如做的好,实践是产生智慧的唯一途径,感觉自己才是真正的专家; 34. 打工的时候不怎么在意媒体和记者,创业的时候想记者又怕记者; 35. 打工把产品当商品,当成谋生的东西,任其随意丢放,创业的时候把自己的产品当恋人,当另一半,烂了坏了,损伤了都心疼不已; 36. 打工的时候把恋人当恋人,双方互不干涉,当盖身的被子,给自己取暖遮寒,创业的时候把恋人老婆当宝贝和珍宝,唯恐她跑了自己事业不能成功,必须要双方保稳定和同心协力; 37. 打工的时候梦想有一天自己能够娶到老板的妹妹和女儿,这样就可以少奋斗二十年,创业的时候想的是原来天下没有任何事情比自己的坚强和努力更重要,天上不会掉馅饼; 38. 打工的时候,想嫁给一个好老公,可以衣食无忧,做师奶,创业时候才知道,最不愿意找这样一个女人来跟自己分享自己的心血和财富; 39. 打工的人是很喜欢热闹,喜欢群居的,所以打工的人是喧闹而享受的,创业的人是希望宁静和思考,所以创业的人是每每在欲望里对自己的身心做修正; 40. 打工的人把希望寄托给伯乐,创业的人把希望交给自己; 41. 打工的人把梦想托付给机会,创业的人把生命交付给信念和上帝; 42. 打工的人若是要能比喻就好比是家狗,创业的人是好比是野狼。这个世界上最终是狼比狗少,因为大部分人呢,都愿意做狗。这是自然界的物种存在的现象; 43. 打工的人占80%,创业的人占20%,因为打工的人都希望能够在创业者的大树下蒙荫; 44. 打工的人不明白,自己拿比创业者至少八倍的收入,其实是在一开始就决定了的,而创业的人也不明白,自己靠着那么多的心血智慧和付出赚了钱,居然产生原罪感是不应该的。
选择什么,得到什么,要什么,就要去选择什么
【点评】 看看打工者和创业者完全不同的心态,或许就能明白,做一个创业者有多难。 我现在的思维已经开始和以前打工的心态完全不同了 对过去的很多事情看法也改变了,人在不同的角度,思考的问题自然不同 不再埋怨和抱怨过去的一切,那些风风雨雨,其实是真正锤炼了我
无论在中国还是美国,十个创业九个死,因为创业太难了,任何一个小环节出问题,都有可能导致失败收场 身边很多创业的朋友,一个个在创业的路上艰难的前行着,就像穿越战场的火线,不知道明天谁会倒下,最后谁会活着 自己唯一能做的,就是坚强的前进,炮火再猛,也要战斗到自己倒下为止 遇到有困难的创业者,尽自己的力量帮他们一把,更多的还是靠他们自己的意志和素质。。。
正因为打工心态和创业心态,其立场和思路是天壤之别 所以世界上打工者和创业老板的矛盾是永远的,打工者总是对老板不满意,老板也总是对打工者的心态无奈 只有一个真正的创业者,才能真正理解同是创业者的心情
所以,要从一个创业者的心态理解身边的老板,大多心结自然能够解开 所以很多创业的老板往往能够成为比较要好的朋友,因为心态相近,有共同语言。。。 只有做过创业者,就算创业失败,以后也才能做一个更好的打工者
前进吧,冒着敌人的炮火前进,前进 即便有一天倒下,也会含笑沙场。。。 |
The PSB & SOCOM.com Weekly Recap Posted: 07 Jun 2008 01:59 PM CDT ‘Twas a busy week on the ol’ PSB this week. Check out the Metal Gear Monday post for some real, tangible hints on how to play the game (spoiler-free). Special thanks to Noel for delivering a post yesterday on making your own PS3 themes. Posts on Qore and the Store brought you lurkers out of your shells to the tune of several thousand comments. Spammers aside, it’s nice to know you’re out there.
Courtesy of David “Point Man” Brothers
|
Weekend Design Challenge: Content for an indie MMO Posted: 07 Jun 2008 07:49 PM CDT This week we have Over00 writing to ask:
So, perhaps the brilliant minds here can think about his issue and give some feedback.
So, what content would fit the bill here? Keeping in mind that this game is a very small-scale operation with only one person adding content. So, changes can't be too grand in scale. The statues idea taps into a traditional source of content: PvP. Allowing players to compete directly by establishing a fixture and being able to attack enemy fixtures is a classic way to add content that will change over time. The big worry is, of course, to avoid the situation that developed in Shadowbane (and many other PvP games) where one group takes control and makes serious competition difficult if not impossible. One problem with PvP is the griefer aspect. When people can conflict, some people will try to win by any means possible, including complaining to administrators. A small game that only has a few administrators can become swamped with complaints about cheating, both legitimate and false claims. Sometimes the major issues, like harassment, come down to a "he said, she said" type of argument unless you have extensive logs and don't mind searching through them on a regular basis. So, other types of content can be added to a small-scale game that require a minimum of content but provide a lot of entertainment? |
Posted: 07 Jun 2008 06:14 PM CDT 《龙之舞者·黑暗之音》正式版本1.12 更新完毕 新特性
平衡性
改动
修正
|
Posted: 07 Jun 2008 05:42 PM CDT |
Posted: 07 Jun 2008 12:34 PM CDT 希尔新世大学攻击魔法系前的草坪旁边的小树下 “饭后一只烟,赛过活神仙。”宇文竞阳点燃一只香烟,吸了一口吐出一口烟,低头看了看压在赌盘上的钱。“我靠,全是压龙月的,现在阳炎的实力。。。。。。我不是要赔很多。” “作者大人,”琥珀凑了上来,“读者开始骚动了,下午的戏开始吧。” “麻烦那,这一打起来我不是连本都赔了,这小说是不发行的。” “宇文竞阳!还打不打了,不打我们走了。”周围的大众脸学生开始叫了。 “打,打。。。。。。”宇文竞阳留着汗,陪着笑脸,“马上就开始。” 宇文竞阳,抖着手举起遥控器。 突然宇文竞阳想到什么,对琥珀耳语了几句,琥珀立刻跑开了。 “OK!”宇文竞阳立刻变成很兴奋的样子站起来,“各位观众,睁大你们的眼睛,本作第一场战斗,男女主角的第一次碰撞,现在开始,READY。。。。。。” “还有玩没玩!”一堆鸡蛋,鸡骨头,鸡。。。。。。砸了过来。 宇文竞阳倒了下去,按下播放键:“XXOO的,这就是现在的大学生么,太没素质,垃圾乱扔。”
希尔新世大学攻击魔法系前的草坪 龙月身体前倾,左拳在身前,右拳在身后,脚下升起一阵风。 风属性!强袭姿态!阳炎一惊,XX的,风敏战士,看来不能拼速度了。想到这里,阳炎,将双拳放在胸前,左拳在前,右拳在后,双脚垫起,前后站立,一团火焰在双拳上燃起。 “火敏战士么,你那敏防姿态,是害怕么?”龙月冷笑了下,直接冲了过来。 好快的速度,阳炎架开龙月的左拳,向右一闪,下蹲躲开龙月右拳的攻击,抬起左腿横踢过去:“怕你,开什么玩笑,好说话不是软弱。” “哼!”龙月借这拳头的挥动转过身,向后一跳避开阳炎的腿,没有收拳直接以右肘撞向阳炎的背后。 “有猪在叫那。”阳炎虽然腿还没落地,但已经感觉到背后逼近的身影,直接弯要下腰,双手撑地右腿借着身体的旋转,一个标准的风车攻击。 “等我把你煮了,你就听见了。”龙月侧身下蹲,阳炎的腿从头顶呼啸而过,同时龙月的右腿扫向了阳炎还支撑着地面的手。 阳炎立刻将手用力一撑,弹了起来,龙月立刻起身跟上一脚,阳炎躲闪不过下意识的双手护胸挡下这一击,一个翻身在不远处落下,但还没落地,龙月已经到了面前,左脚飞起。 !这个速度。阳炎只好用力侧过身,左腿抬起,挡下攻击的同时借助龙月的力量向后退出十多米。 “XX的,你还来真的啊。”阳炎全身都燃起了火焰,“真当我好欺负啊,大不了一起被开除。” “让你承让真不好意思啊。”龙月脚下的风旋转的更快了。
“哇,来真的了,来真的了。”看热闹的大众脸学生沸腾起来了。 “XXOO的,死琥珀,还不快回来,马上出人命了。”宇文竞阳,举着望远镜,另一只手正拼命的搽汗。
阳炎身上的火焰越来越旺,龙月脚下的风也旋转的越来越快。 “喝!”这次是阳炎先冲的出去,紧跟着龙月也冲向阳炎。 “轰”两人的气撞在一起,立刻混在一起,熊熊大火冲天而起,被弹开的热气流让众人都开启的魔法盾。被风火包围的两人已经看不到身影。 “轰,轰,轰。”又是三声,三股水柱撞开地面,在火焰和风的混成的气流中间升起。 火,熄灭了,风,停止了,阳炎和龙月的拳头还撞在一起,但都停止了动作。 宇文竞阳松了口气,XX的,终于赶上了。 不远处,一个娇小的身影倒下了。
“凤月!”龙月第一个冲到倒在地上的凤月身边,但此时的凤月已经昏过去了。 阳炎和琥珀也跑了过来。 “怎么回事?”阳炎怒视着琥珀。 “额,作者大人让我去告诉凤月的。”琥珀一边搽汗一边后退。 “宇文竞阳!”龙月叫起来,“出来!” “Here,I’m here。”宇文竞阳从一边的树丛里走出来,“你们就不能忘记我这个人么,你们现在是在发展剧情那,难道我起用没有经验的新人真是我错了。” “少废话,凤月怎么了?”阳炎和龙月几乎异口同声,然后2人楞了下,对视了下。 “停。”宇文竞阳的遥控器又拿了出来。 “很好,你们都来看看。”宇文竞阳招呼众人,一群大众脸围了上来。 “就是这个表情,这个神态,这就入戏了。” “哦~~~~~~~~~~~~~~~~~~~~~~~”众大众脸点点头 “OK,继续。”我先闪了。宇文竞阳点了下播放,一个瞬步没影了。
龙月刚想继续说话,突然发现说话对象不见了,真要发作。 “喂,我们是不是先关心下凤月。”阳炎开口了。 龙月这才把注意力重新转到凤月的身上,她试图抱起凤月,阳炎立刻伸出双手把凤月抱了起来。 “你。。。。。。” “事后你想砍我的手都行,先把凤月送到医疗室,OK。”阳炎头也不回的的走向学校主楼。 龙月把话吞了回去,紧跟上去。
希尔新世大学医疗室 “噫,我怎么了。”凤月睁开眼睛,看见身边的三人。 “没事,精神消耗过度而已。”龙月松开凤月的手,“谁让你用这么强力的魔法了。” “我。。。。。。当时看你们在。。。。。。所以一着急就。。。。。。”凤月好象做错事的孩子把头偏向一边。 “八成这一切是宇文竞阳安排好的。”阳炎站在一边,“为了吸引读者嘛。” “饶不了他。“龙月站了起来。” “冷静,冷静。”琥珀忙拦住门口。 “你看她像冷静的人么?”阳炎依然没有动,“我们好象一直在被宇文竞阳左右这行动哎。” “看上去好象没做什么,实际上一切都是他安排的。”龙月愤愤的说。 “这个。。。。。。我觉得作者大人似乎是为了某件很重要的事,把我们聚集在这里。”琥珀挠挠头,“不然请专业的演员不是更好?” “他那点工资,请的起演员么?”龙月反问道 “说不定是想靠这小说赚钱那。”阳炎做出一付若有所思的样子。 “那个。。。。。”凤月想说话,大家这才想起房间里是四个人。 “我觉得我们是不是太依赖作者了。” “?”大家都把问号顶了起来。 “你们忘了么,发展这部小说剧情的是我们,而不是作者设定好的。” “对哦。”琥珀好象想起什么,“我记得作者大人好象提过,这部小说是一个网络游戏世界里发生的事情。” “那我们就是玩家?”阳炎问道。 “好象也不是,我们是带动剧情发展的人。”琥珀说,“这是这个游戏特有的一个系统。” “这么说的话,以后的剧情怎么发展在于我们?”龙月想了想,“就是宇文竞阳只是个记录者。” “差不多,恩。。。。。。”阳炎又开始思考了,“我想通了,我们该做什么做什么,不要去理会作者了,他是不属于世界的人。” “恩。”
别走开,广告之后马上回来…… 后台 阳炎:身手不错么。 龙月:那和谁比。 阳炎:什么意思 琥珀:和谐和谐,别总吵架么 凤月:又没几句台词,我这性格得改改 宇文竞阳:地位下降了,这些家伙开始无视我了,看来以后不用掺和剧情了,有空写文档了 |
Posted: 08 Jun 2008 01:49 AM CDT 6月8日,第13届欧洲足球锦标赛开幕,同时也是阴历五月初五,中国传统的端午佳节。当这一刻龙舟遭遇上足球,“民族的”与“世界的”之间似乎不再能划上等号。 午夜的时候突然想到今天是端午节,于是例行去几个网站看看各自Logo有什么应景的变化,然后很意外的发现Google的主题有点不那么“和谐”的选择了欧洲杯而非端午。至于那个腾讯的专题,毕竟熊猫现在在为企鹅服务呐,放在第一位,热情欢迎各位点击-_,- 在这件事上可以明显看出几个公司之间的明显差异。Google更服务于全球,因此使用了欧洲杯的主题,毕竟足球才是当天最受全球关注的大事件,而百度则明显更针对中国或者说华人圈的网民。当然从面向用户的组成来看,它们各自这样的处理方式倒也无可厚非,只是从个人角度,身为球迷的熊猫更亲睐于Google的选择——足球无疆界,而端午节不是;夜里可以喝着啤酒看比赛,而没有微波炉的我却连一个粽子都吃不了。 貌似原文说的比较隐晦,补记一下行文的原因。 6月8日12时后再补记:
![]() ![]() |
Posted: 06 Jun 2008 08:30 AM CDT 洞窟物语(洞窟物语,Doukutsu Monogatari) 是个2D 横卷轴动作游戏(类似银河战士,恶魔城,洛克人)。虽说是免费的独立游戏,但却有着超越许多商业游戏的高质量:良好的操作手感,流畅的游戏流程,个性鲜明的角色设计,引人入胜的剧情,令人回味的合成器 ...
|
Posted: 08 Jun 2008 12:46 PM CDT 虽说是免费的独立游戏,但却有着超越许多商业游戏的高质量:良好的操作手感,流畅的游戏流程,个性鲜明的角色设计,引人入胜的剧情,令人回味的合成器音乐,复古而精致的像素风格画面。 剧情简介: 在一个神秘的,从未到过的洞穴醒来,少年发现自己丢失了 ...
|
||||||||||||||||||||||||||||||||||||||||||||||||||
The Impact of Activision Blizzard Posted: 09 Jun 2008 11:00 AM CDT |
||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 07:58 AM CDT 目前国产网游占据着国内网游市场70%的份额,这是我们民族网游发展的必然趋势,在国产网游为主流的今天,我总结了国内网游市场十大“主流”现象:
1.后《征途》现象:
自老史的《征途》在国内获得空前的巨大成功后,国内相当一大部分游戏产品都走《征途》路线,学《征途》的游戏理念、设计思路、道具收费、自动挂机、游戏系统等等,后《征途》作品最明显的特点就是自动寻路。更有甚者就是完全照搬《征途》中的东西。同时越来越多的《征途》类产品也即将问世。当然好的东西、玩家认同的东西,吸收是很好的,但有的学的不伦不类就不行了。
2.后《魔兽世界》现象:
如果说国产2D游戏主要学《征途》,那么国产大型3D游戏就是学《魔兽世界》了。从最初的《完美世界》公测初期标榜自己为国产魔兽,到自诩为魔兽+传奇的《风火之旅》,到近期的“超越网游经典,国产免费魔兽”、“一旦进入,无法回头”的《魔幻圣典》,只要是个大型3D网游,都跟魔兽去比,都想借魔兽的噱头来宣传,不过如果品质跟不上的话,效果只会适加其反。以及其他大型3D网游多少都有《魔兽世界》的一些影子。《魔兽世界》就像高山抑止般的存在,国产3D游戏总是模仿它,却总是仿的不像。除了《完美世界》后来走了一条自己的路,其他自诩为《魔兽世界》的游戏出路未明。《魔兽世界》是很好,但就像金庸小说里的某位女主角说的那样:“那些都是好的,但我偏偏不喜欢”,然后一骑绝去。
3.后《劲舞团》现象:
《劲舞团》造就了久游,使得国内的运营商大为眼红,都想分一杯羹。在这一背景下,一大批同质产品应势而出,《热舞派对》、《唯舞独尊》、《劲舞世界》、《超级舞者》、《一起舞吧》、《舞街区》、《QQ炫舞》等就是这个背景下的产物。同时,舞蹈网游的姊妹音乐网游也应运而出,《劲乐团》、《QQ音速》、《超级乐者》、《超女世界》、《巨星OL》等也逐渐面市。目前国内的各大游戏运营商,都至少有一款舞蹈音乐类网游,但效果不是很好,因此完美时空的《热舞派对》率先发起完全免费、不收玩家一分钱的攻势,对久游的《劲舞团》发起阻击,以来囊括更多的玩家群。
4.后《跑跑卡丁车》现象:
同样由于一款游戏而红的还有世纪天成,《跑跑卡丁车》的巨大成功也引起了游戏运营商的注意,于是《超级跑跑》、《QQ飞车》、《疯狂卡丁车》、《疯狂赛车》、《光线飞车》、《极道车神》等的出现也就不奇怪了。
5.三国现象
三国题材无疑是网游被改编的不能再改编的题材,但08年似乎特别多。《赤壁》、《真三国无双OL》、《苍天》、《三国策IV》、《三国传奇》等,加上没在大陆运营的《三国帝王传》、《三国志OL》、《三国鼎立OL》,加上因资金问题而可能流产的《一骑当千》和难产的《铁血三国志OL》,再加上即将研发完成的《名将三国OL》、《真三国》等,如果再算上以往的各种各样的三国作品,真算是三国产品泛滥。三国作品,过去一直存在,现在依旧辉煌,将来必将灿烂。
6.网络小说改编现象:
当中国的那些经典历史(如三国等)、经典武侠小说(如金庸武侠等)、经典神话(如上古和封神等)被网游改编的泛滥的时候,开发商还能有什么题材重新吸引人们的眼球?于是网游《诛仙》出来了,并且很火,只不过用了《完美世界》的ELEMENT引擎,换了剧情和画面,花了几个月时间做出来了。完美时空看重的是《诛仙》小说的用户群体,3亿的点击量可谓是很强大,因《诛仙》小说而去玩《诛仙》网游的大有人在,而且很多,很好,很和谐。但是其他人觉得不和谐了,一家和谐不是和谐,大家和谐才是真的和谐,于是《鬼吹灯》、《龙腾世界》、《兽血沸腾》、《佣兵天下》、《飘渺之旅》等这些在网络上有高点击量、庞大读者群的小说开始被各大产商改编成网游,而且还将有更多的网络小说将被改编成网游,如《神墓》的作者辰东就披露过有人跟他谈《神墓》网游改编的版权。此类现象一般是本身的游戏引擎已经很成熟了,拿网络小说的剧本往上套,换下画面,然后就可以上市了,周期短,见效快。
7.电影改编现象:
同网络小说改编有异曲同工之妙,最好的情况下是电影宣传火的时候推出上市,以《投名状OL》、《十面埋伏》、《赤壁》、《功夫OL》、《加勒比海盗》、《龙虎门》、《都市2046》为代表。从目前来看,有的成功了,如《投名状OL》;有的失败了,无人问津,状况不明,如《龙虎门》。《投名状OL》也是几个月内快速上市的,用他做过的《魔域》、《机战》引擎,同样换上电影剧本,换上原画,游戏就出来了。如果没有好的游戏引擎,游戏可能会难产,等所改编的电影过气了,这款网游价值也降低了很多。
8.一套引擎走天下现象:
主要代表有完美时空、天晴数码、巨人网络、中华网龙等。有一个好处就是每一款新游戏发布,它的引擎也是在不断改进和完善的。
完美时空自第一件产品《完美世界》获得成功后,其后的《完美世界》国际版、《武林外传》、《诛仙》都是其克隆品,换汤不换药。直到其后的《赤壁》有些大的改变,有些《征途》+《魔兽世界》的影子,特别在操作上让玩惯完美其他三款游戏的大部分玩家很不适应,业绩没有其他三款免费游戏好。不过值得欣慰的是,完美作品每一次问世,其引擎和画面都有了改进。现在的开发商差不多都是这样的,做好了第一款游戏的引擎,接下来的游戏就是换个皮就上市了,国情所致,是具有中国特色的网游市场所决定的。同样的,天晴的《魔域》、《机战》、《投名状OL》,巨人的《征途》、《巨人》,中华网龙的《黄易群侠传》、《金庸群侠传》等都是一脉相承的。
9.“大作”、“巨作”现象
现在动不动一款游戏宣传就是“国产网游大作”、“国产网游巨作”、“国产极品大作”、“国产仙侠大作”、“中国网游神话,战争网游巨作”、“修真大作”、“国产奇幻大作”、“3D奇幻大作”、“超Q版卡通大作”、“国产神话大作”的等,五七八门的,似乎只要加上个“XX大作”,这游戏真的能比得上暴雪了,甚至连几个月开发出来的游戏也是大作。都是“大作”、“巨作”的时候,那就很平常了,特别是那些不能算是作品的半成品,似乎只要是个游戏就是大作,真是泛滥的“大作”。
10.测试现象
现在的测试,名字都叫的很强悍,很吸引人,比如“高潮测试”、“雄起测试”、“飞天测试”,“终极测试”、“大天使测试”、“天兵测试”、“相当年测试”,这还没什么的,玩家觉得这有的取得名字还不错。但有的游戏你看见从去年春季开始测试,到今年夏季你还能看到它在测试,测试名称分别是:压力测试—一次封测—二次封测—三次封测—内测—XX测试,到现在都还没完。我说大哥,你是不是玩我啊?
国产网游一直都在进步,坚持走具有中国特色的网游路线,罗马不是一天建成的,我们不必太过苛刻,民族网游必将崛起的,我们一直在等待!
|
||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 07:56 AM CDT 英国FPS网游《Kwari》以能挣取现金为卖点颇受人关注。但是,根据海外游戏相关网站GamesIndustry.biz里报道得知,由于开发商的倒闭,游戏将进行中止运营状态。游戏的官方网站也被关闭不能连接。
《Kawri》是一款非常有特色的FPS(第一身射击)网络游戏。这个游戏强调的是全新型态的线上赌博,在游戏中,你控制的角色如果被对方玩家击中,不但会损血,在同一时间,你和这个角色连结的银行帐户也会「损血」!而造成损伤的一方则会得到相对的金钱犒赏!玩家们需要购买子弹,在每一场激战开始前放下特定金额,胜利的话,就能得到战败者的金钱,相对的,输得一方将会损失那些金钱。您敢参加这款刺激有趣的游戏吗?他绝对会让您有机会一夜致富,也能让您倾家荡产。
2008年1月在欧美地区进行运营,还未到半年时间就将停止运营?也许这大概就跟游戏的这种模式有极大的关系。
|
||||||||||||||||||||||||||||||||||||||||||||||||||
Ask the Experts: On Track, But What Else Can I Do? Posted: 09 Jun 2008 02:00 AM CDT |
||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 06:35 AM CDT
盛大发布Q1财报 净利润同比下滑35.7% 美国东部时间5月27日下午5时06分(北京时间5月28日5时06分)消息,盛大(盛大游戏区)(纳斯达克:SNDA)于今天公布了其截至2008年3月31日的2008年第一季度未经审计的财务报告,相关详情如下: 2008年第一季度主要业绩:
注:此财报中使用的美元兑换人民币汇率系根据中国人民银行2008年3月31日所使用的汇率,具体为1美元兑换7.019元人民币,本财报中所有比例系根据人民币数量计算所得。 九城公布第一季度财报 净利1280万美元 美国东部时间5月19日下午5时(北京时间5月20日5时)消息,第九城市(纳斯达克:NCTY)于今天公布了其截止2008年3月31日的今年第一季度的未审计财务报告,相关详情如下: 2008年第一季度主要业绩:
对此,第九城市董事会主席兼首席执行官朱骏表示:“我们对今年第一季度所取得的业绩感到满意,此业绩令我们深受鼓舞,我们的收入和利润再次创下新高。尽管我们今年第一季度面临着季节性因素的影响,但是,我们的《魔兽世界》游戏仍取得了增长,另外,《奇迹世界》和《卓越之剑GE》等网游的业绩也符合我们的预期,与此同时,《卓越之剑GE》游戏在整个第一季度都得到运营,并创造了收入。今年第一季度,我们目前所有商业化运营的游戏同时在线用户总数已经达到了120万左右,截至2008年3月31日,第九城市注册用户人数已经达到了3810万之多。我们将继续执行多样化的战略,并将继续加强室内游戏的开发力度,目前已有五个项目正在研发之中,预计将在未来两三年内推出。随着第九城市将向中国市场推出更多的高端游戏,我相信,第九城市未来仍将继续增长。” 网易公布2008第一季度未经审计财务业绩 中国领先的互联网技术,在线游戏服务提供商网易(NASDAQ: NTES),今天宣布了公司截止到2008年3月31日的第一季度未经审计财务业绩。 网易公司首席执行官兼董事丁磊先生说:“在千变万化,飞速发展的中国互联网市场中抢占先机,并拥有使自身顺应市场的能力,是我们在2008年及未来取得成功的关键所在,而使我们的产品多样化则会帮助我们实现这一目标。在2008年第一季度,我们继续重点开发道具收费和时间收费游戏,按计划将展开首款3D道具收费游戏《天下贰》的内部测试。” 丁磊先生接着说,“我们对《天下贰》目前的开发进展也很满意,并有信心按期在下月初开始公开测试。同时,由于我们坚持不遗余力的为用户提供最优秀的体验和技术,我们的免费邮箱服务在中国市场保持了领先优势。我们相信,拥有了人才,技术和广大的用户群,我们会在飞速发展的中国互联网市场中取得更多的商机。” 2008年第一季度财务业绩
新的企业所得税法自2008年1月1日起生效,统一了中国国内和外资企业的所得税率至25%。在新法规生效前,公司的一些子公司和VIE已获得了各项税收优惠待遇。目前,中国税务当局已着手建立一整套框架,受理国内企业和外资企业高新科技企业(HNTE)资格的申请,并根据新税法给予高新技术企业优惠的税收政策。因此,根据现行会计准则,除某些还处于免税期的子公司外,公司用新的25%的法定所得税率预提所得税。2008年第一季度公司的营业税税金为1.15亿元人民币(1,640万美元),上一季度营业税收益为5,290万元人民币(750万美元),去年同期营业税税金为3,360万元人民币(480万美元)。如上文所述,中国开始实施新的税法,导致公司2008年第一季度所得税费用高于前一季度。公司预计在未来季度中,当公司在国内的子公司和VIE被核准可享有高新科技企业优惠税收政策后,所得税费用多出的部分将被冲销。2007年第四季度的税款收益是由于采用新的法定所得税率计算递延税款。如中国税务局确认公司可享受高新科技企业的优惠性税率,由于递延所得税资产会按低税率计算相应减少,未来季度所得税费用则会相应增加。2007年第一季度报告的所得税费用减少是因为根据2008年1月1日之前施行的企业所得税法,公司的某些在中国国内运营的子公司和VIE享有税收优惠政策。 |
||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 05:25 AM CDT |
||||||||||||||||||||||||||||||||||||||||||||||||||
Announcing: Dream-Build-Play 2008 Posted: 08 Jun 2008 10:24 PM CDT The XNA team is proud to announce Dream-Build-Play 2008, a global competition to see who can create the best game for the Xbox 360 using XNA Game Studio 2.0. This year’s participants will be competing for $75,000 in prizes and the bragging rights to say their game was the best. In addition, one of the top ten finalists will have a chance at an Xbox LIVE publishing contract. Prizes:
Last year’s Dream-Build-Play was an outstanding success as we extended the four top entries opportunities to sign Xbox LIVE Arcade publishing agreements. We will begin to see those winning games released later this year on Xbox LIVE Arcade. This year’s contest will feature Xbox360 development only and to ensure that everyone has access, we will be giving away one free 12-Month XNA Creators Club Trial membership to everyone that registers. For more information and your chance to create the next great hit log on to www.dreambuildplay.com. |
||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 04:12 AM CDT GOOGLE,被认为是未来最有可能打败微软成为第一的最有技术含量的新型互联网公司; 暴雪,被业界公认为是最具技术含量的游戏开发公司。 两者的相同之处,都在于:绝大多数的外人均把它们定义为技术型的公司。在外人看来,这两家公司都是技术相当NB的企业,NB到可以傲视群雄而无人能及的地步。 而在我看来,“技术型”公司,对于用户而言,可以当作一件美丽而可靠的外衣,但对于公司本身而言,却不能因此迷失了方向,误以为单靠技术就可以打天下了。也就是说:所谓的技术型公司,拿来蒙蒙公司以外的人就行了,千万别拿着鸡毛当令箭把自己也给蒙了。 技术是实现产品研发战略的保障,但不能成为产品研发战略的主导。 这句话的意思是说:在保证产品研发战略的前提下,技术能作到多好就作到多好,精益求精。 产品研发战略,由谁来定?当然不是技术人员自己决定,它应该是由产品设计人员(与研发人员不是一个概念)决定。 产品设计人员依据什么作出决定?当然是基于对市场需求的分析和判断。 对外宣传自己是一家技术型公司,无疑对公司是有很多好处的: 1. 在同等的市场条件下,因为技术型公司的口碑,就可能为你赢得更多的用户; 2. 打着技术型公司的牌子,会更容易吸引到优秀的技术人才,构建更加强大的技术团队; 3. 无论如何,技术强总比技术差的印象要好,这也在一定程度上给用户带来信心。 从GOOGLE来看,是从内到外都完全地把自己当作了技术型公司,基于市场层面的东西考虑得似乎很少,据说从去年到今年从GOOGLE离职的很多人都是产品经理层级的人,为什么离开? 因为他们指挥不了GOOGLE的工程师们,因为GOOGLE把工程师的位置摆得太高了,从而让GOOGLE的工程师们自己真的以为只需要依靠自己的技术就可以打天下了。 而事实上呢? 一个产品,用户是不是需要,是不是喜欢,是不是觉得有用,都需要对用户体验有一定的把握,我不相信一个普通的工程师会比一个广泛接触并理解用户需求的产品经理更明白用户需要什么。 我甚至有理由怀疑,一个技术越高的工程师,他离理解用户真正需求的距离却反而越远,不是吗? 不得不承认,GOOGLE刚进入中国时,包装的“技术型公司”形象,对它的人员招聘起了非常非常大的积极作用,但可惜的是,连GOOGLE自己的人都被蒙了。 其实,他们更为需要的是对中国市场有更深刻理解的人,这些人,不仅仅是技术人员,还更大程度上包括了市场人员和调研人员。 记得前段时间看过一篇文章,是探讨在中国的互联网世界里,为什么国外的公司频频被国内的公司打败。其中最为重要的一个观点是认为:其实,互联网应用,从很大的程度上来说,它是一种体验式服务,而体验式服务又普遍会与用户所处的时代,环境,文化以及社会氛围有相当大的关联。所以,从这个意义上来说,在国外成功的体验式经济模式,再拿到国内来生搬硬套时,其结果往往是失败。因为经济发达地区的人的体验感受,与经济不发达地区的人的体验感受可能是完全不一样的。 说到暴雪,我倒不认为暴雪只是技术强,其实,暴雪本身对欧美文化的把握力度应该是远在我们国内游戏公司对本国文化的把握力度之上的,无论是其世界观,还是其倡导的游戏理念。 值得提出的是,暴雪很好的利用了“技术型”公司这一美丽外衣为自己的产品宣传铺路。这不,星际2还远没有发布呢,就已看到暴雪不断定期的利用软文来轰炸国内市场了,几乎每次发布的截图都吊足了FANS们的胃口。 但是,我不得不说,网游同样是一种体验型经济,不同的文化背景,在同等条件下,注定了暴雪的游戏文化没有国产游戏的文化容易被中国玩家所接受。甚至,即使在不太同等的条件下,比如技术稍差一点,但只要把体验搞好了,国产游戏的优势也依然是相当大的。 所以,我很不看好国内公司搞一些什么西方神幻题材的网游来打国内市场,在我看来,是选错了方向: 第一,中国人再怎么作神幻也不可能作得过西方人; 第二,中国人离神幻的接受程度远差于对中国古典文化的接受程度; 第三,随着中国经济的日益强大,广大国民对精神领域的产品需求必然会随之增大,国学热只是一个表象,其深层次的含义是:国民已经越来越深刻感受到中华传统文化的深刻魅力并希望能从中多汲取有益的东西。 |
||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 01:19 AM CDT Tonight in Age of Conan, someone jumped me while i was doing something else, then proceeded to perform a fatality on me. It was one I hadn’t seen before, and it involved him chopping off my arms, then chopping off my head. Which is cool and all, but after I respawned, I didn’t have any arms. It was a purely visual bug - I could still fight and quest and whatnot. Still, I spent the next hour trying to find out which animations looked goofiest with stubs cut off at the elbow (dancing is good, stealth is better). Unfortunately, it was only an error on my screen, which meant that me screaming ‘It’s only a flesh wound!’ in town probably made little sense to those who passed by. |
||||||||||||||||||||||||||||||||||||||||||||||||||
The Sunday Poem: If Trees Did Not Stop Growing Posted: 08 Jun 2008 09:57 PM CDT ![]() We spent some time today at the park at a Cub Scout event, and I fell asleep on our blanket on the grass, staring up at the maze of intersecting branches, and at the smooth-trunked trees that vaulted to the blue. I was struck by how alike the grasses were, the same shapes and forks and blind reaching for the sun, the way that the water grasses arching over the little stream were hiding tadpoles from my glance, and the way the bigger boughs made the sun dart in and out like flashing flickers on a fish - was something watching us? It made me think, if trees are just huge grass, then what grows huger still? If Trees Did Not Stop Growing The trees are dense with cellulose, And if they got there, what? Beyond, the stars, the dark, the places Upper reaches made of silver The green forgot From the moon, the Earth a feathered ball Where Mother Nature never got |
Posted: 08 Jun 2008 08:56 PM CDT 注:本文完成于2008年5月,发表于《家用电脑与游戏》杂志2008年6月刊。原稿略作修改,转载请注明出处。 三月,《QQ炫舞》开启内测, (一) 菲: 前段日子和你提到了《QQ炫舞》,果然如我所料你很有兴趣吧。这些天正好你休息,于是就一直在玩一直在玩——《QQ炫舞》这么好玩,甚至都让你忘记按时吃饭睡觉了吧。 说起来你玩游戏真的很专注呢。认识你也有2年多了,这2年以来,你每玩一款游戏都会沉迷其中,这个习惯至今未曾改变。 之前你问我《QQ炫舞》里的角色和衣服是否漂亮,哈哈,和你本人一样漂亮哦。游戏里的两个角色,男的帅女的靓,各种衣服和装扮也是非常丰富。哦对了,赶紧去邮箱收东西吧,我有送很多衣服给你哦——今天自作主张买了这些,也不知道你是否喜欢了。还记得第一次帮你配衣服时你说“很丑”的那句话,让我至今还感觉很不好意思呢。 嗯,现在的这些,我觉得都很适合你了,慢慢打扮看一下吧!在我心中你永远是最美丽的。^_^ Yours 小尤 (二) 菲: 你对舞蹈游戏果然很有天赋哈,这么快就上手了,不像笨笨的我,还要在新手教学里“煎熬”上好长一段时间。 昨晚上你玩到了10级,今天看到你QQ面板上的炫舞图标已经点亮啦。不过这仅仅是个开始,我查了查资料,《QQ炫舞》里还有很多更好玩的内容呢。 挺喜欢游戏里那个独特的“炫舞模式”,传统模式下我可是相当的弱,不但“P”点找不到,节奏稍微快一些我甚至连左右都会迷糊,只有切换到节奏模式才能利用“Combo”稍微帮我带一些分数。好啦好啦,我知道你玩的很好,不过可别在我面前炫耀呢,要照顾下男人的自尊心哦^_^ 最后,注意节制下游戏时间吧,我知道《QQ炫舞》很好玩,不过你的身体……最近你甚至会玩到夜里2、3点钟,这让陪你游戏的我很担心。 Yours 小尤 (三) 菲: 最近的工作很忙,但我又舍不得就这么远离在《QQ炫舞》中游戏的你,于是就切换到观战模式看你跳舞啦。顺便给你送上一束鲜花,表达心意的同时还能给你增加人气哦。 原来我以为《QQ炫舞》里一局游戏只能送一束花的,最近倒是发现了一个小窍门:只要在游戏中不停的进出游戏房间,便可以不停的给你送花啦。瞧见那个排行榜了吗,得分和荣誉至我或许帮不了什么忙,不过把你顶到人气王的位置,我对此还是很有信心的哦! 喜欢看你跳舞,特别喜欢在一个单人的游戏房间里只看着你一个人跳舞。“旋转跳跃我闭著眼 尘嚣看不见你沉醉了没 白雪夏夜我不停歇 模糊了年岁时光的沙漏被我踩碎”——有时我甚至希望你就如歌词中唱的这样,一直跳下去,永远不要停。 因为那是只有我和你两个人的世界,因为,哪怕只是这么看着,我也觉得是世界上最大的幸福。 Yours 小尤 (四) 菲: 最近你也忙起来了呢。每天8点多就要上班,却要直到午夜12点后才能离开,有的时候甚至还要通宵值班!我有些心疼,无论再忙,你都一定要注意保重身体知道吗? 《QQ炫舞》里的事情你就不要担心了,这些天一直在替你玩游戏升级,虽然玩的很烂,不过总在缓慢进步的。我去接了一些力所能及的任务,完成之后的奖励也比较丰厚,这样边做任务边玩,升级的速度倒是还可以了。我现在的目标是30级,在达到之后能拿到特别的徽章,就会成为合格的“职业舞者”啦。 今天我也加入了舞团,这下可以找到稳定的同伴一起跳舞了。不过有时大家会在QQ群里开你的玩笑,这让我有些小不开心和别扭,我想自己大概是吃醋了吧>_< 最后,十分感谢你的信任,我想你也知道《QQ炫舞》的游戏帐号是和QQ号绑定在一起的……呵呵,我总是拙于言辞,保重啦…… Yours 小尤 (五) 菲: 我有的时候在想,游戏到底带给了我什么呢?游戏的乐趣?事实上自从大学以来,自己就很少像现在《QQ炫舞》这样疯狂的玩游戏了。又或者,一份看起来较为体面的工作?事实上,自己只是公司最底层一名普普通通的员工而已……不过我倒是很感谢《QQ炫舞》。因为你,我玩的很开心。 这些天和你之间似乎有一些别扭呢,我想是自己有些着急了吧,给了你许多不必要的压力,抱歉。我想自己是个笨孩子,不会关心别人,也不会哄人开心。我很羡慕别人身边有一个“她”,但这种事情一旦发生在自己身上,便往往会不知所措。请相信,我一直在努力…… 好啦,继续说《QQ炫舞》,不提这些不开心的事情了!现在游戏里的那些服装可都被你上下翻了遍啦,“宠物商店”和“VIP房间”都还没有推出,情侣和结婚模式也没有——你看,还有那么多新的内容我们没有玩过,因此我们还要继续炫舞下去,不是吗?^_^ 祝你幸福! Yours 小尤 外一篇:给梦中人的信 菲: 现在是午夜,你大概正在甜蜜的梦乡吧。有些话自己并不好意思当面说出口,正好趁着当下将它们寄予这篇文字中,希望睡梦中的你可以“收到”。 不知道今天下午的地震是否对你的生活产生了影响,但它却切切实实的把我吓着了。朋友刚刚还在问我,在得知地震的消息之后自己第一个想起了谁,我老老实实的回答,是你。 发生在四川的7.8级大地震(注:震级现已修正为8级),甚至让远在北京、上海的人们也切切实实的感受到那份死亡的恐惧。是的,我知道你家离四川很远,但在得知北京也在同时发生了3.9级地震时,我开始害怕,害怕这正在演变成一场撼动大半个中国的灾难。 于是自己便再也顾不上工作了,开始慌里慌张的打听你那边的情况。人在上海的大狗告诉我网上有浙江嘉兴上海间发生5.7级地震的新闻,自己去新浪看果真如此,这对我来说不啻为一个噩耗。我在Q上不断的呼唤你,问你是否还好,希望你赶紧上线来,让我知道你平安无事。我向上苍祈求,希望你一定要平平安安的……我多么想听到你亲口告诉我自己你无恙,只是你那一直灰暗的头像却只让我联想到了一个词:死寂。 浙江地震的消息不久之后被证实为谣传,稍微定下心的我这才发现自己的眼眶早已经湿润——我果然是一个软弱的人呢,不过当时那份紧张急切的心情,我想今生自己再也忘怀不了。后来很晚的时候你终于上线来,即使只是很简短的一句报平安的话,也足以让我彻底安心。另外在这里小小的“鄙视”下大狗,一个谣言竟也让那么资深的记者上当了,哈哈。 听到地震消息的时候,我正在《QQ炫舞》里帮你挂着号。当时我真的好害怕,如果浙江果真也发生了地震,如果你因为这次地震而出了什么事情,如果我再也看不到你了,我该怎么办?你的身体一直都不好,我一直在提醒你要注意按时吃药吃饭,上下班的路上要注意安全,如果你因为这次地震而发生了什么意外,我该怎么办? 我地震发生后最担心的,是你而不是我的家人。自己已经从同学处及时知道了家乡一切安好,但对于你那里,我却只能从网上满天飞的谣言中试图找到真相。老朋友知道了这件事后都批评我是个不孝之子,我无言以对。 此次发生在汶川的大地震已经堪与1976年的唐山相比了。我不清楚会有多少人会因此家破人亡,多少人会因此无家可归,但是那种莫名的心痛,我想自己在今天下午已经真切的感觉到了。 愿逝者安息,生者奋发。一场灾难让我们是如此的感同身受,我现在在想,能够生活在这个世上,真的已经足够幸福了,至少现在能和你一起聊天、一起玩游戏,那对于现在的我来说,就是最快乐的事情。 我们都要好好的生活下去,为了自己,也为了所有关心自己的人。你那些笑起来的照片真的很好看哦,希望今后与你见面时也可以亲眼看一看你那灿烂的笑容,因为,那就是照耀我的光芒! 愿你永远幸福、美丽、安康。 Yours 小尤 |
Posted: 08 Jun 2008 09:35 AM CDT 原作者:Jeff Ward You
would expect that the answer would be as simple as being shown a
car's engine: "Yeup, thar she is." After all, the game engine, much
like a car's engine, is what makes the game go. Unfortunately,
sometimes there's a fuzzy line between where a game's engine ends
and where the content of a game begins, as if there were a fuzzy
line between whether a car's air conditioner is part of its
engine.
------------------------- 以下译文 点击图片放大
|
Posted: 08 Jun 2008 09:26 AM CDT 原作者:Lorenzo
Wang
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
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。
译文在原文之后,烦点击进去阅读):
The Pursuit of Games: Designing
Happiness [In a thought-provoking article, Page 44 Studios (Freekstyle) designer Lorenzo Wang looks at recent research on happiness, and the six key findings that can help us all make better games.]
It is our implicit goal, as game designers, to create addictive games that by definition hook our players on pleasure. Games are used as pleasure delivery vehicles. A tremendous amount of research has come out in recent years to address the issue of human happiness, and I think we sometimes need to take a step back from pleasure and address gamer happiness, which is a more "wholesome," long-lasting experience of which pleasure is just a small part.
-------------------------
以下译文
点击图片放大
|
Posted: 08 Jun 2008 02:31 PM CDT 和MOVE的歌很配。 MOVE的歌和头文很配。 头文和我的喜好挺配。
|
Unintended Consequences and the Toyota Prius Posted: 08 Jun 2008 02:17 PM CDT One of the top parts of a designer’s job is trying to anticipate unintended consequences of a design. You see this all the time in games, especially MMOs. Alterac Valley’s scoring system, for example, had the unintended consequences of encouraging players to not fight each other, in hopes of finishing off a map in 8 minutes or less and getting to the next one, which infuriated anyone who showed up hoping to PvP. The object collision in UO had the unintended consequence of allowing players to build stairways of spoons onto the roof of a player tower, allowing the player to walk into the unlocked door there and loot the house from inside. Flask timers in WoW have the unintended consequences of making raid durations last either 2 or 4 hours, but not three. The cool character customization in City of Heroes had the unintended consequence that players didn’t get attached to any of them. When unintended consequences are cool, we call it emergent behavior instead. As an example, the same spoon stacking tech in UO also allowed players to build complex pieces of art by stacking tiles on top of each other - see the How to Build a Piano essay here. But more often than not, the emerged behavior is bad, or at least scary. And sometimes it even disguises itself as a positive. The things about these unintended consequences is that they seem obvious in hindsight, but not so much beforehand. One example: the rise of mandatory seat belt laws has resulted in more pedestrian deaths. The reason is insidiously simple: drivers drive more like maniacs when they know they aren’t going to die. If you want to save more pedestrians, one economist mockingly suggested removing seat belt laws, and putting a large spike in the middle of the steering wheel column - then maybe people will stop driving while texting! Which brings us to hybrid cars - they’re too quiet. It turns out that the Prius is so quiet that people can’t hear them coming. The vision impaired are the most at-risk, and the National Federation of the Blind has called out Hybrids as a safety threat. So now scientists are trying to figure out how to make the cars make noise again. Much like game design decisions, this is one that in retrospect seems staggeringly obvious, but somehow it wasn’t when it went through the design process. Possibly one engineer brought it up, but it was considered a secondary concern compared to the other staggering design issues that Toyota was trying to solve with the Prius. Ah well, maybe there’ll be a hotfix, er, massive recall. |
Posted: 08 Jun 2008 01:41 PM CDT 终于专下心来把网站介绍的资料整理和重新编写,现介绍栏目已重新开放,请移驾至此观看。以后有更新也会在这里提示。 |
PlayStation Around the Web: What We Read Posted: 08 Jun 2008 01:59 PM CDT You all seemed to be in favor of this last week, so here goes: the official PlayStation.Blog reading list. Lot of Hot Shots Golf and Metal Gear Solid stories floating around, and the MGS4 stuff will only increase next week. Personally, I’ve been devouring every review out there, and playing through MGS3: Subsistence in anticipation. So, did we miss any big stories? Share your links in the comments below like last week. Please keep in mind that comments with links have to be individually approved - and therefore will take a little while to show up. The PS Blog weekly reading list (Week of 6/2)
|
Posted: 08 Jun 2008 12:45 PM CDT 也许很多人会奇怪为什么使用LUA的时候,第一个随机数总是固定,而且常常是最小的那个值,下面我就简要的说明一下吧,说得不好,还请谅解。我现在使用的4.0版本的LUA,看的代码是5.0的,呵呵。 LUA4.0版本中的自带函数库中有两个关于随机数的函数,一个是random,一个是randomseed。random有两个参数,用来设置随机数的范围,比如random(1,100)设置随机数的范围为1至100之间。由于C中所产生的随机序列是固定的,并且第一个随机数比较小,只有41。LUA重新设计了random函数,使得它可以产生范围固定的随机数,但由于LUA的random只是封装了C的rand函数,使得random函数也有一定的缺陷,那就是如果random的两个输入参数的值相差很小的时候,那么随机序列的第一个随机数就会和第一个输入参数很接近,比如第一次调用random(1,100)的时候,返回值肯定是1,只有相差大于799时,如random(1,800)第一次调用才会返回2,也是很接近1。 由于这个原因,为了实现真正的随机,那么第一次就不能让玩家调用random函数,不然玩家就可以获得一些低概率的东西了。比如if random(1,100) == 1 then ...... do,看起来是1%的的概率,但是第一次执行的时候是100%成立的,存在一定的隐患。解决这个问题的方法有两个,一就是第一次random函数不能让玩家执行,二就是使用randomseed先设一个随机种子。对于第一种方法,可能还是有一定的风险,毕竟随机序列还是固定的,玩家第一次调用random的时候还是得到有规律的返回值。第二种方法比较安全,在服务器启动的时候设置一个随机种子,让系统产生的随机序列不相同,但使用randomseed的时候也还要注意一个问题,那就是做种子的数要足够的大,大于10000就行了。不然randomseed所产生的随机序列的第一个值还是很小。原因是randomseed是直接封装了C的srand,如果种子的值太小,那么srand所产生的序列和默认序列(srand(1)所产生的序列)是相差不大的,序列的第一个值还是很小。 因此,只要在服务器启动的时候调用一下randomseed(GetTime())就可以解决这个问题了。 还要补充一下,LUA中产生随机数的算法还是有一些问题,比如执行random(1,3276700),它返回的值最后两位必为0。这是由LUA本身的随机函数算法决定的。 还是简要介绍一下LUA中random函数的实现方法吧,主要由源码中的下面两行实现: lua_Number r = (lua_Number)(rand()%RAND_MAX) / (lua_Number)RAND_MAX; lua_pushnumber(L, (int)floor(r*(u-m+1))+m); 其中m为random函数的第一个参数,u为第二个参数。由上面的代码可以看出,如果u-l太小,那么当r也很小的时候,r*(u-m+1)就会很小(小于1),那么再经过floor运算,最经结果就是m。这就可以解释为什么random产生的第一个随机数常常会很接近m。再来看看当m为0,u为327670的时候会怎样。在上面的代码里,RAND_MAX是一个宏,它的值是32767,也就是C语言中rand函数可以返回的最大值(不同的操作系统可能会有不一样的最大值)。当m为0,u为327670的时候,那么返回值就是floor(r*(327671)+0),我们再假设LUA与平台无关并且rand不会返回32767(上面用%避免了这个问题),那么r就可以简化为rand()/RAND_MAX,代入上式为floor(rand()*327671/32767)+0,就算rand()的返回值是32766,最终的结果也只有327660.99996......,经过floor运算后,最后那位数必为0。呵呵,我叫这样的随机数就伪随机数中的伪随机数。实际上面的公式是不允许化简的,即不能简单地把r代入r*(u-m+1),至于为什么,呵呵,因为r的值并不是rand()/RAND_MAX的值,r是double类型的,所以它只是一个和rand()/RAND_MAX很接近的数。 引用请注明出处。作者:yanjun_1982 日期:2006年10月11日 |
Posted: 08 Jun 2008 11:39 AM CDT Quarter to Three has a thread on great intro cinematics to games. So far they haven’t mentioned what I think is the all-time best, which was for the Emperor of the Fading Suns turn-based strategy game. Unfortunately, it only exists on the Interwebs with Spanish Subtitles, but here it is.
I’d like to stress that those graphics looked freakin’ badass back in 1996. I remember watching the intro movie 5 times in a row, before I loaded up the game even once. |
Posted: 10 Jun 2008 10:02 AM CDT 我想用 C++ 的人都用过 std::vector 。它是一个可变长的数组,在很多时候都比 C 固有的定长数组要灵活。 C 里没有这样的标准化设施,但是写软件的人通常都会实现一个。正所谓,不厌其烦的重造轮子 :D 。这里我们不讨论造轮子的好坏问题,直接讨论下实现这么个东西的一点小技巧吧。总是固执于用谁做的轮子的问题,眼光就太短浅了。 一般的 vector 的实现,需要记录三个数据:数据空间的地址,空间大小,数组里已存在的元素个数。也可能是这三个元素的变体。比如在 msvc 的 stl 实现中,vector 保存的是三个 iterator:数组头指针、最后一个元素的指针、分配出来的全部空间的末尾指针。 msvc 的 vector 的分配策略是这样的。一开始不于分配空间,当第一个元素被 push back 后,空间扩展。通常,扩展的请求至少要满足请求扩展的尺寸,或者是讲已有的空间容量翻倍。比如,当你已经有 16 个单元的数组空间时,如果再申请 3 个,vector 会自己扩展到 32 个单元;若你一次要求从 16 个单元扩展到 40 个单元(超过 16*2),那么就直接扩展到 40 。 记得 stlport 也是类似的策略吧,实现的可能稍有不同。 正是如此,我们在用 vector 的时候要比较小心。如有可能,最好先 reserve 出需要的空间,而不是一个个的 push back 。否则,如果你从 0 个元素,push back 100 次,其空间会重新分配 8 次(1、2、4、8、16、32、64、128)。btw, 如果你经常这样做,最好实现一个优秀的 allocator 。IMHO ,msvc 的 stl 实现并不比 stlport 差,大多数性能差别都是因为 msvc 的 stl 实现未能给出一个通用的,优化过的分配器而已。(实现一个好的内存分配器,对于大的 C++ 软件项目,都值得去做) 今天想说的并不是怎么优化这个策略。是我这几天在写代码时发现,如果你遵照空间加倍这个策略来运作,其实并不需要三个变量来维持 vector 结构,两个就够了。那个表识容量大小的变量是多余的。:D 下面是段示范代码: struct vector { int *data; int size; }; void vector_expand(struct vector *v, int s) { int new_size=v->size + s; if ((new_size ^ v->size) > v->size) { v->data=(int *)realloc(v->data,sizeof(int)*new_size * 2); } } 利用二进制逻辑运算的性质,我们只需要把新的尺寸和老的尺寸异或,再和老的尺寸比较,就可以知道,新的尺寸的二进制最高是 1 的那一位的位置是否大于老的尺寸。然后分配新尺寸的两倍,空间是绰绰有余的。 当然,如果你希望空间分配的恰到好处(2^n -1 ),可以稍微写的繁琐一点,以下代码在 32bit 机器上,可以把一个数字从它的二进制为 1 的最高位到最低位都填成 1 。 unsigned foo(unsigned a) { a|=a>>1; a|=a>>2; a|=a>>4; a|=a>>8; a|=a>>16; return a; } 今天把前两天写的 gc 模块开源了,本来想放到 sourceforge 上,但是我懒的注册帐号。google code 看起来更方便,选了个 bsd 的许可。然后把代码上传了。 project 在这里 http://code.google.com/p/manualgc/ 开源要有勇气,尤其是这么 dirty 的代码。不过话说回来,程序写了这么多年,写代码早就不拘小节了。我感觉这个东西设计上有点意思,现在也没看到有人做类似的玩意,具体实现则是次要的东西。应该还是会对某些同学有点意义的。 暂时还没完整测试过,姑且用之,不喜欢的人请直接无视。 |
More Age Of Decadence Play-Through Posted: 10 Jun 2008 10:16 AM CDT ![]() Age of Decadence is an upcoming RPG by Iron Tower Studio based in a setting reminiscent of Rome near its collapse. Let's Play Age of Decadence #3 at RPGWatch |
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 |
Combating Child Obesity: Helping Kids Feel Better by Doing What They Love Posted: 10 Jun 2008 11:00 AM CDT |
||||||||||||||
Posted: 10 Jun 2008 07:07 AM CDT 我朝天子大萌!!!9才9才99才哈哈哈哈!!!失禁城花嫁……恩很好很強大。毛毛汁本回国了滿塞!!!
|
||||||||||||||
Posted: 10 Jun 2008 04:23 AM CDT
一年一度的ChinaJoy即将在沪举办,适逢奥运盛事、举国同庆,在此期间由创游传媒《游戏创造》主办的“创造之夜”2008招待晚宴也即将再次华美登场。本次活动定于2008年7月18日晚在上海黄浦江畔的游轮上举行。届时,来自国内外游戏业界的专业人士将欢聚一堂,在轻松美好的氛围中共度一个愉快而有意义的夜晚。 一年一度的ChinaJoy展会吸引众多国内外游戏同行齐聚上海,创游传媒-《游戏创造》抓住这一难得的机会,在已经连续三年成功举办了面向游戏开发人员的招待酒会成功基础上,再次推出品牌活动“创造之夜”。 游戏创造》作为目前国内唯一一本面向游戏开发人员和游戏开发爱好者的行业专业杂志,一向致力于为技术开发领域的进步提供开放的环境和为游戏开发者们提供宝贵的交流机会而努力。此次活动旨在为平日难得一见的各地游戏圈的朋友创造一个良好的沟通交流氛围,帮助与会者切磋技艺、结识朋友、获取业内信息和合作机会。 通过此次“创造之夜”的酒会活动,希望能为游戏业界精英与政府官员、协会领导之间搭建一个无障碍的沟通平台,同时为业界技术骨干、运营人才及企业高层之间创造一个零距离接触的机会。作为连续三年ChinaJoy期间的经典招待会,“创造之夜”既获得了行业内高层的深度认可,也博得了与会人士的一致好评;既是绝无仅有的高端人士荟萃机会,也是商机无限的沟通交流机会;既是树立企业形象的绝佳契机,也是结识产业精英的不二场所;更何况,还有专业媒体全程跟踪报道。本次“创造之夜”活动绝对能带给你意想不到的收获,使你不虚此行。 相信“创造之夜”会在2008年再度成为游戏圈内的闪亮盛事,也衷心祝愿国内的游戏产业可以像浦江游轮一般,乘风破浪,一往直前。 让我们共同期待2008年游戏圈的群英会! |
||||||||||||||
Posted: 10 Jun 2008 04:18 AM CDT
虽然众多游戏开发公司如暴雪公司一直在公布中国网络游戏玩家的人数,然而来自北京易城蓝天的策划总监Frank Yu称实际数字被大幅度低估了,并且分析了那些被忽略了的玩家人群。 局域网游戏玩家
据大型多人在线角色扮演类游戏和休闲游戏的门户网站数据显示,女性玩家至少占中国游戏总人口的35%然而我猜测某些对于某些特定的游戏来说,女性玩家的比例会占到60%甚至更多。她们不玩MMORPG或者CS,却钟情于纸牌、扫雷、俄罗斯方块或者数以千计的PC上和手机上的单机游戏。在许多中国商店里,你可能看到纸牌游戏占满了整个电脑屏幕,店主可能正等你尽快离开后继续她的游戏。许多女士钟爱的游戏如连连看和泡泡龙需要的并不是互联网,而是等待被消磨掉的时间。
青少年们当然也玩游戏的。然而许多中国家长都对孩子单独上网感到担忧,除了互联网上潜在的危险和色情信息的充斥,他们更担心游戏会早早的让他们的孩子染上网瘾。这源于舆论对于一些负面新闻的报道,比如无节制网游玩家猝死网吧或者孩子偷家里的钱去买虚拟游戏道具等。纵然孩子们能够接触到电脑,但是通常家长们还是会给他们准备丰富的寓教于乐的娱乐设备避免他们走弯路。不论怎样,许多中产阶级家庭的孩子们至少都有自己的NDS或GBA来玩。没有人知道这些掌上游戏机在中国到底有多少台,但就我所知,由于任天堂公司和中国本地的游戏分销商形成了合资关系,它们是中国唯一合法的游戏掌机。许多青少年仅仅是等待着能够进入网吧加入网游玩家大军的那一天(中国网吧有年龄限制),到那时他们就能避开父母监视他们上网的目光。
老年玩家 中国老人也玩游戏,相比美国,他们在社交方面要活跃得多。他们喜欢玩踢豆包游戏等运动,他们喜欢打牌,在街上、在家里、在茶馆或者公园,只要他们能小聚的地方都能玩,这也意味着这些游戏同样不需要互联网。斗地主被认为是中国(至少是成都)最受欢迎的纸牌游戏,但是外国人对此几乎一无所知。此外,中国麻将、中国象棋和中国跳棋都是大家喜爱的游戏。在中国,游戏规则可能会因城市或地区不同而有所变化,所以操着家乡话用家乡的玩法玩这些游戏的时候,一种对故乡的自豪感就会油然而生。随着退休和婴儿保姆角色的转换,许多老人受子女影响,开始热衷于电视游戏,比如Wii的体育游戏。由于许多老人都和子女住在一起,他们觉得游戏,无论电脑游戏还是离线游戏,都是联系自己和子女感情的一种良好方式。
离线游戏玩家 中国的年轻人对网络游戏的喜爱起源于中国游戏文化的开端。单机游戏概念的到来有一些反常,比如纸牌游戏和早期的电视游戏。然而随着网络和手机的普及,游戏又开始变成多人参与的社交活动。无论对于老朋友是否有效,作为交朋友或者同女生(男生)约会的互动方式,游戏显然已经成为中国文化的一部分,无论国家领导还是农民百姓,都能从中找到乐趣。走进中国的KTV 或酒吧,你都能看到各式各样的游戏设备。奇怪的是中国好像已经跳过了发展自己桌面游戏产业的时代,其原因不仅仅是经典游戏的普及,更重要的是改革开放以来电视游戏对中国大陆市场的瞬间占领。 |
||||||||||||||
Posted: 10 Jun 2008 03:57 AM CDT GA游戏教育基地2007年推出的培训品牌“GA大讲堂”获得了业内外人士的一致好评,每月一期的公开讲座涵盖游戏开发各个环节。从游戏策划到游戏美术,每次都请来一线资深开发专家,与听众展开面对面的交流。 游戏行业的高速发展,吸引了越来越多的从事传统影视CG制作和美术设计类专业的学生。因此公开课讲座内容也尽量做到深入浅出,即有目前游戏业界最前沿的新技术,也为想进入游戏行业的新人解惑答疑。 2008年6月GA游戏教育基地新一轮免费公开课程将于6月16日至6月20日举行,来自游戏开发一线的资深游戏开发专家将带来次世代游戏在互动艺术领域的最新介绍。课程安排如下
目前该课程火热报名中,名额有限,预约从速。
GA游戏教育基地作为国内最早开办的的专业游戏开发培训机构,校友圈已遍布整个游戏行业,目前上海所有超过50人规模以上的大中型游戏公司均有GA师生从事研发工作。GA以其专业性获得了良好口碑,与多家知名游戏公司建立了长期稳定的合作关系。
官方网站:WWW.GAMEA.COM.CN 免费报名预约热线:52729274,52738167 * 8007
免费讲座地址:上海市长宁路1027号多媒体产业园1107-1108室
|
||||||||||||||
Posted: 10 Jun 2008 04:40 AM CDT |
||||||||||||||
Posted: 10 Jun 2008 03:45 AM CDT |
||||||||||||||
Posted: 10 Jun 2008 04:15 AM CDT After weeks of travelling adventures, I am now back in Manchester, UK, and adjusting to the transcontinental shift as best as I can. I doubt I'll be back into posting as usual for a few weeks yet, but I'll try to catch up on the comments this week at the very least, and take it from there. Apologies to anyone who emailed me while I was away: owing to a nasty email accident, most of the messages I received in the last few weeks have been deleted by an overzealous spam filter. If you sent me something in the last month, you might want to send it again. See you in the comments! |
||||||||||||||
Surprise: Tenchu IV Exclusively on Wii!! Posted: 10 Jun 2008 02:02 AM CDT |
||||||||||||||
Posted: 10 Jun 2008 02:00 AM CDT MSN上红心一片,我也改了个红心。 红心不再是愤青的专利,基本上红心的都不是愤青,客观的说勉强是愤中。 在我MSN的人群里面,算是主流。 如果俺们以前也算叛逆、个性过,如今都主流了吧。 人在20岁的时候不得不叛逆,人在40岁的时候不得不主流,人在30岁的时候随波逐流,不得不装B。 在主流的话语中,我们刚步入青年,在潮流的话语中,我们奔向了主流。 我们缺乏话语权不再因为年龄,而是因为缺钱。 赚钱、赚钱、再赚钱,再输出价值观。 说出要做一个品格高尚的人并不是装B,装B是指说一套做一套,最糟糕的是总是要求别人高尚。 懂得这个社会的人在外人前吹牛B,在熟人前装孙子。我却相反,可我时常觉得我挺坦诚,草莽英雄式的坦诚。好为人师是不得人喜欢的缺点,我其实相信每个人生活中得出的哲理,不管他能否表述得很好。 这世界并没有什么NB的人,只是站的位置不同,或者掌握的信息量不同,仅此而已。这句话是说,没什么人比你NB,但你也不比别人NB什么。 自由、平等、民主、人道。。。知识分子的思考走得深远,但农民有四个字,实事求是。我时常觉得,这四个字,是解决问题的王道,可又时常,并不那么甘心。 |
||||||||||||||
Posted: 10 Jun 2008 05:42 AM CDT 苹果在今年的WWDC 2008上苹果公布了很多新的商业资讯,最让用户关注的就是苹果不仅将iPhone的价格从上市之初的$ 599 下调到$ 199,而且新推出新的iPhone 3G价格是同样是惊人的$ 199(8G版)和$ 299(16G版)太让人期待7月11日的到来了。并且可以看看其他硬件厂商会不会有新的针对举措,拭目以待。 |
||||||||||||||
YouTubes of the Week: D&D Classics Edition Posted: 09 Jun 2008 11:01 PM CDT
I’m sure most gamers have seen or heard all of these before, but hey, what better time than a new edition to showcase these? The first one is the “summoner geeks” version of the Dead Ale Wives first D&D skit. Then a performance of Stephen Lynch’s song about D&D. Finally, the music video to Flashlight Brown’s “Ready to Roll” song about D&D (the video, however, has nothing to do with D&D.)
|
||||||||||||||
Posted: 09 Jun 2008 10:57 PM CDT Jeff Tunnell, newly resigned from GarageGames and now doing his own game-making thing to be unveiled at a future date, has an outstanding article at Make It Big In Games about working for big publishers - titled, coincidentally: Working For Big Publishers Now, my experience working for big publishers has been kinda limited. I have worked for three - kinda. I worked for Infogrammes U.S.A. (shortly thereafter redubbed "Atari" - so I can kinda fool people into thinking I'm much more long-in-the-tooth than I really am by saying, "I worked for Atari.") after they bought GT Interactive after GT bought my studio, and I worked (briefly) for Acclaim, leaving when I saw the proverbial writing on the equally proverbial wall. Neither experience was particularly endearing, though Acclaim was by far the most disastrous. I can attest to the role of politics. We had a mid-level manager sabotage a project to help HIS boss save face. We had some blatant dishonesty, a lack of anything resembling "job security," gross mismanagement (usually due to poor communication or infighting happening in the upper ranks), and psychotic work hours - which are not unique to working for big publishers at all. But we also had really cool company picnics, and I got a one-time bonus after our acquisition that was the biggest I have YET to receive. So it wasn't all Teh Suck. And, now that I've done some time in the software industry outside of games, I will have to say that the crimes committed in the games biz are hardly unique. Just - so far (knock on wood) - the most egregious. But my experiences working for big publishers is coming up on a decade old, so my information may be obsolete. I'd hope some things have changed since then. But anybody looking at working for a Big Publisher on a Hit Series Title would be well advised to read Jeff's article. Not that it should dissuade you - there is a lot to be learned for putting in a couple of years in the trenches of gaming's front line, should you (and your love of video games) survive the experience. But career-wise, you may be advised not to consider it the be-all, end-all. |
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 |
Posted: 07 Jun 2008 01:32 AM CDT 6月5日是世界环境日,不过有关的消息比较少,都被其它消息淹没了,这也难怪,毕竟是非常时期。每年六月的第二个星期六是文化遗产日,不知道今年6月14能否看到有关的消息,也许可以和四川有关,比如需要搬迁的人们能否保持好自己的民族文化,那些在灾区的古迹是否能修复等等。
说到环保,目前比较流行的话题就是塑料袋,其实这几年我在超市最常说的一句话就是“都放在同一个袋里吧”。我很讨厌超市每种商品都包一个塑料袋,甚至外面再包一个大塑料袋的做法,很多商品本身已经有包装了,有的还是双层包装,没必要再包很多层,而且我不觉得洗面奶和袋装腊肠直接放在一起有什么不妥,拎回去再分也可以啊,大米、糖果之类的商品称重的时候就已经包起来了,也不用额外包。不过话又说回来,限塑的成效恐怕有限,以现在的制度,有些种类的容器不是很方便携带。很多商品本身就是按照用塑料袋包装设计的,比如果冻,我目前还没有发现用塑料之外的材料包装果冻的情况,不用塑料难道要像凉皮那样切着卖?我想起了小时候拿着盆出去买豆腐脑的情景…… 我觉得收费不是好办法,现在应该做的不是在一条路上堵(收费在很多时候似乎连堵的效果都起不到),而是开放另一条路给人走:比如在超市出售可降解塑料袋,贵一些也没问题。可以让厂家改进商品包装,避免使用过量的塑料来制作包装,还可以在商品本身的包装上设置一些洞(像大包装卫生纸那样),如果东西少可以直接拎回去,就不用另外找个塑料袋包起来了,如果东西多可以拿绳子串起来带回去。 节能: 只要是管得着我们的部门,来买灯都时候都愿意要很好的品牌,又要最低价,而且开发票的时候又要按照没打折的价格来开,这也就算了,偏偏他们还不好好用这些灯。下面的图是纪检委的大楼,晚上应该已经下班了,至少不可能所有人都加班吧,所有的灯就这么点着。又不是娱乐场所,白天都很少有人去何况晚上,而且北方人一般没有夜生活的习惯,这么晚了没人看它,不如关掉。 纪检委浪费掉的社会资源绝对不只能源,有些内容这里不便公开说。 ![]() 顺便提醒一下,节能灯不适合频繁开关,如果预计只是暂时离开半小时左右可以不用关灯,以免影响灯的寿命,把灯闪坏了也是一种资源的浪费。(节能灯用在声控门灯寿命短而用在客厅能用几年就是这个道理) 对于北方地区来说,冬季取暖也是很重要的事情,而建筑的保温也是其中重要的因素,对于某些位置(顶层,山墙)的住宅,采用良好的保暖处理可以节省一半左右的能源。很多自主取暖的住户都采用了室内的保温处理,而如果各个楼层的邻居们足够心齐,使用外墙的保温,效果可以更好,而且不占用室内空间,外表看起来和普通的楼也不会有任何区别。 具体的做法是墙面先不要粉刷或装修(如果粉刷了要去掉),用专门研制的胶和水泥按照指定的比例混合,把苯板和墙壁粘在一起,在外面还要有一层,最后看起来就和水泥的墙一样了,可以按照传统方式进行装修。下面是样品。 苯板+胶和水泥混合层+塑料网+混合层。 ![]() |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 09 Jun 2008 07:52 PM CDT 关于“开放投稿”的特别通知:08年4月开始,UCDChina写作话题与书友会讨论话题相同,并向所有同行开放投稿。 (投稿方式见这里) 08年06月”UCD书友会”通知:
提醒: . 特别感谢,北京书友会场地及酒水赞助单位: 转载请注明出自UCDChina.com,谢谢。 相关文章
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
METAL GEAR MONDAYS! Metal Gear Solid 4: Guns of the Patriots - Launch week! Posted: 09 Jun 2008 07:57 PM CDT Hi all – I assume most of you reading this know already, but, at long last, Metal Gear Solid 4: Guns of the Patriots launches this week, Thursday June 12, 2008! Of course, there’s tons going on! First, we have numerous midnight launch parties and signings in NY, LA, and SF. Below are all the details! LOS ANGELESWHERE: Best Buy WHEN: TALENT APPEARING: NEW YORKWHERE: Virgin Megastore WHEN: TALENT APPEARING: SAN FRANCISCOWHERE: PlayStation Store at Metreon WHEN: TALENT APPEARING: You should definitely arrive early. You will be able to purchase a standard edition version of Metal Gear Solid 4: Guns of the Patriots at the events. You can also see a complete list of what launch events are happening on a global scale for MGS4, here. Next, we’d like to point out that the third and fourth parts of GameTrailers amazing Metal Gear Retrospective are posted. As previously mentioned, these detail everything in the series to date, and contain MAJOR SPOILERS, so be warned. More after the jump! If you haven’t checked it out yet, the official MGS4 site is live! It contains a ton of original interactive content, including playable training and special missions – essentially distilling some of the core game play mechanisms of MGS into a Flash game - that can prepare you for what awaits in MGS4! As a special MGS4 launch week treat for the devout Metal Gear fans among you, we are releasing the passwords to unlock a ton of secret characters in Metal Gear Solid Portable Ops + for the PSP! Here we go…!
With this post, we end Metal Gear Mondays – and would like to thank you for joining us these past few months, as we counted down to the launch of MGS4. But that’s not all! There’s much more to come in the following days, weeks, and months ahead! Stay tuned! |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 10 Jun 2008 02:17 AM CDT Does Scrum have any rules about overtime?
Recently, the Quality of Life issue has been revived. This is a good thing to talk about regularly and I applaud Erin Hoffman, Jason Della Rocca and others for not letting this topic die. A recent Gamasutra article discusses how things have progressed since the EA Spouse days of 2004. It doesn't sound like much has improved. I've heard people say that Scrum avoids overtime because teams can decide to drop some of their Sprint goals if they are faced with too much to do within 40 hour weeks. I disagree with this interpretation. I think it creates problems. Teams commit to a certain amount of work that they estimate can be completed in a 2-4 week Sprint. Estimating 2-4 weeks worth of work can still have uncertainties though. There can be many unanticipated problems that can occur during the Sprint that can impact progress. But this doesn't mean the team can or should dump goals at the first sign of trouble. Teams should take commitments seriously. This creates a pressure on them to find more effective ways to work to meet commitments. We want the teams constantly looking for small improvements. Even a 1% improvement each Sprint will add up big in the long term. Don't Punish Overcommitment Sometimes a team will push too aggressively on their goals or hit major problems that they couldn't anticipate or were out of their control. If we insist that they complete all their goals even if they have to work insane hours, they will not continue to push the limit on future sprints. They will sandbag to avoid the pain. Teams should know when there is too much to do in a reasonable amount of time and should go to the product owner to discuss dropping some goals when there is too much to do. So how much overtime should a Scrum team do? It's up to them. If it's the last Sprint before a major release we'll see teams putting in a couple of weeks of late nights and rarely a weekend. If they find that they are doing this too often, they need to improve how they estimate. One thing for sure is that when management doesn't dictate overtime to the teams, the attitude about overtime changes. When a team decides to do overtime, they do it as a team. They help each other out. It can actually be a strong team building experience. "Sustainable Pace" Teams should find a sustainable pace that they can work over the long term. This might mean working close to 40 hours per week most of the time with periods of crunch that don't last too long. How long should crunch last? There have been studies that show the real effectiveness of crunch. For us, the proof came the last time management enforced company wide overtime (in 2005). We "asked" the teams to work 6 days a week at 10 hours a day to finish Darkwatch. The proof came from the velocity observed in burndown charts. The following chart shows how much time the teams averaged in burning off their estimated hours per week: ![]() The first week was a normal ~ 40 hour week. Weeks 2-5 were the 60 hour weeks. The first thing you notice is that the overtime in week 2 caused the velocity to greatly increase. More "stuff" was getting done! However the velocity decreased until we get to week 5 where the velocity was even less than a normal week! How is this possible? It's simple. People get tired. They make more mistakes. They lose the incentive to create value. This is what I love about Scrum...it creates simple empirical evidence about what works and what doesn't. This is why there is no "rule" about overtime in Scrum. There doesn't need to be a rule. If your teams are truly using Scrum to find the best way to work, they'll quickly discover that after several weeks of moderate overtime, the value is lost and you might as well not continue. It becomes common sense. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Third Parties: Hudson Soft Posted: 09 Jun 2008 08:21 PM CDT Image from Wikipedia We started this series back in March, with Capcom, so now it's time to finally get around to continuing it! This time, we focus on the creator of one of the greatest mutiplayer games of all time, Hudson Soft. Hudson has a colorful history. Started by Japanese brothers (Yuji and Kuroshi Kudo) who were interested in trains (hence the name Hudson, a type of train), Hudson is of course responsible for Bomberman, the immensely popular multiplayer game that has seen countless iterations over the years. They have also been a close associate to Nintendo; they were in fact the very first third party vendor to the Japanese Famicom (what the Nintendo Entertainment System was called in Japan). However, this doesn't mean that Hudson wouldn't later try to compete with them. Indeed, with the development of the popular "PC Engine" game console, Hudson succesfully challenged the Famicom with a system that produced more colors and faster, more furious games than the old NES could handle. This is probably best represented by the Star Soldier series, a classic shoot em' up franchise that is being reborn right now on the Nintendo Wii with both retro releases on the Virtual Console and the brand new Star Soldier R on the WiiWare downloadable games service. This system was known as the TurboGraphx-16 in America, where it found only a niche audience. The Super NES and especially Genesis consoles were already established and dominant, despite the TG16's impressive capabilities. Since then, Hudson is now known in America as a software publisher, and of course for Bomberman. Interestingly, Microsoft contracted them to develop Fusion Frenzy 2 for the Xbox 360, proving that Hudson's reputation for party games is extensive! However, it should be noted that in Japan they are also well known for a hit RPG series, Tengai Makyou (Far East of Eden). More relavent to American Wii and DS owners, however, is Deca Sports and Star Soldier R. Deca Sports is Hudson's entry into the "Wii Sports" field of partygames. Despite a few lackluster early reviews, the game has managed a muscular 200,000 copies sold in Japan already. Star Soldier R is Hudson's interesting new take on the shooter genre: it's only two stages, with just time attack and competitive play modes. This effectively brings back the idea of competing for score on a modern game console. Finally, it should also be noted that Hudson has been one of the largest and most dependable supporters of the Virtual Console, providing both classic Nintendo and its Turbographx-16 titles to the service. Visit Hudson's Official Site See full article. Related Entries: Rare Hudson Super Eight With British Custom Body Up For Grabs - 15 February 2007 Fortsetzung von Soldier of Fortune? - 27 Juni 2007 On Diet and Regular Soft Drinks - 24 July 2007 House of Nintendo Presents: The Third Parties: Capcom - 21 March 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. |
Posted: 11 Jun 2008 10:15 AM CDT 乒乓球俱乐部来了一个年轻人,他为诸位前辈的球技所震惊了。DYY和TINA都各自离球台足有三尺之远,互相长球扣杀不停,看得他目瞪口呆,怎么会这样,怎么会这样,乒乓球难道不是和谐的老奶奶球么?直到最后他才意识到DYY是左手执拍,何其可怕;霸王虫的反手达到了什么球都反,什么情况都反的程度,他心想,上次跟霸王虫单独练球,对方一定只拿出三成功力亚;ShenHui总是不紧不慢的报比分,明显是让着他,反正他从来就没有打赢过ShenHui;JY遇到任何只要有可能扣球的情况都不会放过,也是唯一一个会跟他的快速正手节奏合拍的同学。总之,他的球拍的胶面之薄,质量之烂,让大伙儿纷纷乍舌。他面对削球,正面迎接,其他的一概不会;面对旋球,正面迎接,偶尔反旋回去,但那肯定是很幸运的情况发生;面对抽杀,做出腾跃的羽毛球接球姿势,可惜没有接住(相反,DYY和Tina他们在打至酣处时,则是正常的乒乓球姿势:跺脚)。
下次他还要来参加,因为乒乓球实在是太好玩啦!唯一的遗憾就是时间太短了,虽然上衣都汗透了,但是斗志依然高昂呀。 ![]() ![]() |
A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader Posted: 11 Jun 2008 11:00 AM CDT
|
GameCareerGuide's Game Design Challenge: One Button Posted: 11 Jun 2008 04:00 AM CDT |
Posted: 11 Jun 2008 07:33 AM CDT Since I'm replying to more than ten comments, I thought I'd log them here for anyone wondering if I've replied to them. Here's the articles I've commented on today, and who I responded to:
|
Posted: 21 May 2008 04:32 AM CDT XNA为我们提供了一个Microsoft.Xna.Framework.Game 这个基类,而我们所需要做的就是继承这个类,override其中的一些方法。主要需要override的方法有Initialize , LoadContent ,Update ,Draw 以及UnloadContent 。一个XNA的Application的运行过程,大致 ...
|
a game same "empire at war" but have a special stragedy by spaceman27 Posted: 11 Jun 2008 07:33 AM CDT see on general view ( world view)
this depend on my stragedy to win. so if my army much more than your eneny, may not win eneny. may be develope First on PCGAME , after ONLINE GAME.
|
《英雄无敌V:东方部落》(Heroes of Might and Magic V: Tribes of the East)简中全战役集成版[ISO] Posted: 10 Jun 2008 11:46 PM CDT ![]() 共用伺服器: Razorback 3.0、Razorback 3.1、!! Saugstube !!、eDonkeyServer No1 共用服务时间: 全天不定时 该下载内容仅限於个人测试学习之用,不得用於商业用途,并且请在下载后24小时内删除。 资源版权归作者及其公司所有,如果你喜欢,请购买正版。 【中文名称】:魔法门之英雄无敌V资料片:东方部落 【外文原名】:Heroes of Might and Magic V: Tribes of the East 【游戏开发】:Nival Interactive 【代理发行】:育碧软件/Ubi Soft Entertainment 【游戏类型】:回合制策略/Strategy 【版本资讯】:简体中文版 【游戏平台】:个人电脑/PC 【游戏容量】:DVD×1 【发售日期】:2008年06月03日 【官方网址】:http://www.ubisoft.com.cn/product/product_detail.aspx?id=58 【游戏简介】 - 这一次,您将扮演被兽人势力所雇用的英雄,统帅军队、建设城池,探索并征服传奇之地。英雄将不断成长,运用战术、技能和魔法战胜魔幻般的邪恶军队,并揭开威胁亚山世界的黑暗阴谋。 - 《英雄无敌V:东方部落》的剧情将延续伊莎贝尔皇后婚礼之后诗史般的争斗。玩家可以跟随墓园领主埃兰提尔揭晓黑暗弥撒亚的预言并揭穿恶魔的阴谋。 这次,在英雄无敌V奇妙的结局之后,亚山世界将再次翻天覆地…… 关键特性: - 全新的兽人势力:在《魔法门之黑暗弥赛亚》中出现的残暴的兽人势力,现在也来到了“英雄无敌”系列。野蛮凶残、极度自负、异常独立的兽人,却代表着真正的“力量”。该势力的部队由兽人、地精、独眼巨人和有名的闪电飞龙组成。 - 全新的战役剧情:您可以亲眼见证篡位者拜娅拉的戏剧性结局。在发现了圣堂骑士受到恶魔势力的影响之后,野蛮的兽人部落将拿起武器来铲除地狱势力的威胁。来自于《魔法门之黑暗弥赛亚》的人物也将为此情节跌宕、错综复杂的故事带来意想不到的转折。此外,东方部落还可提供十张多人模式地图和五张单人模式地图。 - 新的升级等级:英雄无敌V世界内的每个生物都可以得到第二次升级的机会,这样英雄无敌V所包含的生物可以增加到170种!这些新兴力量势必将成为您战术中不可或缺的一部分。 - 附加内容:您的武器库和战术选择将得到扩充,拥有新的魔法、新的宝物、新的建筑和一些奇特新颖的特性。比如:套装、战争愤怒,以及独特的兽人种族特性。 【系统需求】 操作系统:Windows 2000/NT/XP (推荐使用XP) 处理器:1.5 GHz Pentium 4 或 AMD Athlon™(推荐2.4 GHz) 内存:512 MB 显卡:64 MB 显存,DirectX 9.0 兼容图形卡(推荐128 MB)(详见支持列表*) 声卡:DirectX 9.0 兼容声卡 DirectX 版本:DirectX 9.0c 或更高(光盘已含) 光驱:4x DVD-ROM 硬盘空间:2 GB 可用空间 外围设备:Windows 兼容鼠标键盘 多人游戏:互联网接入 *发售同期支持的显卡: NVIDIA GeForce™ 3/4/FX/6 系列 (不支持GeForce4 MX) ATI Radeon 8500/9000/X 系列 Matrox Parhelia; 以上显卡的笔记本版本可能可以运行游戏但不保证一定支持。上述芯片是目前唯一支持游戏的显示芯片。游戏发售后,可能会有其他可支持显卡面市。 本资料片无需原版,直接安装可玩。 安装说明: - 用虚拟光驱载入镜像文件安装(提醒新人:ISO为镜像文件请不要用RAR解压); - 若需要游玩除东方部落之外的原版及命运之锤的战役,请在安装完成以后,从“我的电脑”里面右击打开虚拟的镜像光盘,找到“英雄无敌V全战役MOD”文件夹,复制里面所有文件到游戏安装根目录即可。如果以后想删除,直接把“UserMODs”目录下所有文件删除就行了。 - 如果你在这之前曾安装过其他MOD,请先删除,以防引起冲突。 资源说明: - 此镜像文件基于《英雄无敌V:东方部落》官方简体中文原版光盘制作而成; - 集成原版、命运之锤战役及14个单人战役。 - 所有战役文件以MOD的方式集成到东方部落游戏里面; - 基本包含原版及命运之锤所有游戏数据(动画、字幕、语音); - 主界面一键切换,自由选择原版、命运之锤及东方部落战役; - 原版及命运之锤战役数据全部使用东方部落的游戏数据; - 原版及命运之锤战役无任何修改,完全基于原版数据。 |
Posted: 11 Jun 2008 03:04 AM CDT
感谢您对GA游戏教育基地的支持。 GA
第十九期3D游戏美术精英就业班,将于6月16日(周一)开学。请您在6月16日上午9:30-11:30至GA办公室办理入学手续。 1 剩余学费及课程定金收据
详细方位图: 公共交通路线:
GA
游戏教育基地 |
Posted: 11 Jun 2008 04:28 AM CDT |
Posted: 11 Jun 2008 01:43 AM CDT 题记:
当前的网游市场,新游戏越来越多,精品确越来越少,工作室在选择游戏的时候一定要与自身的条件进行对比,不要盲目的进入,以免造成不必要的损失。最后,在次提醒大家“新游有风险,进入需谨慎!”
[item4u]PK(4U社区管理员,从事虚拟经济研究 博客http://gamegroup.blog.sohu.com/):
近日来欧美《科南时代》备受工作室和业内人士的关注,但市场上的交易价格很不稳定,各网站价差也比较大,很多工作室都处在观望状态,不知道是否值得进入。今天我们就对《科南时代》的利润及其前景进行一下相关的分析。
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):
最近欧美科南价格起伏很大,从一二百块到三四十块不等,恐怕现在也没几家工作室知道1G真正多少钱,价格浮动的原因值得大家讨论。
[item4u]PK:
欧服现在掉的还不是很厉害,但MF的价格掉的特别的快,不知道这是什么原因造成的。那么,对于工作室来说这样的价格值得进入吗?又有多大的利润呢?
萍(虚拟交易工作室经营者):
主要是OF CDK少,要是多也早掉的不成样子了。市场的规律就是这个样子,很多网站包括收货的都说有个别网站在国外打价格战。在有前几天的那个价格也很正常,大家的等级都不高。
可口可乐-②(虚拟交易业内人士):
价格会掉是个必然趋势,但是也不是一直掉不反弹,大家没个赚了价格就上去了。但有一点可以肯定,现在国外网站卖AOC OF MF CDK的走量很不错,也就证明这个游戏吸引了不少老外进来。
大宇工作室(虚拟交易工作室经营者):
一个正规的工作室销路稳定的话还是能够把握市场的。科南要求机器配置高,我认为国内进入科南的还不是很多。
萍:
最近很多款游戏都不景气,导致大批人员进入科南。但说实话,科南是否能承受这么多的工作室还是个问题。就我知道的很多WOW工作室都进入了,甚至很多工作室盲目的买完CDK才发现机器玩不了。
[item4u]PK:
据官方统计,目前已经售出了4700多万个CDK了,玩家来自WOW和EQ2的比较多。
真永远(《科南时代》工作室):
我想了解的是《科南时代》是否像那些数据反映的那样受玩家欢迎,我怀疑是运营商故意做出的美丽数字。
圣者:
现在美服各个游戏都在封号——《魔戒》、《魔兽世界》前段时间刚封了一批,这时候大批工作室涌入科南就可以理解了。科南在线人数应该不假,二十万以上保了。
可口可乐-②:
玩《天堂2》的老外还有WOW的不少都已经进入了这个游戏,现在《天堂2》的单比过去少多了。我的个人观点是这个游戏还不错,但是到底能给大家带来多少利润就不好说了,因为我不懂生产。
雅哥(职业编辑):
之前就有很多的工作室一直在盯着这游戏,找到一些方法了,就急于进入市场,可进入市场就发现不是想象的那么回事了。辛苦打出了产品,价格却不是之前的那个价格,然后一家比一家开始打价格战。在加上WOW很多打算转型的工作室大批的跳入了这款游戏,梦想着找到WOW时期的辉煌,想法是好的,可是带来的结果和他们自身的做法,可能就有一些问题了。价格不稳定从另一个方面来说,可能是需求的人群还没有完全摸透!
SwagVault(虚拟交易业内人士):
这款游戏金币的日产量你们知道吗?其实金币并没有那么难打。
还活着4inlov(《科南时代》工作室):
60级一天可以16G,我自己的产量。
[item4u]PK:
目前科南国内的收购量并不大,甚至很多区都没有开放收货,不知道大家对这个是怎么看的呢?
圣者:
现在科南好像也没有全服收货的吧,应该各个网站都是一种保守战略,即想抢占市场,又怕价格波动太大赔了。再加上网站的嫡系工作室供货,开放的单子就少了。
萍:
科南采购量不高可能和老外的等级不高有一定的关系,还有就是前期价格太高,老外也在犹豫,欧美最近的经济很不景气。在有一个原因可能是由于科南的经济体系还不是十分完善,前天维护刚修正了一个拍卖系统的BUG,现在谁也不好说这个游戏是好是坏,里面BUG很多,我也有点顾虑,就是怕他重复VG的老路。
风雨飘渺(欧美网络游戏贸易公司):
现在玩家等级还没上去,要等老外级别上去了才知道G的真正需求量。
灿和星 科南(《科南时代》收货商):
工作室考虑的是成本和价格问题,但收货商承担的是网站被黑。价格被迫降低跟随领头羊走 这是没办法的事情。选择了这行就得遵守这种定律,除非你能自产自销的同时又能保护好自己网站。
真永远:
关键是这游戏是否有那么多老外在玩,大家可以留意下中国时间21:00经常出现服务器拥挤,试问有多少老外在这个时间还玩游戏!
雅哥:
玩游戏到是可以不用考虑太多时间,交易也是24小时挂单,老外宅人也很多。主要的就是买家,如果是供不应求,那现在价格就不成问题了。相对其它娱乐,游戏在国外的消费算是很低的了。
圣者:
市场上收货情况到底怎样?有多少散户工作室真正把G卖出去了?这恐怕才能反应科南的真正情况。
萍:
据说现在代练单子到是蛮多的。
腾游业务合作(从事欧美游戏币交易):
根据我们公司的销售情况看,目前确实代练订单要比金币好销售,从20号到现在我们公司差不多接了90多张的代练订单,但是金币销售不是很理想,每天10G左右的单量。
圣者:
代练单多也说明游戏还没进入消费期吧,可花钱的地方不多。等科南的玩家真正玩进去,金币的消费就上来了。科南的潜力我是很看好,但还没到消费的旺盛阶段。
雅哥:
个人感觉还是需要一个稳定期,毕竟科南的在线用户并不是很少。而作为新游戏,必然有个成熟期,就像玩暗黑一样,谁刚接触也不知道7%魔法获得的小护身符就是将来的通用货币之一,等都知道了甚至当一个比例公式大致出来以后,价格才能稳定。
空白后的记忆(资深游戏玩家):
一个精品的出现,生命力是经得起考验的前期、中期、后期,每个时期都有不同的特点,个人觉得工作室要考虑的不是价格问题,是如何标产、量产的问题,把握好游戏本身的经济系统是盈利的关键。现在做游戏更专业了,所以从过渡到稳定很快的。
真诚工作室(欧美游戏工作室业主):
游戏玩家进入稳定消费期之后,小作坊就不行了。科南的稳定期应该在《魔戒》60和《战锤》出来之前。在我的眼里科南也是替代品《战锤》和《魔戒》60 才是我期待的。
真永远:
这款游戏除了画面稍微好点外,其它什么可玩性、装备、人物都不行,且bug特多,单客户端而言就问题多多,相信大家都遇到过。我们还算相对专业一点,人家老外玩家呢?一个游戏老出问题,他玩着烦不烦?或许开始老外都冲着知名度买了套盘和卡,可太多的不顺利,让他们没有继续玩下去的动力,他宁愿回到原来的游戏等待《战锤》和《永恒之塔》的出世。
[item4u]PK:
从现在大家接触这个游戏来看,科南应该需要多长时间才能进入消费的高峰期呢?会不会太长。如果要做这个游戏,工作是应该怎样处理机器的配置问题?目前来看没有进入这个游戏的工作室,想进入的话应该注意哪些问题呢?
空白后的记忆:
从以往欧美游戏的风格来推测时间应该不会很长,1个月左右形成雏形市场,如果官方后续版本有较大改动的话,那就要重新评估了。
圣者:
初期开荒阶段服务器配置不可能低,等玩熟了才能用的上破机器
天天睡到自然(《科南时代》工作室):
重新买机器是最好的,想继续搞网游的话,以后游戏要求的配置也低不到哪去。现在的游戏不是比可玩性了,是比机器配置。
燕舞飞杨(虚拟交易市场调研):
我觉得有时稳定性的追求可能比利润最大化的追求更好一些,特别是小工作室,没有研究小组的。
空白后的记忆:
工作室要进入:
一、投入跟收益是否成正比;
二、官方是否会采用铁血手段?游戏本身有没有WOW那么多潜规则;
三、人工操作还是外挂产G;
四、游戏本身难度大不大,如果跟EQ 、FFXI系列一样估计干瞪眼的就多了。
[item4u]PK:
在有一个问题就是《科南时代》能不站住脚,现在新出的游戏基本都是1~3个月之后就不行了——进入了衰退期,那么《科南时代》从游戏内部来看,在欧美地区能不能站住脚呢?《战锤》、《AION》和WOW的新资料片对这游戏的冲击会有多大呢?
萍:
欧美大的游戏还是需要半年以上的。其实给你们个最好建议,就是边打钱边接一些代练单,这样在游戏不好的时候可以维持你的成本,这也是最笨的办法了。
圣者:
在科南没稳定交易之前,大多数老牌工作室是不会全力投入的,新游戏么都是尝试阶段
[item4u]PK:
现在来看如果这个游戏有很多的代练单子可接的话,也就是说这个游戏的国外玩家还是很多的。
雨落时分(《科南时代》工作室):
现在就是要加速把老外的号练起来,要不然日产10多G没办法销。
空白后的记忆:
对于有经验的工作室,情愿放弃前期的暴利等交易市场形成。有一定技术做保障在进入生产,尽管利润较之前期少了,但相对的风险少了很多,风险是不得不首先考虑的。
♀创誉网络(虚拟交易业内人士):
大家好像都忽略了一点,目前这个游戏系统回收G的功能好像没有,除了买马要G、做装备要G 、技能要G,其他好像没有。要是有修装备就好了,G的需求量也就大了。
雨落时分:
药水要G你们不知道吗?包包也要G。装备修理要G的话那只能说游戏公司太黑了,另外就算装备修理,能够消耗的也太少了,所以我觉得装备不需要修理还是好的,毕竟药水也是消耗品。科南最少也得2个月后才能有更大的需求,所以我目前也接一些代练单来做,赚不赚钱无所谓。
风雨飘渺:
如果要2个月后才用的上G 玩家早厌倦了,个人看法应该一个月后。
♀创誉网络:
前期不花成本打游戏,比如去代练;谁要是前期一下投入大资金去产G多半亏死,没地方出。很多人说我一天产多少G多少G,我倒想问问他你卖的出去吗? 前期大家要节约资本,能代练的尽量代,在熟悉游戏的情况下观察市场,就出几个电费而已。
萍:
我可以先不打钱,但我一定要知道哪是最出钱的,这才是做前期的目的。其实真正赚到钱的,都是前期测试就进去的人,游戏刚开他们就知道升级的路线了。
燕舞飞杨:
前期说赔钱的肯定是胡扯,除非游戏一个月后就倒了,那也不会人人都去开发新游戏了。如果说一个游戏前期不是暴力,那肯定是人人宣传新游戏进去就赔本了,为啥现在一出新游戏就有人进去?还不是因为初期利润是最高的;在一个越早进去的人越熟悉游戏,越容易找到打钱方法。为什么一个内测账号几百上千都有人买?这为后期节约的成本我怎么就没听到有人说呢?只说一天的产量和收入根本没有意义。
天天睡到自然:
有的上10几个号,G卖不出去天天耗着你说赔不赔。
圣者:
游戏是初期阶段,游戏技术又何尝不是呢?把所有都投入到新游戏中,本身就是个大冒险,不建议对新游戏投入太大,先用两三个号摸清路线再说。
♀创誉网络:
要让你选择一个游戏,你想赚稳定的钱?还是赚前面的暴利?话说回来,真正的工作室是想赚以后稳定的钱;一些玩家或者不成规模的工作室,他们只看新游戏前期的暴利——稳定不了多少时间,所以多半开工作室的都是倒闭的。
萍:
科南总体来说花钱的地方还没到,但后期花不花钱还不知道。等这个月20号以后才会知道真实的玩家到底还要不要玩,一个月后游戏稳定了、CDK到期了、需要买月卡了,你才知道国外玩家是不是真正的喜欢玩。
|
Posted: 10 Jun 2008 11:28 PM CDT
Let’s start simple here, and as I’ve said many people have used this argument to try and stifle any kind of discussion on the subject: all of them are wrong in their base assumption that when you compare two things they must be similar in numerous ways. This is a closed-minded assumption which limits our capacity for creative thinking. You can , quite easily, compare birds to fish. They are both animals, they have two eyes, they both need oxygen to live, birds do not live in water while fish do. That was a simple comparison of birds and fish, and yet when it comes to a game like D&D people make it sound like you’re killing the Pope by comparing it to a videogame. The absolutely easiest bottom line of comparison between WoW and D&D is that they are both games, people play them for enjoyment (we assume), and they both are an assumed set of rules in which players work to act as a character other than themselves. Oh, and let’s not forget that they both happen to strongly feature fantasy settings and themes. None of these preclude them being extremely different games, but that does not mean there is no merit in comparing the two. In fact, what Wizards has done is shown us that there is merit in it. World of Warcraft is a game that has grown in the span of 5 years to attract millions and millions of players worldwide. I haven’t seen a comprehensive count of D&D players but it sure as hell seems like Blizzard has been doing some things right. If you can’t acknowledge this than it is that much clearer why you’re not in the game design business. The borrowing back and forth of concepts and design elements is an common occurrence in the gaming industry. What we should do is look at what can be gained from comparing these very different games. WoW has attracted a lot of players, provides a very refined online computer gaming experience, and has clearly built upon both the tabletop roleplaying game and the MMO computer game templates to refine the inherent ideas into a polished product. Now, you might be saying it doesn’t incorporate anything worth noting from tabletop games. But remember that MMO’s developed from MUD’s, which were like a tabletop game except accomplished via text through the internet. Thus, MMO’s are a derivative of the same source as tabletop RPG’s. Design ideas such as class balance and player involvement, two of the biggest issues that even WoW struggles with immensely, can be solved in some elegant and interesting ways when it comes to an RPG. What Wizards has done is looked at some of the techniques used in MMOs and adapted those ideas to change how D&D functions. What people are incorrectly focusing on is where the idea has come from, and not the idea itself or how well it functions. People shy away from any comparison between these two because of the immense stigma that comes with MMO’s: they’re impersonal, full of douches, and the gameplay can quickly erode to mind-numbing repetition. None of those features, however, mean that the concept of having a character party made up of specialist characters who each gets to be uniquely successful at what they do and feel useful at the same time is a bad idea. If you’re still of the mindset that comparing these two games is a travesty, and that even suggesting it makes me a terrible human being, just consider how many great new inventions, innovations, and ground-breaking game ideas have come about because someone decided to combine elements from two very ideas. |
Posted: 11 Jun 2008 01:23 PM CDT 作者:珠海训练营学员 编者记:这是一篇没有图片的文章,有的只是训练营学员参加训练乃至后期加盟金山工作的一些感受,虽然只摘录了他们中很小一部分人的感受,但字里行间都不难看出他们对训练营、对金山的热爱。 金山训练营自2007年3月第一期开班以来,为公司各事业部培养了大量优秀人才和储备力量。在训练营的日子是苦的,每天早上7点就要起床训练,这对还在校园中的程序员们来说无疑是个难题;在训练营的日子是甜的,一日三餐都免费,菜式多又美味;在训练营的日子是富有挑战的,身边各路高手云集,共同讨论进步的同时每个人都在暗自努力,谁都不肯落下;在训练营的日子是竞争残酷的,看着曾经在一起亲密无间奋斗的战友最终还是由于能力差距被淘汰,欢喜着自己可以留下又叹息着他的离开;在训练营的日子是多姿多彩的,秀美的山峰、蔚蓝的大海、刺激的游乐场都留下了我们的笑声......已经从训练营结业进入部门工作的同学们,回想起在初到珠海,在训练营的日子有说不尽的感触,以下就摘录一些他们的感言: Houxuanfelix 武汉大学计算机学院 |
Posted: 10 Jun 2008 08:05 PM CDT |
Posted: 10 Jun 2008 06:12 PM CDT ![]() 游戏名称:质量效应 英文名称:Mass Effect 游戏制作:Bioware |
游戏发行:Electronic Arts 游戏语种:英文 |
游戏类型:RPG 官方网站:http://masseffect.bioware.com 做源服务器:Razorback3.0 攻略剧本上手指南等资料 . 游戏秘籍 . 12项属性修改器 [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、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动 |
[/quote][quote]【版本说明】 1、英文版 2、完整无删减 3、自动识别路径生成注册表,将来可升级 4、采用了最新的Vitality破解补丁,此破解补丁导致游戏启动时有2分钟的黑屏,稍等即可。除此之外,Vitality破解补丁很完善。 [/quote][quote]【安装步骤】 1、解压缩至有15G剩余空间的分区 2、运行setup.bat安装(等待1小时) |
3、桌面快捷进游戏 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、如果想在游戏中看到更清晰的动画,就下载本帖582.5M动画包(内附使用说明) 6、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。 7、如果喜欢,可以直接刻录一张DVD5了 [/quote][quote]【配置要求】 最小需求: Windows XP或Vista 2.4G以上Intel处理器或2.0G以上AMD处理器 1G内存(XP);2G内存(Vista) GeForce 6显卡(6800GT或以上) Radeon 1300XT或以上(X1550、X1600 PRO,和HD2400无法满足最小需求) 12G硬盘空间 DX9.0c声卡 推荐配置: Windows XP或Vista 2.6G以上Intel处理器或2.4G以上AMD处理器 2G内存 GeForce 7900 GTX或更高 RadeonX1800XL系列或更高 12G硬盘空间 DX9.0c 5.1声卡[/quote] 【游戏简介】 本作故事发生在一个存在人类、外星人、机器人的世界中。玩家扮演的是一位人类“Spector”,隶属于一个维护银河和平的组织,该组织的某个成员产生了邪念,用他控制的军队试图征服世界。而玩家的任务便是率领一个精英团队阻止他的阴谋,在任务执行过程中,你将会发现危机远远超过你的想象。 在游戏中,玩家的一举一动将会影响到整个银河系所有生物的命运。游戏采用即时小组战斗的方式进行,可以采用即时制、小组规模的队伍进行战斗。游戏采用了高度开放的设计,除了主线故事的主要场景外,还有很多未知的星球提供探索。在游戏进行过程中,玩家将会发现刚开始时所面临的冲突仅仅是冰山一角,真正的冲突是有机生物与人工智能间的对立。游戏中引入了“数码演员”的概念,让NPC们具有逼真的面部表情和动作,就像真正的演员一样。 |
Posted: 10 Jun 2008 01:07 PM CDT ![]() 转自sharevirus 游戏名称:塔库诺基地 英文名称:Tecno Base 游戏制作:Guruy Entertainment 游戏发行:Guruy Entertainment 游戏语种:英文 游戏类型:FPS 官方网站:http://www.tecno-base.com/ 本硬盘版由VACE小组制作 Ripped: Nothing 即完整无删减 |
[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、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动[/QUOTE][QUOTE]【安装步骤】 |
1、解压缩 2、运行setup.bat 3、安装完成后进游戏文件夹,双击TECNO.exe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[/QUOTE] 【游戏简介】 《Tecno Base》(塔库诺基地)是一款第一人称射击游戏( FPS )游戏风格独特由Guruy Entertainment公司代理发行,游戏中你需要从塔库诺基地逃脱并消灭沿途阻挡你的那些机器人兵团,游戏里有很多不错的射击武器,游戏的画面对于小容量游戏的来说还是比较精致的,如果喜欢小游戏又喜欢FPS游戏的玩家可以试试该款作品. Code: Select all _ _:__ _ ___________________________________:_ _ | | S! | /\_____/__________ /\____ __________/\ _ ________. / ________ \_/ _/_______\______ \_ _ \\ |/ / _ / |/ __ / // /\ / / / / / / _______/\ /____________ /___________ /___________ /________________\ _ _ _ _ _ _._ \/ \/ \/ _._ _ _ _ _ _ \\(\| |/)// \ _ 2003 - V A C E - 2008 _ / _ _|\_ /________________________________\ _/|_ _ : \/ \/ : P r e s e n t s Tecno-Base (c) Guruy Entertainment - - -+- - - ------------------------------------------------------ -- - - Game Type : FPS # of Disks : 38 * 4.77MB Released : June 10th 2008 Protection : ShrinkWrap - - -- -----------------------------------------------:-- - - -+- - - - GAME NOTES -+- | ------------------> - - -- -----------------------------------------------:-- - - -+- - - Tecno-Base is a First Person Shooter set in near future. Stuck on base you must battle a variety of enemies and solve ingenious puzzles to make your way out of the base. Use a variety of Guns: Shotgun, Rifle, Machine Gun, Plasma Gun, etc Items: Health Packs, Immunity Drugs, EMP, and many others Machines: Neo Explorer Tank, Cylzu T-40 This game was actually pretty fun, the graphics are a tad dated, but the non-stop action and impressive weapons available all but made up for it. We played to the first boss with no obvious protection, so sit back, relax, and enjoy another fine Vace release. - - -+- - - --:----------------------------------------------- -- - - <------------------ | -+- iNSTALL NOTES - - - -+- - - --:----------------------------------------------- -- - - 1# Unzip, Unrar manually. 2# Run setup.bat, after thats done hit TECNO.exe to play. 3# Have phun! Ripped: Nothing. - - -- -----------------------------------------------:-- - - -+- - - - GREETiNGS -+- | --------------------> - - -- -----------------------------------------------:-- - - -+- - - BACKLASH # CRUDE # DiViNE # FAiRLiGHT # PWZ # RiTUEL # TNT _:__________________________________ _ _____________ _ _ ______________:_ | | | IF YOU ENJOY THIS GAME, BUY IT! | _|_________ _ _ _ _ _ _ ________________|_ : "YOUR AD HERE CALL 1-800-VACE" : |
This posting includes an audio/video/photo media file: Download Now |
Posted: 04 Jun 2008 08:15 AM CDT 很多宝宝愿意爸爸妈妈陪着自己玩,而爸爸妈妈工作再忙,每天也应该抽出一定时间和宝宝一起享受游戏的乐趣。但是培养宝宝独自游戏的能力也是有必要的。独自游戏是宝宝游戏发展过程中的一个阶段,是宝宝自立能力的萌芽,对其身心发展具有重要的意义。 ...
|
Posted: 09 Jun 2008 05:16 AM CDT 为此,部分公司都提出了自己的创新计划,例如盛大提出的“风云计划”、蓝港在线提出的“独立游戏制作人体系”,都瞄准了创意这个方向。 目前,网络游戏行业已经成为一个高投资和高风险的行业,群雄逐鹿时代初现端倪,各大网络游戏公司都在比拼“硬件”资金设备 ...
|
The best insider business web log Posted: 10 Jun 2008 04:37 PM CDT If you haven't subscribed to Keith Boesky's web log, you're missing a lot of great posts on the business model for video games. Many of the posts challenge the current business models and describe better models for the future.
I've known Keith for over a dozen years, starting with his business/legal assistance to Angel Studios. No one knows more about the game business than him. You want him on your side! |
Day in LA: Ask Your E3 Questions, Share Your Pics Posted: 10 Jun 2008 06:20 PM CDT Tomorrow I’m heading down to our Santa Monica studios (with a side trip to Insomniac Games) to shoot some pre-E3 interviews. In case you weren’t reading us last year (I’m glad you came around), we asked a number of producers the following questions:
The plan is to do something similar, only I’ll be shooting video so you can better get to know the faces behind the games you’ll be playing over the next year or so. Looking at this list, I’m thinking not all of these questions are relevant this year. So what would *you* ask? Keep in mind I’m asking the same questions to everyone I interview, and that it’s more focused on the person and the event than the games - I’ll of course invite you to share your game-specific questions *at* E3. So please don’t post: “how many multiplayer stages will there be in R2??” I’ll ask that *next* month. Oh, and later on tomorrow night, I’m going to drop by the Hollywood launch of Metal Gear Solid 4. Anything you’d like me to ask David Hayter (the incredibly gruff voice of Snake) or any of the producers on hand? Speaking of MGS launches, if you end up taking some good pics of yourself in line (especially if you’re dressed up like Snake or Eva or Ocelot), give us some link love in the comments. PS if you’re lining up at the West Hollywood Best Buy, make sure to say hi. |
Posted: 10 Jun 2008 09:00 AM CDT 08年网游黑马《武林群侠》在不经意间奔驰而来
08年还有很多值得期待的游戏将粉墨登场,听说下月CHINAJOY会有新作亮相。说实话,很久没有值得期待的大作了。作为枪稿都要粉饰笔下的作品,我也来忽悠一次…… 已有千余开发人的中华网龙,已经逐渐成为亚洲巨型网络游戏开发企业,很想好好向他们学习哦!中华网龙出品有《金庸群侠》《漂流幻境》《新蜀山剑俠》《吞食天地》最近中广网又准备将其新作《武林群侠》于内地首发。 记得我在为中国第一款武侠游戏《千年》做推广时的那份兴奋!哪个中国热血男儿没个武侠梦呢? 为此产品热血吟诵“相盼千年兮玉人以至,与今相见兮别无它思” 市场总监问:“哪个朝代的诗?” “啊?……土鳖!I 服了 YOU……” 有时候我不太相信产品广告宣传,却很相信出品公司的品牌。成熟的产品一定是被经过千锤百炼的团队造就的。现在奇迹太多了,能站住脚的却没几个。 说到中广网,志刚可一直是个很低调的运营老总。讲运营时才露出机敏的笑容。从他那里听过一个游戏推广的一个笑话:无论天气多热,我们也不能拿扇子做礼品,中国市场就是邪,扇子发“散”音,谁做谁倒、谁解散。 “是真的?我还真没注意……” 中广网是运营我们熟悉的《破天一剑》和《倚天2》虽然没有大红大紫,但也是积聚了多年运营经验,好比蓄势待发的“堰塞湖”一旦拿到好产品便会一泻千里,黑马或许就在不经意间奔驰而来。能否有黑马驶来?我们拭目以待……
|