"game" via 柠檬杀手 in Google Reader |
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Destination PlayStation News: MGS PS3 Bundle, Kratos PSP and DualShock3 Release Date By … Posted: 26 Feb 2008 01:07 PM CST Not every video game event is a press and party extravaganza (like last week’s GDC). As a gamer, you may not have heard of Destination PlayStation - a meeting between Sony PlayStation, retailers, and 3rd party teams taking place right now in Arizona. But the discussions at DPS are generally pretty significant. Here’s what’s being announced RIGHT NOW. Metal Gear Solid 4: Guns of the Patriots PS3 Bundle As has been announced previously, MGS4 will include a Metal Gear Online “Starter Pack.” If you can’t wait to try out MGS4, the good news is you don’t have to much longer. Those who pre-order the game will be guaranteed access to a multiplayer beta test for Metal Gear Online scheduled for late April. God of War PSP Entertainment Pack
God of War: Chains of Olympus still arrives for PSP on March 4, 2008. DUALSHOCK 3 |
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Gas Powered's Taylor: 'PC Gaming As We Know It Is Dead' Posted: 26 Feb 2008 08:21 AM CST
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Guild Wars Sees 5 Million In Worldwide Sales Posted: 26 Feb 2008 07:38 AM CST
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Report: PlayStation 3 To Run Open In-Game Ad Platform Posted: 26 Feb 2008 05:59 AM CST
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Posted: 26 Feb 2008 03:45 AM CST 转载自火星时代 |
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Posted: 26 Feb 2008 03:29 AM CST |
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Posted: 26 Feb 2008 11:52 AM CST 今天不少事,面试,开会,到家都11点半了。 |
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Posted: 26 Feb 2008 12:35 PM CST Last year at the Agile Alliance Conference, they have a contest to choose the best/funniest agile video. I think this one is a strong contender.
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Game Announcement: Band of Bugs Posted: 26 Feb 2008 12:00 PM CST I recently added another excellent NinjaBee game to the Rampant Games Strategy & Puzzle Games section.
Band of Bugs PC, by NinjaBeeBand of Bugs is a game of turn-based tactical combat, called a "tactics game" in the console gaming world. If you are unfamiliar with the term, but have played some "old school" RPGs with turn-based movement in combat (the old D&D "Gold Box" games like Pool of Radiance are a great example), or games like "X-Com," then you are familiar with the gameplay if not the genre name. Tactics games tend to be faster-playing, friendlier, and a bit easier to get into than the old warhorses like X-Com. Beyond that, Band of Bugs it is full of NinjaBee's trademark cartoon humor. It's an ideal game for newcomers to strategy games. Band of Bugs goes even further with a rich storyline that develops as you play, not just in cut-scenes between battles. The campaign follows the young bug hero Maal as he joins the royal army of the Central Kingdom under the guidance of mantis warrior Tiernan. As Maal grows in understanding and ability, he commands more powerful heroes in larger groups on his way to saving his Queen and defeating the menace that threatens his kingdom. Strategy is everything to young Maal, for his every command will determine whether he succeeds and saves the kingdom, or he fails, taking the kingdom down with him. As it was originally released for the XBox 360, you'd expect Band of Bugs to feature really gorgeous visuals, and it does. Besides being fast-playing, pretty, funny, and easy to get into, Band of Bugs really does have some deep strategic elements. Go figger! So there should be enough depth for you hard-core gamers who like min-maxing your D&D characters and plotting out every move with miniatures and stuff, but the game definitely takes the extra effort to help out the newbie to the genre and bring them up to speed quickly. I did note that it was a little bit confusing to play with just a mouse, so be prepared to actually touch the keyboard on this one. I think this was an area where the translation from console controller to mouse came out a little weak, but as with Aveyond 2, I found I prefer keyboard controls anyway. The real fun of these kinds of strategy games - even "light" strategy games like this one - is playing it with friends. While the AI is great, there's nothing that compares to playing with a real, live human, especially someone you know. Band of Bugs was built with a strong online multiplayer capability from the get-go. It includes several multiplayer game variants like "Escape," "Capture," "Elimination," and the more open-ended and relaxed "Spider Hunter" mode, which allows up to 8 players to come and go as they choose.Band of Bugs rounds things out with a map editor so you can create and share your own custom battlefields. As some of you know, I was working at NinjaBee while this game was in development, so I got to see its evolution first-hand. And I've mentioned it before. I wasn't on the development team, so I never got the chance to get sick of it. :) That DOES make me a little more biased towards that game, so feel free to take anything I say with a grain of salt. Good thing indie games come with free demos so you don't have to take my word for it, huh? Oh, and Band of Bugs was an IGF 2007 finalist for technical excellence. So who would I recommend this game to? If you enjoy turn-based strategy games or RPGs, this one is definitely a game you should look at. If you liked Outpost Kaloki, another awesome game by NinjaBee, then you probably already started downloading this game when you saw the top link, and it is probably done downloading by now. In fact, unless you REALLY have some kind of allergic reaction to turn-based games, or you already own the XBox 360 version, I can't think of why you shouldn't at least give this game a shot. Band of Bugs 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 |
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Posted: 26 Feb 2008 09:18 AM CST 系統監視工具〜 也可以説是桌面精靈〜〜〜 全31武將預定〜 |
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Posted: 26 Feb 2008 11:06 AM CST SuperTuxKart 0.4rc1 has been released. It replaces the physics engine with bullet for collisions, and subsequently is far more fun to play. Some track improvements, a new character, better AI, music, and other features. I'll be honest, I thought 0.3 was unplayable because of the terrible collisions. I had a quick go of 0.4rc1 and it's much more fun. I still think the tracks are generally lacking but the game being more fun should encourage more contributors so hopefully we'll see some good tracks contributed this year. If you love MarioKart or just love SuperTuxKart, and have some good ideas for tracks, sketch them down and contact the STK team who are very receptive. Also they are looking for original gameplay ideas to give STK it's own identity, so contribute those too if you have any. There's been a major development with the FreeTrain project. For those who don't remember, I ran a campaign asking for help translating FreeTrain to English. It's a mature open source game but was, until last year, only available in Japanese. We got it translated, but it was very Windows/.NET dependent and porting to SDL/Mono proved tricky. With the effort stalled, I asked on the Mono mailing list if anybody might be able to help. Within a few days a Mono developer provided a patch to make FreeTrain build against Mono! It still doesn't run, but things are a lot easier already and a Mono/SDL version should run on Linux and MacOSX, which will breathe new life into the project and it's community. Looks like 2008 could be a good year for FreeTrain. :-) The FreeTrain project is looking for able C# developers (there are plenty and not-so-many C# games) to make it rock on Mono/SDL so don't be shy if you are a C# guy. ;-) I reported yesterday that Bloodmasters was going to be released under an open source license - well developer Pascal vd Heiden was not just true to his word but very fast to act, and it can now be found in SVN on the Sourceforge project. The game is licensed under the GPL. It's 400mb though, not for the feint hearted. Note to self: this game needs a review. I also mentioned yesterday we have a great new theme for the FreeGameDev forums (aka Free Gamer forums). I forgot to mention that it's not yet the default skin. You need to login (registration required) and switch to 'qubodup2' to see it. Edit: Due to an admin issue the new theme is currently not working. D'oh! Third time lucky tomorrow, eh? |
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Pachter: Why EA Will Win The Take-Two Takeover Posted: 26 Feb 2008 06:49 AM CST
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How Piracy can Break an Industry - the Brazilian Case Posted: 26 Feb 2008 09:53 AM CST I’ve been reading about Nintendo urging governments for more actions against game piracy around the world. Their claim specifically mentions Brazil. I’d like to add more information about this country (since I live here :D). This is a short story of how piracy broke an once prosperous industry, and hopefully it can be a warning for the game industries of other countries. The 8-16 bits EraDuring the 8 bits and 16 bits era, Brazil had a strong presence of Sega products through partnership with a local company, Tec Toy. The Master System and later the Mega Drive (Genesis) systems were hits. Tec Toy made localizations of major titles like Phantasy Star and Riven (with voices dubbed for Portuguese!). Growth and media awareness was high - to the point a very popular TV show (Programa Silvio Santos) had a video-game competition around Sega games like Sonic. In 1993, Nintendo arrived officially in the market with a join venture with the biggest toy-maker, Estrela, and a major electronic devices maker, Gradiente. Super NES was officially released, and one could find official cartridges in major super-stores, pretty much the way Americans buy games at Wal-Mart. The market was promising and realistic analysis projected a size of US$ 1 billion for the first years of the 21th century. Playstation Era: piracy runs rampartThen it came the Playstation. It was a shift for the industry globally, and even if not officially released here, it was expected to be imported and compete with local manufactured systems. Fair enough. But what happened next was completely different from a healthy competition. The CD-based platform allowed piracy to take over the official players with incredibly cheap and low-quality copies of games. The government did nothing to stop it - on the contrary, taxes over games was (and still is) so high it was impossible for shop owners to sell at a competitive price. So they just stopped selling entirely. Why insisting on something so difficult if store spaces can be filled with more salable products? Playstation was never released officially in Brazil, but smuggled units became wildly popular and replaced official systems. Every Playstation-owner had CD-cases filled with pirated games. The joint-venture of Nintendo bankrupted, and Tec Toy came very close to close doors as well. Smuggled Playstation 2 units consolidated piracy afterwards. Game market todayGame piracy is endemic: 94% of PC retail games and nearly 100% of console games are pirated. Not even the richest youth of the country bothers to buy original console games, which cost US$ 98. Like everyone else they can easily spot illegal street vendors selling pirated games for US$ 8 or less. On online-distributed games, even cheap Brazilian titles like Brasfoot (US$ 7) and CaveDays (US$ 14,5) are massively hacked by piracy-dedicated blogs, foruns and Torrent sites. The outcome: Brazilian game market is estimated to be around US$ 52 millions. A pathetic performance for the 8th biggest economy in the world.
Cops and street vendors of illegal DVDs are friends I applaud Microsoft for making a bold attempt to bring XBOX 360 in 2006, the first console officially released here in many years. I also applaud the few Brazilian game developers for the courage to struggle in such a hostile market. They are incredible talented, could do wonders, but have only four options to survive as developers: subscription-based online games, mobile gaming, advergaming or exporting. What about Nintendo claims?Nintendo should forget about having any support from the Brazilian government. Because even if congressmen hear the claims, they will first have to combat the ever-increasing DVD piracy problem. What happened to games is happening with the DVD industry - street vendors with pirated copies will break it. Hey, even the President was cough watching pirated movies! Could we write better laws? We already have good laws regarding copyright infringement. But police say “there are worse crimes to combat”. And that’s probably true: we also have good laws regarding homicide, but just 1% of murderers are solved in Brazil. One percent! Impunity is by far the worst Brazilian problem as a nation. Law isn’t enforced. It won’t change anytime soon. Brazilian National Congress completely lost credibility and if Justice doesn’t reach murderers, it won’t reach pirates.
An actor of a widely-pirated movie, “Tropa de Elite”, goes after an illegal street vendor! PS: I have faith that a steadily economic growth and the increasing education rates will change this country for good by the end of 2020. Will take that much time though. If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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InstantAction To Get In-Game Commerce Via Live Gamer Posted: 26 Feb 2008 05:15 AM CST
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D3 Bringing Treasure's DS Shooter Bangai-O Spirits To U.S. Posted: 26 Feb 2008 05:14 AM CST
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Q& A: THQ, Blue Fang Take On The Animal Kingdom Posted: 26 Feb 2008 05:15 AM CST
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Best Of GDC: In-Depth With Square Enix's Crystal Tools Posted: 26 Feb 2008 07:35 PM CST
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Posted: 26 Feb 2008 04:31 PM CST 下月就要开始装修了,在此之前很多准备工作也在进行。装修队找好了,装修师傅是大舅妈学生的老爹,装修手艺还是信得过。爸妈最近都在四处逛建材,我在成都就做一些装修效果上的设计,最主要就是楼顶的搭建和材料色彩的选择。 楼顶是我很期待的,布局的效果也做出来了。阳光房外边的花圃在夏天到来的时候坐在窗户边应该是非常惬意的啊~~这个周末还得到建材市场去补补课,下周末就得回家买材料了。 很期待啊~ |
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Best Of GDC: Peter Molyneux's Top 10 GDC Proclamations Posted: 26 Feb 2008 09:37 AM CST
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Opinion: Game Creators - Let's Burn Down Africa? Posted: 26 Feb 2008 11:10 AM CST |
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Nintendo News From Around the Blogosphere Posted: 27 Feb 2008 11:53 AM CST I haven't done one of these "Best of the Best" type posts in a long time. So here you go:
Image from rottentomatoes.com Resident Evil 0 being remade for Wii, should be out this summer. Nintendowiifanboy is reporting that Resident Evil 0, which if Nintendo fans remember is a special Resident Evil game for the Gamecube only, is being redone for Wii. The game is supposed to control like Resident Evil 4. If so, count me in, big time. They'll have to do a ton of rebalancing to make that work in RE0, but that's alright. Honestly, I could never really get into the more "plodding" style of RE after playing RE4 anyway. Street Fighter IV for Wii is not out of the question! Gonintendo is reporting that Yoshinori Ono, the producer for Street Fighter IV, is openly talking about the game being very scaleable. In essence he was saying that the rules could stay the same while the visuals changed, without affecting the gameplay. I've always thought developers were lazy in regards to making certain 360/PS3 games for Wii. In fact, I really feel that it was more of a "we don't think it will sell on the platform" decision as opposed to it being "just so darn hard." After all, many big "can't do on Wii" titles like Assassin's Creed end up with Nintendo DS versions! In any case, it would be wonderful if Capcom managed to make a Street Fighter IV game for Wii. See full article. Related Entries: Resident Evil 4 coming to PC? - 01 February 2007 Ein Engel in Patchgestalt für Resident Evil 4 - 21 April 2007 Resident Evil 5 - Die Untoten kommen zurück! - 11 Juli 2007 Street Fighter 2 Goes Mobile - 11 August 2007 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Disney Announces Wii/DS Rhythm Game Ultimate Band Posted: 27 Feb 2008 08:55 AM CST
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Endemol USA Sets Up Casual Game Division Posted: 27 Feb 2008 05:48 AM CST
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Nine Paths to Indie Game Greatness Posted: 27 Feb 2008 12:08 PM CST David Marsh wrote a very poorly-titled, but otherwise excellent, article at Gamasutra called, "Nine Paths to Indie Game Greatness." The reason I feel it is poorly titled is because "paths" indicate separate, mutually exclusive options. These aren't. In fact, if you are serious about making an indie game, you would be well-served to follow most of these points of advice: Gamasutra: Nine Paths to Indie Game Greatness My inane commentary: 1. Efficiency In Design - More game for less cost. Making a single-player exploration-based game like an RPG is stupid. Oh, wait. Oops. 2. Utilizing Free, Cheap, or Open Technology - Don't save your nickels for the Unreal III engine. You won't be able to take advantage of it anyway, and your game will look and play no better than one created in Ogre3D, C4, or Torque which costs less than 1/1000th as much. 3. Distribute Digitally - a pet peeve of mine. Some newb indie developers refuse to look out of the box, and are still about the "box deal." Not that digital distribution need be your only solution - but as an indie, anything else is icing on the cake. 4. Develop On Open Platforms - boy, if I had a dime for every time a prospective indie declared that they wanted to make a game for the XBox 360 or the DS, and sneered at making a game for the PC or (gasp!) the Mac... They just don't seem to get it when I tell them, "if you haven't created a game yet, you aren't gonna get it on the consoles." While that's not strictly true, it's close enough. 5. Collaboration - Ka-CHING! Yes, that's supposed to be the sound of cash. This can take place on so many levels, from trading services (which can save both companies money in terms of taxes), to cooperating on marketing efforts, to running affiliate sales deals,to sharing resources, or simply exchanging ideas and techniques. 6. Consider Less Traditional Monetization Methods - And ad-based revenue is quickly becoming traditional. 7. Redefine Success - I think we are at the point now where the break-even points for mainstream games are mock-worthy, anyway. 8. Use Alternate Sources of Funding - What? Begging for Vulture Capitalists and Publishers to take all your real assets to help you make payroll isn't the be-all, end-all? 9. Get Personal - This is actually the Big Idea for big companies nowadays, too. Small companies have no excuses to NOT do this. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 27 Feb 2008 09:22 AM CST 美版Wii《林克的十字弓练习》已于去年11月19日发售( http://blog.sina.com.cn/s/blog_4938f71b01000e4r.html
),由于是随枪型托架“Wii
Zapper”附带的软件,所以给人的感觉是比较“小品化”,尤其是连二人同时游戏的功能都不支持更是让人觉得遗憾。当然,不需要再买其他对应的软件就有的玩,总比日版( http://blog.sina.com.cn/s/blog_4938f71b01000em1.html
)好一点。
而如今日版“Wii
Zapper”附带《林克的十字弓练习》的同捆套装也将于5月1日推出,价格也由原来不带软件的1500日元涨到了3800日元,这样算一下日版《林克的十字弓练习》大约价值2300日元。 |
除了语言外,日版游戏内容自然和美版是一样的。这个软件是基于Wii/ngc《塞尔达传说:黄昏公主》的世界观而制作的光枪游戏,考虑到《塞尔达传说:黄昏公主》在日本的人气远不如美国,所以估计这个同捆“Wii
Zapper”的版本也不见得能在日本提升多少“Wii Zapper”的销量。
“Wii
Zapper”这个周边硬件想要有进一步的普及,还是需要更多的软件支持才行。
相关链接: http://blog.sina.com.cn/u/4938f71b01000dyl “塞尔达传说”新作 http://blog.sina.com.cn/u/4938f71b01000e4r “Wii Zapper”包装 http://blog.sina.com.cn/u/4938f71b01000e5j Wii《林克的十字弓练习》游戏画面 http://blog.sina.com.cn/u/4938f71b01000egd Wii《林克的十字弓练习》新游戏画面 http://blog.sina.com.cn/s/blog_4938f71b01000eh9.html Wii《林克的十字弓练习》宣传视频 |
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Feature: 'The Making Of Dwarf Fortress' Posted: 27 Feb 2008 04:50 AM CST
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Jagex Launches Casual Game Site FunOrb Posted: 27 Feb 2008 06:39 AM CST
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Learning From the First 2,000 Sales Posted: 27 Feb 2008 09:41 AM CST Cliff Harris shares some great piece of advice on what he learned from selling online. Read the thread at the Indiegamer forums. Here’s some key points and some of my comments to Cliff’s advice. “Selling direct on-line simplifies things massively. I have no other sales channels right now.” “The number of people complaining about on-line activation for the game is trivial.” “If you want to make your game hard to crack, you really have to spend some time on it”. “Sales obviously tail off after a while (its been out since December 7th) but they then settle into a steady regular pattern. The game looks likely to keep selling for a while.” “Modding support really keeps a game alive” “People don’t mind patches” Cliff has done some great games at Positech so I warmly recommend you go there and buy some of them. They cost very little and offer great gameplay value. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 27 Feb 2008 08:12 AM CST 本次速报来自fami通网站。
1 nds NEW 世界树迷宫2 atlus 2008/2/21
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GDMag Q& A: How Halo 3 Got Legendary Posted: 27 Feb 2008 05:51 AM CST
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Game Connection Sees 600 Professionals At GDC Event Posted: 27 Feb 2008 05:48 AM CST
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Posted: 27 Feb 2008 08:11 AM CST
这个标题似乎有多此一举的嫌疑,因为根本不用我说,成君忆就是个大师,我现在冒出这一句,连锦上添花都算不上,只能说是人云亦云。 然而,博客存在的目的就是要表现我心中的情感,我在心中大喊一声,大师啊。
在快餐店点餐时,快餐店与时俱进,在座位旁边放了书架销售各种书籍,等饭来的时间,买了成君忆的《管理三国志》。 读到太公钓鱼一节,顿时明白佛陀拈花之意。宝剑由利返钝,由钝返利,再由利返钝。在三十岁之前,终于拭去无明,成为了我中之我。
我之所以使用这种没有渔钩的渔竿钓鱼,其实是通过这种让自己失望的方式,放下企图钓到大鱼的欲望。我静静地坐在这里,所有的贪婪、所有的恶念、所有的阴谋诡计都消失了,大自然在我面前呈现出它本来的样子。风自由自在地吹着,水自由自在地流着,鱼自由自在地游着。而我坐在岸边,像一棵枯木逢春的老树,在心里开放出了一朵美丽的花。
2年前,我必然领悟不到这一段的意义。
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Posted: 27 Feb 2008 04:53 AM CST
索尼将在6月份在北美推出PSP《战神》套装,包括限量深红版PSP,《战神:奥林匹斯之链》游戏,UMD版电影《Superbad》,以及在PS网络商店下载《Syphon
Filter: Combat
Ops》赠券。《战神:奥林匹斯之链》游戏将于3月4日在北美上市。
为了呼应两款大作的推出,索尼日前在PS官方博客上宣布,将为PS3推出《合金装备4:爱国者之枪》套装,PSP则推出《战神》套装。 目前《合金装备4:爱国者之枪》预计在今年第二季度末上市,到时索尼则会推出一款PS3套装,包括80GB版PS3,《合金装备4》游戏和一个DUALSHOCK 3手柄,售价499.99美元。同时,索尼更宣布了DUALSHOCK 3震动手柄的美国上市消息。DUALSHOCK 3支持超过100款PS3游戏,包括《合金装备4》等多款大作,将于4月在北美上市,售价54.99美元。 |
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Posted: 27 Feb 2008 08:16 AM CST
前些天把老掉牙的ati-x550显卡换掉了,现在玩各种游戏都不象以前那么不顺畅了,大部分游戏都几乎可以效果全开玩。尽管CPU是赛扬2.6GHZ,尽管这样的配置被装显卡的叔叔给鄙视了,尽管……如此,但是依靠2G的内存和GF8600GT显卡……我依旧在这几天里玩得不亦乐乎。 于是在装上显卡的那天,我就上了讯雷,疯狂的搜索,疯狂的下载了若干个近期比较热门的单机游戏,包括游侠网刚汉化的暗黑之门最新版、使命召唤4、战锤40K、最高指挥官、轩辕剑外传:汉之云、帝国时代3、命令与征服3、模拟城市4等等。320G的硬盘硬是给游戏安装文件消耗掉了3分之1。可能有人会问,为什么这几天能下载这么多游戏?呵呵,多亏了公司的10MB宽带号。 好吧,说到这几天品尝了这么多游戏,哪款游戏比较吸引我呢?我想仍旧是暗黑之门以及连续玩了4年的魔兽争霸3吧,当然了,战锤40K、最高指挥官以及命令与征服3都是相当不错的RTS,但可惜相比RTS之王魔兽争霸3,尽管画面上相对做的十分卓越,不过这些游戏相比说来还是欠缺了不少的操作性和便捷的玩法。 首先说说战锤40K吧,其实我玩的也不算十分深入,但这个游戏一开始的确震撼了我,听某人说这游戏很早就发售了,大概和魔兽争霸3同时发售的,不过我在玩该游戏时,看到了不少和魔兽争霸3雷同的影子。
40K里的死灵族 最熟悉的可以说是40K里的种族设定了。几乎和魔兽争霸3中的种族设定差不多,亡灵、人类、兽族、混乱军团更类似于魔兽争霸3中的燃烧军团。当然了,直到开始40K的游戏关卡时,才发现,这个游戏实际上十分的独具特色,但是相比起魔兽争霸3的上手难度还是要高了不少,这也是战锤40K当时未流行的原因,当然了,也有可能因为魔兽争霸3在当时太过流行了,因此大多数的RTS玩家或许忽视了它。 通过我的浅尝,战锤40K中应该讲究的是资源的争夺,其实象RTS这种游戏,谁有了资源上的优势,谁就有了获胜的权利,从以往的各个RTS游戏都可以看出这种玩法,但是战锤40K中对于战斗节奏上的控制却不太好,也可以说,在前期,这款RTS游戏的火药味并不如魔兽3浓厚。
40K,RTS里的RPG元素 不过战锤40K也有可圈可点之处,首先是该游戏中对每个角色的美术设定相当的具有创意,各种战斗单位的外型十分的新异,而且活灵活现,对于建筑的设计也是相当的有特色,和魔兽3有过之而不及。 话说战锤40K的剧情战役中,对游戏播报用得也不少,特别是对于镜头的运用早已超越了魔兽3的游戏播报。无论是场景背景的营造还是剧情气氛的营造,都十分的精辟,值得学习!
40K的战棋式战役模式 另外战锤40K还具有独特的战役特色,类似走战棋的模式来占据你的领地,整个世界就在你脚下,没有被额定好的固定关卡路线,历史由你来创造,而且英雄概念更加的偏重RPG游戏,战锤40K中给英雄角色设计了可以更换的各种种类繁多的装备,实在爽翻了玩家呢……
使命召唤4,玩一会会头晕的游戏 再说说使命召唤4,我开了高分辨率玩,效果确实不错,但是玩了半小时之后,晕煞我也,于是带着半吐半昏迷的感觉结束了游戏,尽管该游戏在一开始也给予了我不少震撼。 且说说轩辕剑外传:汉之云?哦?好象我之前说过一次,那就不说了,节省点笔墨消耗。 然后说说帝国时代3吧,哎,装完该游戏之后我发现语音和游戏运作完全不达调,于是郁闷的退出了游戏。 不过最高指挥官倒是玩起来没什么问题,而且运作也十分流畅。最高指挥官是曾经的RTS经典之作横扫千军的续作,由著名的游戏设计师所制作,该设计师的名字我忘记了,可惜我只认得比尔罗伯以及日本的那几个著名的游戏设计师……
最高指挥官,大规模的高科技战争和震撼的游戏画面 最高指挥官里有不少内容都是借鉴了其他游戏的,例如资源的积累、资源的增长系统就和战锤40K十分相似,甚至连资源的获得都同出一则,看来游戏设计者明显是战锤40K的铁忠fans了。最高指挥官这款游戏可以看的出,更多的是需要玩家高超的策略能力,而非微操作能力,我想现在全球的游戏制作公司,能象暴雪那样做的出很具有游戏操作性的游戏,应该绝无仅有了吧!这也是为什么最近能纳入榜单的RTS游戏很少的缘故。
最高指挥官,类同于战锤40K的资源抢占玩法 最高指挥官这款RTS游戏貌似崇尚的是大规模的高科技战争,依靠火暴的游戏战斗画面来吸引玩家,但是这样的游戏性,比起魔兽争霸3来说的确差得多了。尽管剧情看起来很新异,但是却显得十分老套和苍白无力。横扫千军,也许该作就到此为止了。
命令与征服3,更多的是画面和剧情上的提升 另外值得一说的RTS就是命令与征服3了,可以看的出,EA花了重金来打造这款游戏,无论是从游戏引擎的技术上来说,还是从游戏的美术功底和剧情策划设计来说,该游戏都做的算是首屈一指了,不过缺乏RTS设计概念的EA游戏策划人员,还是避免不了抄袭前作的设计。命令与征服3,或许能将你带到似曾相识的那种游戏意境之中…… |
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Interview: The Making Of Dwarf Fortress Posted: 27 Feb 2008 11:00 AM CST
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Critical Reception: Sony's/SCE Japan's Patapon Posted: 27 Feb 2008 05:29 AM CST
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Best Of GDC: Lego On Building Its Universe Brick By Brick Posted: 27 Feb 2008 05:43 AM CST
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Haze Given New May Release Date Posted: 27 Feb 2008 05:02 AM CST
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Investors Sue Activision Over Blizzard Merger Posted: 27 Feb 2008 04:49 AM CST
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Best Of GDC: The Secrets Of Portal's Huge Success Posted: 27 Feb 2008 08:28 AM CST
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Posted: 28 Feb 2008 07:04 PM CST 2月29日,四年一次。发贴日白一下~~
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New European PlayStation 3 Bundles Revealed Posted: 28 Feb 2008 07:43 AM CST
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Iron Lore Entertainment Closes Doors Posted: 28 Feb 2008 07:13 AM CST
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Posted: 28 Feb 2008 11:01 AM CST This is just a dump of my notes from the Seminar, which I’ll be editing when I get a chance!
9:38- Laptop set up in the Potomac room. The room is maybe ¾ capacity, in a fairly inefficient banquet table format. 9:40- Danny returns with “What you need to know about D&D 4th edition at D&D Experience 2008”, a hotsheet containing 13 important changes to the rules for the purposes of playing. The saving throw mechanic that debuted in the DDM rules IS in. Durations are either until save, one round, or entire encounter. Action points give an extra action, and they are accrued by finishing encounters. Short vs. extended rests- short rest is 5 minutes and recharges per encounter powers. Extended rest is 6 hours, fully heals you, regain all healing surges, get daily powers back, and action points are reset to 1. Healing wind- once per encounter, can take a standard action to gain second wind. Gives you hit points equal to Healing Surge value and +2 to all defenses until the start of your next turn. Then lose one healing surge. (Wish we had a scanner here) 9:46- “Fighters attempt ’sploits” (joke) 9:47- “The ‘Marital’ power source” (joke) 9:48- Slide changes on the front to Dungeons & Dragons Experience 2008 Preview Seminar 9:56- Groups start using the standing room 10:01- Lights down… all the way down Chris Perkins:
“Welcome everyone to D&D Experience!”
“Tomorrow I celebrate my 10th birthday… and I can’t think of any better way than to spend it with you guys” Awwww
First person to kill a 4e character. Was playing Rob Heinsoo’s character, an Elf. “Woody” but couldn’t remember the name. Walked into proto-Keep on the Shadowfell. Bugbear Stranger leapt out and garrotted him. Rogue disengaged to try to save his life… but Bugbear Strangler used cool new power to make the Elf a meatshield against the Rogue. Rogue critted, eviscerated the Elf. First kill to another PC.
R&D will jumping into the fray to guest DM.
Introducing R&D: Rob Heinsoo James Wyatt Mike Mearls (resident killer DM) Chris Youngs
Brand Team: Sara Girard Linae Foster (licensing efforts)
General design philosophy Looking to deliver 4 things:
What isn’t changing:
Play experience:
Plays just as high at low as high, keeping speed of play the same at all levels and all balance. “Shorter than 2 minutes per turn”
Product Delivery:
“We mean two things: D&D Insider side will collect best content into annual print Dragon and Dungeons. Followup PHB, Mms. PHBs will introduce new classes… new classes won’t be in all books. We want people to know where to look when looking for classes and martial feats. Thinking of products as PHB every year will have new classes and be easy to find.”
Return of Living Forgotten Realms in 4e as part of OP program. More RPGA programs rolled out over course of the year.
Audience Member: “Do dragonborn have breasts?”, illicits “ooooo” Chris Perkins: “Yes, and they’re scaly. Any more questions about dragonborn breasts?”
D&D Insider
“Many different ways to play D&D… 100% analogue around the table, 100% digital on game table online, access rules information online, OR anything in between. Tools can be used to enhance tabletop book experience.”
Andy Collins “The guy who is the mean draconian boss responsible for rules and minis games.”
Keep on the Shadowfell
Player’s Handbook
Dungeon Master’s Guide
Monster Manual
…yes, including the gnome.
Steve Schubert has “Grr, I’m a gnome” as his ringtone
Core Rulebook gift set
Tome of Treasures
Martial Power
Draconomicon
Manual of the Planes (last big hardback of 2008)
Heroic Level Adventures First ten level span in D&D H1 1-3 H2 4-6 H3 7-10 Each one includes a double sided poster and battle map.
Paragon Level Adventures P1: King of the Trollhaunt Warrens (11-13) P2: Demon Queen’s Enclave (14-17) More paragon and epic level. Might be revisitng “old favorites” for adventures.
Dungeon Tiles DT7 Fane of the Forgotten Gods (temple trappings) DU1 Halls of the Giant Kings (giant tables and thrones, super-sized furniture) DU2 Streets of Shadow (first urban-themed Dts, cobblestone streets, nasty sewers
Character Record Sheet
DM Screen
Special Edition Rulebooks
RPG Starter Set
Audience: “Does it come in a red box?” “We’ll go to the art folks on that.”
Forgotten Realms Campaign Guide in August
“Who’s on the cover?” “Shade of Neverill riding a dragon. Shades are back as a force in the FR.”
FR Player’s Guide
FR1: Scepter Tower of SpellGuard (Adventure in September)
Eberron
Some brand new campaigns coming, some old friends, should talk more later in the year Every campaign setting ever produced has at least one champion somewhere in R&D
Miniatures Starter Set
Dungeons of Dread
Against the Giants (summer)
Demonweb
Swordmage
“What will the new class be called?” “The Baker. I bake, I bake well”
Reader’s Guide to Drizzt
Pirate King
Promo forms for Drizzt book will around
A lot more coming out of publishing department than just the three.
“The Rouse”
TerraDave shoutout for dubbing him “The Rouse”. His kids will start calling him that soon.
4e playtest story: Eladrin Rogue. Playtesting Keep on the Shadowfell. Fighting huge mob of goblins, boss hiding behind doorway shooting crossbow. Halfling Warlock is dying. Boss comes out from his room. Was saving per encounter abilities and daily for that moment. Gets set up to move and take him out. Full move action. Opportunity Attack by running by a goblin, takes some damage. Spends an action point to get another move action. Uses Feystep to teleport behind him. Combat advantage for flanking with Dragonborn Paladin. Tortorus Strike, 3d8+2d6 for sneak attack damage, moves one step even on miss. 30 some damage… boss grabs minion to take the hit. Obliterates minion. Misses the boss.
Big cross department summit to discuss 4e/Orcus. R&D brought up what they thought was needed to bring in new players and make Dms job easier. D&D Insider was crucial part of that idea.
D&D Insider
6 parts to it:
Character Creator Young, old, poses, classes, races, backdrops, armor, items, glow effects. 2D background for every race. Fully rotate-able.
D&D Game Table
What does subscription offer?
Beyond the subscription
Samples and Trials
Subscription Pricing
Re-iterates how much you get for your $9.95/month.
Open Beta, May-June 2008 More posted on D&D Insider
D&D Game Day Saturday June 7th Thousands of participating retailers worldwide.
June 21st Free RPG Day
Summary
Q&A
Q: Pricing structure- $40 for family is too expensive. Household plan? A: Free to share your password and login. No plans for household pricing, like most subscription plans.
Q: What steps have been taken to avoid long downtimes, and will users be compensated for downtime? A: We have experience with downtime thanks to MtGO. Can’t speak to exacts, but Customer Service Team is good. Working with very large server farm to provide bandwidth.
Q: Map maker… can things be scaled and rotated, or is it all set by the grid? A: Has snap to grid function. Ability to go off the grid.
Q: Visualizer- can it be turned into physical mini? A: Thought about it. Future idea, talks about it, may go into 3D printing.
Q: Character Creator: online only tool, or is there a way to save it on your PC? A: Yes, offline function. Have to login to do all the data updates.
Q: Game table- can NPCs be other players? (i.e. another way for a family to all play at the same virtual game table) A: Can backdoor the system by using four monitors, then control everything. Can use monitors, projectors, etc. DM view is different than player, so it’d share that.
Q: Limit of 50 characters online? A: Can save others on your hard drive. Can create NPCs too.
Q: Mac support? A: Not supporting Mac, widely stated. Have not tried using system emulators like Parallels. Game table and character visualizer are windows-only. Dungeon Builder MIGHT be web app, same with character creator. Rules Database online.
Q: Contradictory- bring a lot of books, versus only a few? A: Happy medium between them. Arcane Power in 2009. Players who aren’t playing Arcane characters won’t need it. Trying to cut down from books of 3e. Also trying to get away from long lists of feats in every book. Still going to be some mechanical options in every book, but definitely trying to keep it down.
Q: Harder for stores to promote D&D? A: D&D Insider is not a replacement for hobby stores. Hobby stores will be supported still by releasing physical products. Expanding Organized Play to have more in stores. More to announce about OP at GenCon. Store-based programs. Not walking away from hobby stores. Game day is testament to strength of D&D in hobby stores.
Q: Will we be seeing non D&D rules that came up with the development process? A: “d20 Modern. Is that what you’re asking”
Follow-up: Rob Heinsoo: Lot of systems that were rejected in playtests. Told to go as far as they can with rules experiments, and moved off the edge of not playing D&D anymore. Rob can’t tell you what they are because he wants to get them published. One cast off mechanic turned into the core mechanic of Inn-Fighting. There will be other systems put out that were developed but that weren’t D&D and weren’t as flexible.
Trying to avoid Unearthed Arcana in the early years.
Q: How is errata incorporated? Will errata be quicker to come out? A: Back on the errata horse. Back on reasonable schedule by using customer service and RPGA. Rules database should be updated seamlessly with errata. Won’t have to worry about updating character sheet. Better schedule… “playtesting errata process.” Don’t want to rush it to avoid errata to errata.
Q: Another question about family discount. A: Great idea and will talk about it. Would like to reward group, but don’t want to throw the doors open. You will get a number of guest passes per month as part of your subscription.
Q: Will I be able to download rules database? A: No, it’s a web app.
Q: Will there be a point when you say you won’t do a setting? A: We’ll only announce what we’re doing. Don’t want to shut any doors. Hollow Earth and Red Steel probably won’t be released next year. Don’t want to create a plethora of competing product lines. No campaign should be a “sub-bookshelf” of products. Everything is on the table, will have conversations about what to release. Magazines will showcase all campaign settings.
Q: Guest ticket pricing? A: Probably around $3 for 24 hours.
Q: More about campaign settings. Will one per year fix the problem? A: We know not every setting appeals to everyone, but we’re going to try to appeal to a wide audience.
Q: How did Ruins of Greyhawk do? A: Did well, don’t have exact numbers. Greyhawk is still on the table as a campaign setting.
Q: Do players need to buy the MM? A: Make everything for its purpose, not for something else. Character classes are designed for characters. NPCs “reflect” those classes, but don’t need to be as rich. Monsters are designed to be monsters, not to be summoned monsters or pets. Summoned monsters and pets will be built to do that. Pit fiend is a great monster, but everyone was shape changing into it all the time. MM should not be needed for players. MM has a section for DM’s to allow PCs as monsters.
Q: Fantastic locations series on game table? A: Should be. Also should be able to play D&D minis “VASSAL style” on the game table, but not supported. (by adjucating all the rules yourself)
Q: When is Eberron coming out? A: Either first half or second half of 2009. Don’t want to commit to a product they haven’t started designing. Not quite a software company yet.
Q: For DDM Mini skirmish- where will maps be coming from? A: Working on ways to release them. Starter set is primary, and would like it to be an annual product. So at least 4 every year. Too early to be specific, but figuring out ways to do it.
Q: Player Rewards carry over to Living FR? A: Save question for Saturday RPGA meeting.
Q: PDF books be OCR and searchable? A: Want to pack as much functionality into it as possible. Keyword search, searchable, etc.
Q: Localization problems? A: Working with licensing partners to localize 4e in Europe. None have committed to dates, but have received initial rules. Next few weeks will have galleys, then translation begins. Most will be seen in the fall of 2008.
Q: Just buy core set- can you filter out non-core books for rules database? A: Not sure, but sounds like a good idea. They have that option, just have to implement it.
Q: Later Player’s Handbooks. More optional, or will replace rules? A: More an add-on, more additional classes, maybe some favorites from 3e that couldn’t be fit in, plus some brand new.
Q: Online mapping content- can it show position with flying creatures and other unusual cases? A: Plans to do so, but not at launch.
Q: D&D Insider and Star Wars tiles? A: “How many folks would use Star Wars Insider?” Only a few hands. On our minds, but “We don’t own Star Wars”. Talks are being had.
Q: How compatible are PHB2 classes with Martial Powers? A: PHBs will be full of powers and feats for new classes. There might be some abilities for old books. New classes for existing power sources, as well as new power sources. Psionics before too long.
That’s it! |
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London Police, Microsoft & EA Form Community Gaming Initiative Posted: 28 Feb 2008 04:39 AM CST
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Spirit Announces Voice Conferencing Engine For MMOs Posted: 28 Feb 2008 10:55 AM CST
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Posted: 28 Feb 2008 08:51 AM CST 如题,如果你有了GF,还会玩吗,会不会顾虑被她知道你玩GALGAME这件事呢,会不会感觉被她知道了后,很不好意思呢,啊啊啊,真是很麻烦的问题啊,请各位单身的别用东西砸人啊,其实我也是单身,只是想问下,为以后的GALGAME 生活做个打算,长远的哈哈.
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Posted: 28 Feb 2008 08:02 AM CST
1号要到湖南卫视录节目了.这些天忙的有些不象话.
进公司到出公司几乎不闲着.
好在,新节目后期已经差不多了,离自己想要达到的效果还有好长一段距离.心情忐忑,好怕大家觉得不好看,好怕大家骂哦.就拜托大家了
,忍一下喽...
现在正在公司拍摄情景剧呢.最近MIMI编了剧本,大家正在紧张的拍摄中.现在偷一点点时间来博一下.
接下来会更加忙啊,好吧,假如可以累的瘦一点,我倒是可以忍的.
最后要谢谢这些天在blog里面给我留言支持鼓励我的朋友,我会开开心心的哦 大家也要开心哦 多看看我们的节目,应该会很开心的,哈哈 |
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Posted: 28 Feb 2008 08:50 AM CST I found myself staring at an ad for a science fiction first-person shooter. In fact, that's all I'm gonna call it - a science fiction first-person shooter. The ad was colorful, with a cool battlefield scene. Explosions and machines of war from an obviously futuristic era. And I found myself thinking, "Wow, you know, in a world without Halo 1, 2, and 3, Unreal Tournaments, Gears of War, Battlefield 2, Battlefield 2142, Star Wars: Battlefront 1 and 2, F.E.A.R., Project Origin, and dozens of other science fiction first-person shooters, this might be really exciting to me." I cast my mind back, and vaguely recalled the heyday of fantasy RPGs, and I remember feeling about the same way towards the RPG of the week. Ah, those youthful days of yesteryear, when RPGs were rolling out a-plenty, and we always thought we'd be swimming in abundance, and we got to pick and choose among a tremendous number of titles that would be released faster than anyone could possibly play them. Mind you, many did suck back then, too. And as a poor, starving college student during that time period, my picking and choosing was more of necessity than out of snobbishness. But in a crowded field, in games as much as anything else, you gotta have something that makes you stand out. Or as the song from Gypsy goes - ya gotta have a gimmick. Assuming 2007 was no fluke, the field is going to get a little crowded again for computer role-playing games. Maybe not late-80's, early-90's crowded, but it's still going to be interesting to say the least. While the titans of mainstream duke it out with dueling Diablo-clones, the indies are - thankfully - providing quite a bit more variety to the landscape. But indie games enjoy a longer shelf-life, too, which means last year's hits will still be competing head-to-head with this year's new offerings. You could spend a whole year just playing Spiderweb's Avernum and Geneforge series, and because they don't chase the mechanical technology rabbit, the difference in quality is more of that of the developer's improving skill. While time may be a bit of a premium for me these days, I have no problem at least trying to play all of these awesome indie games! I just need a reason to believe that the game I'm going to play is in some way unique - that it's not something I've played before. Or, like the generic science-fiction first-person shooter, I may just kinda chalk it off to being something so similar to what I've already experienced that I can't even generate enough enthusiasm to download the demo. So - how are these games going to distinguish themselves? What kind of gimmick will they adopt? Of the recent releases I've played, Eschalon: Book 1 suffers the most from feeling too generic. Fortunately, its strengths (so far) lie in being very polished, well-marketed, and an unapologetically turn-based western-style RPG. Fifteen years ago, that would have buried it in a sea of similar games, but today those are definitely stand-out qualities. It is the first game of a series. I expect that, over time, it will "find itself" and develop a stronger sense of style. After all, many of the "classic" RPGs of the golden era started the same way. But as a player and fan of indie games, I'd strongly recommend that developers really focus in on what makes their games unique and stand-out. If you don't have one, come up with one! Give me a hook, a gimmick, something to help me notice you. Don't be like the aforementioned generic science fiction first-person shooter. YOU know your game is special. Tell me why! |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Reminder: Game Developer's Salary Survey Needs You! Posted: 28 Feb 2008 05:20 AM CST
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GDC 2008 Announces Record Attendance, 2009 Dates Posted: 28 Feb 2008 03:16 PM CST
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THQ Announces Closure Of SEC Investigation Posted: 28 Feb 2008 05:39 AM CST
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Best Of GDC: Paul Steed On 'The Trip' From Artist to Entrepreneur Posted: 28 Feb 2008 05:28 PM CST
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GDC, DICE Consider Invite-Only Press Access Posted: 28 Feb 2008 04:50 AM CST
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Smash Bros. Enjoys Fourth Week At Top Of Japanese Charts Posted: 28 Feb 2008 04:20 AM CST
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Interview: Why You Should Care About ForumWarz Posted: 28 Feb 2008 04:53 AM CST
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A History of Gaming Platforms: Atari 2600 Video Computer System/VCS Posted: 28 Feb 2008 11:00 AM CST |
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Wii Outsells PlayStation 3 By 4:1 In Japan Posted: 28 Feb 2008 05:09 AM CST
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Report: Sharp, Hitachi Under Antitrust Investigation Over DS Screens Posted: 28 Feb 2008 04:41 AM CST
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China Angle: 'Operation For Tomorrow' Means More Plugins Today Posted: 28 Feb 2008 05:32 AM CST
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Analyst: Why Rockstar Should Stay With Electronic Arts Posted: 29 Feb 2008 09:48 AM CST
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Posted: 29 Feb 2008 12:35 PM CST
1up.com 对2007年的免费游戏来了一次总结,这是第三次了,每一次他们都会列出101个各具特色的免费游戏。注意,它们免费并不意味着它们很无聊,正像1up.com所打出的副标题所说的,这些都是“THE BEST GAMES MONEY CAN‘T BUY”。 页面地址: http://www.1up.com/do/feature?pager.offset=0&cId=3165201(由于篇幅超长,翻译就免了吧……) 除了这101个游戏之外,你还可以再看看2006/2007两季的清单,天知道你会发现什么。 :) |
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2008 Games Convention To Feature Video Games Live Concert Posted: 29 Feb 2008 04:32 AM CST
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[NetShowBT][万众期待次世代大作游戏][Assassins Creed][刺客信条破解版][EN][DVD9] (大小:6.48G 人气:58 下载:961 完成:- 种子:1) Posted: 29 Feb 2008 12:38 PM CST 发布简介:PAssassins.Creed-RELOADED刺客信条/P< />P&/P< />P【游戏封面】游戏名称:刺
客信条英文名称:Assassins Creed游戏制作:Ubisoft Montreal 游戏发行:Ubisoft&
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下载地址:http://gamebt.ali213.net/download-spot-1-491.html |
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[NetShowBT][万众期待次世代大作][首发国内种][Assassins Creed][刺客信条][EN][DVD9] (大小:6.49G 人气:20 下载:831 完成:- 种子:1) Posted: 29 Feb 2008 12:38 PM CST 发布简介:Assassins_Creed_CLONEDVD-PROCYON< />刺客信条< />< />< />< />【游戏封面】< />
< />游戏名称:刺客信条< />英文名称:Assassins Creed< />游戏制作:Ubisoft Mon
treal < />游戏发行:Ubisoft < />游戏语种:英文< />游戏类型:Histori
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《波斯王子》、《细胞分裂》系列制作小组Ubisoft蒙特利尔工作室所制作的原创新作�
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下载地址:http://gamebt.ali213.net/download-spot-1-490.html |
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Monumental, Alchemic Dream Partner For Middleware Support Posted: 29 Feb 2008 04:27 AM CST
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NCsoft Europe Chooses Sana Online Security Package Posted: 29 Feb 2008 04:31 AM CST
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Posted: 29 Feb 2008 12:07 PM CST More tales of the development of Frayed Knights, the comedy RPG. Or more specifically, the Frayed Knights Pilot - The Temple of Pokmor Xang! This Week I could tell you what I worked on this week. Which is to say, a little bit of everything. Just getting it so that the game could be completed from beginning to end without any major weirdness or bugs, up until the final "end game" menu (including stuff happening in town). I just got some new music AND a new tavern model, which required me to re-arrange everything in the tavern to suit. I really like the new tavern. A lot. ![]() Last Minute Changes I took Friday off, both for getting this alpha out, and for attending a wedding of two close friends of mine. This has turned out to be a good thing. Between the alpha and a bit of personal business, I ended up pulling an all-nighter, until past 6 AM. Most of the time was spent working on some major inventory screen bugs. I missed them back when there was only about a dozen things in your inventory, but with there being actual loot in the dungeon now, I discovered some problems. I also devoted some effort to fixing odds and ends, and prepping the whole thing for alpha. I had to make some dialog changes (and I don't think all of the revisions actually made it into the alpha... oops!). There were way too many "known issues" that I just couldn't get to, but I needed to get people on the alpha. Some of the changes thrown in during the wee hours of the morning were pretty significant. I made some changes to how resting is handled that I still don't know the full impact of. And I know for sure the feedback mechanisms for some of the mechanics are woefully inadequate.Getting the download size down from 120 megs to 71 megs was part of that effort. Writing something by way of instructions was another. But the first alpha - and the invitations to the alpha test group - went out at the 5:00 hour. My apologies to the people who aren't in the first alpha group, but I really want to hold people in reserve as "Kleenex testers" for future alpha versions. Testers, check your private messages in the forum, and check to see when you get access to the Frayed Knights Testing and Feedback forum. Some people have it already. The Road to Alpha 2! Some things topping out my list for alpha 2 include such minor luxuries as actually having the item screen tell you what the item really DOES, so that you don't have to guess whether the iron mace or the broadsword does more damage. And having a visual display of how your maximum endurance drops over time would be kinda... I dunno... less confusing? And then there's the fact that players can get stuck inside of doors. That's not a happy thing. And some fixed combats end up taking place with the opposing forced practically across the room from each other but still swinging melee weapons. Yeah, that might be good to fix. And actually implementing the weapon and armor proficiency restrictions might make the different character classes more interesting. Oh, and having the big bad evil boss guy actually USE the spells he's got in his arsenal... that might make a difference in combat. And the priests are actually supposed to drop loot once in a while. Now the operative word is only, "once." This kind of torturous, bug-riddled gaming is what I subject my friends to. I am a bad man. Development is going to continue at its previous pace for the next month, easily, so Alpha 4 should be pretty different from Alpha 1. My goal is to have each alpha released Friday-ish throughout March. Tuesday, April 1st, 2008 will be the public release date of the Pilot. Placeholder Content FTW! And just so all the testers know, Kevin wanted to make absolutely sure that they knew that the revised Tavern roof texture is only a stand-in. ![]() Well, I managed to sneak in about three hours of sleep between 6:30 and 9:30. I have an appointment to meet someone in a couple of hours, and then I'm gonna try and get another nap in before getting ready for the wedding. Have fun! |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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The Top 20 PC Games of January Posted: 29 Feb 2008 11:49 AM CST IGN: The Top 20 Best Selling PC Games of January 1. World Of Warcraft - online MMO that is ruling the world Why post this? Because of what it says about the core PC gaming market, the topic of the last post. The core games that are there are either quite old, or they are online shooters catering to a cutting-edge crowd. There’s bargain bin software compilations in the mix. And there’s these casual games creeping up the charts. Heck, Diner Dash is what, three years old itself? |
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Arey: Games Are Already In The 'Arty Party' Posted: 29 Feb 2008 04:37 AM CST
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BioShock Sweeps Game Audio Awards Posted: 29 Feb 2008 06:40 AM CST
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Posted: 29 Feb 2008 04:35 AM CST
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Game Developer Research Releases 2008 Government Incentive Report Posted: 29 Feb 2008 06:02 AM CST
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《王牌冒险第一章》(Top Trumps Adventures Vol. 1: Horror & Predators)[Bin] Posted: 29 Feb 2008 08:13 AM CST 转自sharevirus 制作:Ironstone Partners 类型:Card 【游戏简介】 基于经典的卡片游戏《王牌冒险》,占尽优势的冒险特色把游戏体验提升到了一个新的水平,游戏就基于原有的两个卡盒,恐怖和大鳄。可以和计算机对战,也可以和其他玩家对战,玩问答游戏,并收集特殊卡及奖杯。 【游戏截图】 Ü Ü ß þ Ü ß ßÜ ÜþßßßþÜ Û ÜþßßßþÜ ° ÛÜ ²Ü ° ÜÛÝ ß ²Ü ßßÛÛÛÜÜ ° ÜÛÜ ²ÛÜ ßÛÛÛÜ ²ÛÛÜ ÜÜÛÛÛÜÜß ° ²ÛÛÜÜÜÜÜÜÜÛÛÛÛÛÜ ° ÜÛÛßÛÛÜ ° ²ÛÛ² ° Ü ÜÛÛÛÛßßßßßß ²ÛÛ² ²ÛÛÛÛßÛ²²²Û ÜÜÜÜÜܲÛÛ² ²ÛÛ² ²ÛÛ²ß ÜÛÛ² ²ÛÛÜ ²ÛÛ² °°° ÜÛ² ßßßßßß²²²²Üß²²²ßß²²²Ü ßßß Û²²²ß ²²²² ²²²²ßß²²²ÜÜ ²²²² ° ²²²² ²²²² °°° ²²²² ±±±±± Þ±±±±ÛÞ±± Þ±±±± ²²²²²Þ±±±± ° ±±±± ±±±± Þ±±±±Ûܱ±± ° ±±±± ±±±± °°° ±±±± °°°°° ° °°°°°Ý°° ° °°°°°°°°°°Þ°°°° ° °°°° °°°° ° °°°°°°°°° ° °°°° °°°° Ü °°°° ±±±±± ° ±±±±±Ý±± ° ±±±±±Ü±±±±±±±±± ° ±±±± ±±±± ° ±±±±±Ý±±± ° ±±±± ±±²ßÜÛÛÛÜß²±± Þ²²²² °Þ²²²²²²²² °Þ²²²²²Ý²²²²Þ²²²²Ý ²²²² ²²²² °Þ²²²²²²²²² ° ²²²² ²²²²²ß ß²²²²² ßÛÛ² ÜÛ²ÛÛßÜÛÛß ²ÛÛÛÛ²ÛÛÛß ²ÛÛÛ²ÜܲÛ۲ܲÛß ²ÛÛÛ² ßÛÛ² ²ÛÛß ²ÛÛß ° ° ßÛÛ² ° ßÜÛÛßß Ûß ÜÛ²ÛÛß Ûß ° ÛÛÛÛÛßßß ß ° ÞÛÛ²ÛÝ ° ßÛÛÜÛÛß ° ²ß ° ßÛ Üßß ° ÜÛÛÛßß ° ßþÜÜþß ßßÛÛÛÛÜÜÜþß ° ßßÛÛÛÜÜÜÜÜÛÛß Eboy ßÜÜþß þßß ßßßßßß S K i D R O W Üß -> T H E L E A D i N G F O R C E <- ßÜ ßÜ Üß ßßßßßßßßßßßßßßßßßßß ßßßßß ß proudly presents ß ßßßßß ßßßßßßßßßßßßßßßßßßß ° ÛÛÛ²²²±±°° Top Trumps Adventures Horror and Predators / UbiSoft °°±±²²ÛÛÛ ° ±ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜܱ ² ² ² RELEASE DATE : 02-29-2008 PROTECTION : Nothing ² ² GAME TYPE : Battlecards DISKS : 1 CD ² ° ° ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßÛÝ Release Notes: ßÛÜ ° Û Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û Û ÜÛß Û ² Û ßßß ° Û Based on the classic card game, Top Trumps Adventures Horror Û Û ± Û and Predators takes the experience to a whole new level. Play Û Û Û Û against the computer or against your friends and earn as many Û Û Û Û medals and trophies as you can. Û Û Û Û Û Û Û Û Ghastly Ghouls: Û Û Û Û Û Û Û Û Meet the most grotesque, chilling, fierce and eerie beasts Û Û Û Û you've ever seen! All time favourites like the blood sucking Û Û Û Û Dracula, and Death himself, the Grim Reaper, confront newer Û Û Û Û villains like the screaming Banshee, and the three- headed Û Û Û Û hound of hell, Cerberus. Categories include Guts and Gore, Û Û Û Û Black Magic and Fear Factor; so try not to scare yourself Û Û Û Û stupid! Û Û Û Û Û Û Û Û Creepy Critters: Û Û Û Û Û Û Û Û Discover fascinating facts about the most deadly predators Û Û Û Û from the animal kingdom, including Black-Tailed Rattlesnake, Û Û Û Û Alligator, Black-Widow Spider, Piranha and Great White Shark. Û Û Û Û With categories like Speed and Killer you will have to learn Û Û Û Û your facts quickly to survive. Û Û Û Û Û Û Û Û Û Û Û Û Û Û Û ° Û ° ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßÛÝ Install Notes: ßÛÜ ° Û Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û Û ÜÛß Û ² Û ßßß ° Û 1. Unpack Release Û Û ± Û 2. Mount/Burn Image Û Û Û Û 3. Install Game Û Û Û Û 4. Play the game Û Û Û ° Û ° ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßÛÝ Greetings: ßÛÜ ° Û Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û Û ÜÛß Û ² Û ßßß ° Û Salutes to our old Amiga friends from: Û Û ± Û Û Û Û Û FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX Û Û Û Û DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY Û Û Û Û THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX Û Û Û Û Û Û Û Û Salutes to our new friends in: Û Û Û Û Û Û Û Û POSTMORTEM - FAIRLIGHT - GENESIS - UNLEASHED - RELOADED Û Û Û Û BREWERS - SILENTGATE - NOGRP - ELECTRIC DRUGGIES - AVENGED Û Û Û Û CRYSTALMETH - DAWN Û Û ÛܰÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛܰ ßßÛ²Ü Logo and layout by: Eboy/SAE ܲÛßß ÜßßßþÜ Þ²²Ý Last updated 21/07/2007 by [XXX] Þ²²Ý ÜþßßÜ ßÜ ßßßßß ß ßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßßßßß Üß ß ß This posting includes an audio/video/photo media file: Download Now |
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Posted: 29 Feb 2008 10:06 AM CST PSeye tank 把自己画的东西 变成会动的游戏……
PixelJunk Eden - Debut 游戏机上优秀的独立游戏越来越多了
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Posted: 29 Feb 2008 08:22 AM CST 一直在期待这个游戏的实际游戏视频 现在终于看到了 感觉不错 感觉又会是一个不错的休闲类游戏 好像在官网上预定了的 现在可以下载第一章的DEMO了 不知道什么时候才能玩到期待呀……
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Posted: 21 Feb 2008 05:10 AM CST 今天赶了一个下午文章,到现在还是没有理清一个思路,晚上要加班了。 明天就到学校。周末才能上网,Blog不能频繁跟新了。 昨天发现了一个独立乐团 Creeping Lovely
Creeping Lovely EP 这张专辑有4首歌 网上没发现下载 官网上有试听 很不错 个人很喜欢 fly away(demo) 这首歌
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Posted: 20 Feb 2008 10:13 AM CST |
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Posted: 20 Feb 2008 12:36 AM CST 这个服务很无厘头,在中间那一栏输入你想预测的名字,就OK啦。他会生成你未来的图像。很无厘头的哟。(づ ̄ 3 ̄)づ 还能预测你的08年 恋爱倾向 适合的职业 还有不足之处…… 用最近一个比较红的人…….冠希……好像蛮准的……
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Posted: 16 Feb 2008 12:01 AM CST The Cleaner 作者:Darthlupi 版本:1.2 发布时间:2006.10.13 System Requirements:
一个2d横版的射击游戏。游戏的画面感觉有点像ANOTHER WORLD(另一个世界),画面挺有“特色”。 有点解密成分,收集值能量升级武器,能力。
自己剪的视频 ,觉得音乐还不错 (*^__^*)
BOSS战
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Posted: 01 Mar 2008 09:22 AM CST 任天堂将于3月6日在日本发售Wii《大家的常识力电视》(みんなの常識力テレビ)。
要说这个软件,得先回顾一下nds的《常识力锻炼》(大人の常識力トレーニングDS)。nds《常识力锻炼》于2006年10月26日发售,从公布初期我就比较看好( http://blog.sina.com.cn/u/4938f71b01000775
),而截止到2007年年底的软件销量累计也突破了150万份( http://blog.sina.com.cn/s/blog_4938f71b01008beu.html
)。
当然,nds版表现好不代表Wii版也一定能表现好。毕竟之前有Wii《轻松脑力学校》的的例子——Wii《轻松脑力学校》截至2007年年底累计销量26万份( http://blog.sina.com.cn/s/blog_4938f71b01008beu.html
),比起nds版《轻松脑力学校》(非“脑白金”)的百万销量自然是大大不如。这也和任天堂对nds的定位在于“健脑”,而Wii的定位在于“健身”有关——平台不同导致了不同的结局。
这些日子以来,nds的“健脑”型软件已经很少出现在日本的软件销量榜上了,比较可能的解释是没有后继软件,所以热潮已过。现在任天堂主力推广Wii,自然是“健身”更加受到重视,《Wii
Sports》和《Wii
Fit》接过了当年“脑白金”的枪,继续在日本周销量榜上赖着不走( http://blog.sina.com.cn/s/blog_4938f71b01008iv6.html
)。
那么,Wii《大家的常识力电视》在这样的大环境下可以看作是一个“倒退”的举动了,能否得到用户的认可我想任天堂自己也不知道,所以相信也只能算是一个试验性的作品。Wii版相较于nds版的不同,应该就是在于借助电视显示,可以实现多人同乐(官方网站指出可以1-10人同时游戏)。 |
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Posted: 01 Mar 2008 08:55 AM CST Apparently jet lag (GDC will do that you), over 50 unanswered emails (I blame GDC) and trying to prototype multiple game ideas (also GDC’s fault) at once isn’t the most productive working environment. Who would have known. And before traveling to San Francisco I was thinking that it wouldn’t be too difficult to do a game after the conference; having a head full of ideas I wanted to test out. Anyway I patched together this prototype in two days. Unfortunately it isn’t nearly as finished as I would like it to be. I’m not sure if the game mechanism even “works”… It’s a two player game, played with a single mouse. There is no single player mode in the game! Also there isn’t any instructions in the game, so please read the written instructions before trying it out. And to reset the game you have to manually “reset” the game, by closing and restarting the program. Cancer Wars
DOWNLOAD: Cancer.zip (2.4 Mb) InstructionsYou play as pink and green stomach cancers, who mainly survive by consuming large amounts of beer (yellow liquid in the stomach). The goal of the game is to harvest enough of the beer to fill out your resource meter. Who ever fills their resource meter first wins the game. To harvest the beer try to get as much of the beer into your cancer mouth as possible. You can build constructions by dragging cancer pieces from the “shop”. You can rotate the pieces (while dragging) with the mouse wheel. Every piece you build will cost you some amount of resources. The bombs will allow you to destroy cancer pieces from the stomach. |
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Posted: 01 Mar 2008 09:12 AM CST |
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Posted: 01 Mar 2008 01:39 PM CST 上周日我们骑车去了趟青城山,总共行程152 公里多。第一次骑这么远的距离,体力上没有什么大问题,就是和别人换车骑以后屁股疼得厉害。
这个礼拜最后几天成都天气开始回暖,难得的出了几天太阳,今天的最高温度也达到了19度,所以这么好的天可不能浪费了。今天拖上了河马一起骑车,河马的家人也集体出动,分两辆车和我们在洛带镇会合。 |
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Posted: 29 Feb 2008 10:09 PM CST 就说移植的平台差了点呢
http://www.gamespark.jp/modules/news/index.php?p=5177 初代PSのファイナルファンタジーVIIが、なーんとファミコンに移植されてしまいました。なかば強引に、二世代ぶんのハードを遡る移植を実現させてしまったのは、とある中国の会社。CD-ROM三枚組みのデータが一体全体どうやってファミコンのカートリッジに収まっているのかといえば、カットシーンやサブクエストをはじめ、あらゆる部分で要素を切り詰め、ある種のミニマムな限界に挑戦した意欲作。最新テクノロジーや次世代グラフィックの進化とは相反する、逆行したもう一つのイノベイションを垣間見ることができるかも。 詳しくはこちらの海外ブログでスクリーンショットと共に解説されているので、気になった方はのぞいてみましょう。 视频地址:http://www.youtube.com/watch?v=hC-ervoOpAM&eurl=http://www.gamespark.jp/modules/news/index.php?p=5177 |
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Posted: 01 Mar 2008 07:53 AM CST 说了半天,不知道说了些啥,不知道说些啥,就别再总结发言了,就当是见到了经年不见的老朋友,一起喝瓶酒,一起FQ一把 ^^ !
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Posted: 01 Mar 2008 07:48 AM CST 一个引擎对于项目的普适性或许是更加重要的,我总这么认为。一个oo的企业框架已经能供各种各样的企业去完成自己的功能,为什么一个oo的游戏引擎却还是只能消化一两种游戏类型?这个很让人觉得愤懑。都说搞游戏的开发者都是一帮牛人,可我真的没有觉得在结构设计上,我们到底比那些企业项目的设计师们牛到哪里去。即便是某些自诩oo的引擎,也走的是那种强奸民意的自以为oo路线,一件事情只要不准备发生在它的体系下,那么这套体系就变得一塌糊涂,甚至一无是处了。在这上面,这些oo引擎和我们现在用到的这个不自我标榜oo的几乎是一丘之貉,只不过更小更精悍更底层,不会遇到像我们现在的问题罢了。oo有时候并不是简简单单的模式,而是模式之外,对于整个体系结构的清醒认识。——这上面ogre做得还算可以,只可惜底层的设计上走得有点远,离一个游戏引擎差得也还太远了……
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《前线:战火之源(Frontlines: Fuel of War)》海外媒体评分! Posted: 29 Feb 2008 09:59 PM CST ●Official Xbox Magazine: 9.0/10
●Worth
Playing: 8.2/10
●GameSpy: 8.0/10
●IGN: 7.6/10
●Game
Informer: 7.3/10
THQ公司公开了次世代FPS新作《前线:战火之源(Frontlines: Fuel of
War)》的新游戏画面,与《光环》和《战争机器》等科幻背景FPS游戏不同,《前线》是以现代战争为背景展开的,预定于2007年登陆PS3、X360两大次世代平台。 游戏的故事背景被设定在距今20年后的近未来,由于能源危机的威胁,国与国之间的关係也变得日益紧张。为了获得充足的能源,世界各国不惜大打出手,从小规模冲突到大规模战争,世界大战将一触即发。玩家在游戏中可以选择加入西方联盟,也可以选择为东方的红色联盟效力,但无论是哪个阵营,一场恶战都再所难免。 《前线:战火之源》将会是一款以步兵和战车作战为主的描绘世界范围内的大规模冲突的FPS游戏。游戏中将会出现60种以上的各种车辆和战机,而相对于《战地》系列对连机游戏的重视,《前线》更注重单机游戏给玩家带来的乐趣。 玩家在游戏初期只能扮演普通士兵,但可以选择的范围却十分宽泛,不仅包括武器、车辆,而且还包括所扮演士兵的兵种,比如突击队员或狙击手。而根据所选兵种的不同,玩家接受的任务以及在部队中所扮演的角色也会有所变化,从这个角度讲,游戏具备一些RPG游戏的特徵。 这款游戏将由THQ与Kaos工作室协力开发,Kaos工作室由来自Trauma游戏工作室的资深成员以及曾参与《战地2》製作的部分核心成员组成,因此游戏的品质将得到充分的保障。 |
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Posted: 29 Feb 2008 09:44 PM CST |
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Posted: 29 Feb 2008 09:25 PM CST
战地:叛逆连队
中文名称:战地:叛逆连队
作为一款久违的战争题材游戏大作,《Battlefield》战地系游戏开发商瑞典DICE公司,在去年年底向投资者提交的报告当中谈到了《战地3》。新作命名为《战地:叛逆连队(Battlefield: Bad Company)》,是一款由Digital Illusions制作的充满黑色幽默的战争题材射击游戏,它将跳脱《战地2142》模式,从未来战争重返现代战争,《战地3》虚构了北约NATO和中东联盟之间爆发的一场现代战争。
本作将于下个月24号在PC/XBOX360/PS3三个平台上同时登陆。 |
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1Up Interview at Game Developer's Conference Posted: 29 Feb 2008 08:09 PM CST It was really great chatting with the 1Up guys last week. As you'll see in the clip, they really care about games, and as a result I think they got a good conversation going. For those of you who already know us and all of our big ideas about games, then just sit back and enjoy the first half of the video - an interview with the PixelJunk guys! Click here for the full video. |
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Posted: 29 Feb 2008 07:25 PM CST
组 织的家伙约了好多MM,大约有8-9个,都是OL。像我等游戏宅男从未见过如此场面,刚刚开始还尴尬的不知道怎么打招呼。不过毕竟也不是当年的纯情小P孩 了,很快就习惯。烛光下的MM看上去感觉都不错,也有我比较喜欢的类型。所相同的一点都是身材高大型,平均身高感觉至少有165,这让人有点寒。 游 戏纯情小宅男在这种环境下面完全无法施展战术,由于数量对比悬殊,女性们在这个party上占了领导地位。在外人看来,这肯定傻乎乎的。宅男对OL的主要 印象仅存于看H片中,在现实生活中则是处于平行世界,和外星人无异。由于“文化”上的障碍,造成了沟通的困难。Party的MM全部是上海本地人,她们用 上海话聊的时候我都有种到了国外的感觉。 宅男和OL,身材高大者和身材瘦小者,上海人和外地人,中国人和外国人....人类似乎总是在找共同点,而且在同一种环境下呆的越久,越无法跳出这个环境。 刚刚在TGFC上看到一个人总结自己的搭讪经历,上面有好多心理分析非常有意思。而且我很佩服那个人的作为,虽然目的很单纯就是“泡”,但是他确实是努力在打破这个圈子。 |
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Posted: 29 Feb 2008 08:13 PM CST |
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Posted: 29 Feb 2008 08:11 PM CST
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Posted: 20 Feb 2008 09:20 PM CST 几个月前友人发给我看过一个机战GALGAME视频,因为有土豆标签,所以被偶华丽的无视掉了 今天竟然因缘巧合到了作者的网站,于是DOWNLORD,再上传到QQ视频,和大家一起分享 PS 还是老话会日文真好~_~ 再PS 如果有朋友全认识,请务必把大头像发我,好让我每天烧香 ...
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Posted: 29 Feb 2008 04:58 PM CST
Chillborn Abilities: Massive Damage: Destroyed by single atk of 24+ dmg Deathjump Spider Goblin Picador Defiant Rake Vampire Spawn If there’s demand, I’ll type up my Spectral Panther (Level 9 Lurker), Shadow Demon (Level 11 Skirmisher), and Balhannoth (Level 13 Skirmisher) but I definitely don’t recommend fighting them at first level! |
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Posted: 29 Feb 2008 05:15 PM CST P-Day 2008-02-26: hordes of Patapon fans storm local shops in search of drumming musical goodness; Thousands (millions?) of people found across the globe hypnotically chanting “pata-pata-pata-pon”. Ok, so that faux-news bit might be a bit of a hyperbole, but I’d like to personally thank everyone here on the blog (new comers and old timers) on the support, good vibes, happy thoughts and overall positive sentiments towards this little bit of land we call Patapolis… and welcome to the tribe. Last post, we mentioned that we’ll be answering a few questions on gameplay and offer some tips as long as it doesn’t spoil the ending. Crossing the Dessert |
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Mastiff Bringing Major League Eating: The Game To WiiWare Posted: 29 Feb 2008 01:35 PM CST
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Penny Arcade Expo To Feature PAX10 Indie Showcase Posted: 29 Feb 2008 12:59 PM CST
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Capcom Bringing Arcade Shooter Rocketmen To XBLA, PSN Posted: 29 Feb 2008 11:12 AM CST
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PS2 SVN307测试<b>GALGAME</b>《纯情房东俏房客》 Posted: 01 Mar 2008 08:20 AM CST 闪龙2800+,1G,7300GT PS2 SVN307+ZeroGS KOSMOS 0.97.1 sse2 还蛮喜欢这部动画的,游戏做的也很不错,其中的小游戏设定在GALGAME中算是不多见的了,很有特色,有条件的可以去玩玩,不过玩此游戏必须要用到手柄的类比摇杆,所以大家要不就换手柄,要不就换 ...
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Posted: 01 Mar 2008 10:08 AM CST
在长沙的最后一个晚上了。明天上午就要飞回上海赶着WNV动感校园行的碰头会。最近是有点忙啊!!
![]()
很多朋友问我是来做什么?这次来长沙是作为玩魔兽的女孩和小苍,米彤一起被邀请参加湖南卫视《以一敌百》第二期的录制。这是一档新的从荷兰引进的节目形式,我们觉得能够代表游戏人群参加主流媒体的节目是异常开心的。对于我们第一天最开心的事情莫过于和汪涵合影了。
![]()
今天是节目的正式录制,早上10点多就开始化妆了,下午2:00开始。
这一期有2名palyer进行挑战,一个是游遍了世界各国的女强人,居然就住在上海我家附近
,认识她真的好开心;另一名是出生在巴基斯坦成长于英国的外国同胞,在长沙生活了7年,目标是娶一个长沙女孩。而我们作为与他们挑战的100名选手之三。
节目现场人很多,气氛也很热闹。汪涵的主持我是真的好佩服哦
人很幽默又很能够把握现场,值的学习哦![]()
不过可惜的是,我们3个都不够自信,所以都没有战到最后,与奖金无缘了
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中午的盒饭难吃到一个难以形容的境界了,晚上结束之后我们去吃了好吃的晚餐,然后又去超市买了些特产。
总之,这两天的湖南长沙之行还是很愉快的。
明天回到上海,4,5,6号好就在上海的三所大学和大家见面喽
![]() 下面放今天的照片
现场拜托旁边的帅哥拍的
自拍
我帮她们两个拍的哦
我哦
苍
米彤
100位
我们在午餐后散步的时候拍的
回到宾馆我和米彤玩
米彤拍我坐在马桶上,她很坏的
自拍,臭美哦
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CUTE ELISHA CUTHBERT WILD FANTASY SEX SCENE Posted: 02 Mar 2008 06:19 PM CST |
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Posted: 02 Mar 2008 11:07 AM CST 呃,晚上的时候,他们神秘兮兮的给我说,千万别上你的博客,我还不知道怎么回事,以为中毒了什么的,上来了才看到,好多好多的留言,一时间不由得语塞,后来又去论坛看了看,感慨万千。
去年五月的时候,因为过去的那件事,有个朋友打电话和我聊了一晚上,很遗憾的对我说,老高,你什么都很好,就是心肠还不够硬。其实我自己也知道,要做大事的人,必须要够狠够硬,不过我想我一辈子都做不到这个样子吧,所以笑笑,对他说,我就远远的离开就好了。
所以,可能正是因为这样吧,虽然曾经不打算再去看那个游戏,去想那个游戏,但看到大家的留言,眼眶还是不争气的湿润了,蛮傻的。
谢谢大家。
不过,离开就是离开,不管因为什么原因,终究已经离开了,既然离开,就不会再回过头去,也不可能再回过头去。天下贰已经交给新的开发团队,一百个设计师,就有一百个设计师的思考方式,它可能和原来的有很大差异,但我相信还是倾注了新设计师无数的心血,如果一味去把老的抬得很高很高,那么对新开发团队是很不公平的。游戏的目的,终究是让玩家感觉开心,用心付出了,总会得到回报,大家何不去用心体会体会新开发团队希望带给大家的快乐和愉悦呢,这个时候,他们更需要鼓励,支持和诚恳的批评建议,去把游戏改进得更好,让大家更开心。
大家过去为老的天下贰哭过,闹过,笑过,疯过,感慨过,叹息过,哀怨过,伤痛过,对于我来说,就已经足够足够,就是对我最好的回报了。
为什么不能继续给予新的开发团队以支持呢,也请相信他们是在认真去做一个给大家快乐的游戏。
至于其他, 江湖没有了,恩怨没有了,情仇没有了,诗歌酒剑侠义武道英雄红颜全部都没有了,有什么关系? 人一直都还在,虽然这段旅程走得蹒跚,走得艰辛,但一直都还在前进。 只要人还在,旅程就永远不会终结。
有一个故事,讲述的是一个流落小村的奇异少年,寻找世间“道”的旅程,他曾经以为力量是道,可是千年的妖魔告诉他,那不是;他曾经以为计略是道,可是皇帝的鬼谋之臣告诉他,那也不是;他曾经以为权力是道,可是年轻的亲王告诉他,那更不是。后来,他追循着起义流民军的脚步而去,他要去问问那个年轻的,贵为九五之尊,却能让一群农民军拥立起兵的小皇帝,什么是真正的道。
他有没有找到,我不知道,因为后面的故事还没有讲就结束了,但我知道,这段旅程深深的印在我心里。
为了我们心中的“道”,我们也会继续前进。 为了做出好玩的,让大家开心的游戏,我们也会继续前进。
PS:我还是想和几位年轻气盛的开发者们说几句,你们其实大可不必论坛上每个关于我的贴子都去回贴怒斥一通,在里面发消费者需求公司需要赚钱什么的东西,赚钱和用心从来不是一个矛盾体,只要你不是为了商业而商业,用心去做,你最终得到的不仅有消费者的钱,还有他们的心,一如曾经的暴雪。
拿出点天下贰专业设计师的骄傲和胸怀来,酸里酸气那是小孩子,别让真正懂的人看笑话。
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Posted: 02 Mar 2008 09:28 AM CST 这两天看了大家给我的留言,有坏的也有好的。我想,留言的大部分玩家都是出于对天下2的深爱。苦苦等待了一年的时间,相信每个人都会有自己的期待目标吧。在这,我想先对一直支持天下2的老玩家表示敬意。再者,我想提前说一句,写这段文字不是为了和大家争论什么,只是一个单纯意义上的有话想说。 本想一个个回复大家的消息,后来发现这点很难,便写一个新的小记来说说吧。当然,比较激动的朋友也请先冷静一下。 首先,我想也许我不应该在第一篇的文字里写上制作辛苦之类的话。当时我只是想抒发一下自己的感受。如果这些话给你带来不爽的感受的话,我在这先给你歉了,因为你花了时间来看了我写的东西,却没能让你开心。我的原意是想感谢制作组的同事们,一直很辛苦忙碌的同事们。 有一个话题很想拿出来说一说,有玩家在问天下的美术开发组是不是换人了等等的话题,在这想说,美术的开发组没有换人,只是减少了人数。我在2004年开始制作天下2一直到现在,目睹了天下的整个时期的变化。还记得当时老天下的宣传视频出来时很多同事都看得哭了,在老天下公测的时候我们很多的成员都满怀希望的等待着这个孩子经历市场的洗礼。当第一天由于玩家人数过多挤爆服务器的时候,我很激动,人山人海的场面也一度认为这个孩子会被大家所接受。可是在接下来的几天中人数的爆跌使我们都很失望,再后来的情况我想现在很多的老玩家都还应该清楚的记得。当时的论坛比起现在的丝毫不逊色,玩家意见之大意见之多,也是和现在一样的,那时也有人站出来说天下2是很好的。我们很感激,我想当时支持的人大抵也就是现在觉得新天下不好的朋友了。我个人完全能够理解这一点。爱之深,恨之切。 后来,我们还是不停的再做着努力,改变门派装备,增加新的世界装。想增开战场和商会,但,人数一直在流失,在下滑,后来有回升过么?大家离开了,我们是不是应该坚定的认为离开的人说的是不对的?如过是的话我们现在应该怎么做? 游戏美术的表现是需要和世界观紧密结合的,这个世界才会生动,天下的改版不仅仅是美术的改版,而是整个世界的改版,他需要有自己的世界观核心。美术表现也必须贯穿这样的架构。如果我们一直只抓着中国特色而不做设计上的衍生的时候,设计也会变的很狭隘。大荒世界到底该有什么呢? 这段文字很难写,因为我知道大家关注的并不是一段文字,而是自己想象中的世界。 界面制作上很多玩家提出了反对的意见,再这我想说一说,关于界面被和传统联系到一起的事情。首先我们是想准备多一些的界面风格来供玩家挑选的,另外,这次发放出的界面是从功能上考虑的,简洁的界面更易于新人的上手和观察的便利。我不是再辩解什么,只是希望玩家能多一些理解。 新天下的好坏还需要时间来验证,也希望大家在体会过游戏后能给我们的开发团队带来更多更好的改善意见。至于采用漫骂和讽刺方式表述自己意见的玩家,我理解你们。只是希望你们能够给天下提出更好的意见。当然,如果你们依然觉得通过这样的方式能使你们更舒服些的话,我这依然接受你们的任何表述方式。 写的比较仓促,还有很多事情需要去做,感谢一直以来支持老天下的玩家,也感谢目前内测阶段在为新天下测试的玩家。你们才是最辛苦的。
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Posted: 02 Mar 2008 08:39 AM CST 《Wii
Fit》将于5月19日在美国发售( http://blog.sina.com.cn/s/blog_4938f71b01008gmk.html
),这也将是2008年上半年任天堂在美国的一个营销重点,所以在GDC2008(游戏开发者大会)上任天堂也派出了开发人员做了一篇关于《Wii
Fit》的演讲,起到了和同行进行交流的目的。
其实这里面很多内容之前在Wii官方网站上出现过( http://blog.sina.com.cn/s/blog_4938f71b01000eya.html
),不过重温一下也未尝不可,看了之后可以对一个畅销产品的诞生过程有了更深的理解。
——演讲开始前
——任天堂情报开发本部澤野貴夫
——日版《Wii Fit》的电视广告
——《Wii Fit》包装里面的内容
——宫本茂对量体重的“恶趣味”是《Wii Fit》诞生的背景
——需要一个成本效益比的最大化
——日本相扑选手需要两个体重计来秤体重,开发人员因此受到了启发
——通过两个体重计来实现平衡的测量
——最开始的原型
——不光要检测左右的重量,还要检测前后的重量,锅盖在这里面也派上了用场
——前后左右的控制模型图表
——还曾经想过要加入震动功能
——各种各样的原型和最终版
——其中有个设计是需要外接Wii手柄才能和Wii主机通信的,被岩田聪给否了
——《Wii Fit》在日本发售后的销售轨迹
相关链接: http://blog.sina.com.cn/u/4938f71b0100088r 我最期待的Wii软件 http://blog.sina.com.cn/u/4938f71b01000con 【E3 2007】《Wii Fit》公布 http://blog.sina.com.cn/u/4938f71b01000cpf 体重计和跳舞毯 http://blog.sina.com.cn/u/4938f71b01000edl Wii平衡板的承重能力 http://blog.sina.com.cn/s/blog_4938f71b01000eik.html 日本amazon接受《Wii Fit》预约 http://blog.sina.com.cn/s/blog_4938f71b01000elj.html 《Wii Fit》给流通商制造的压力 http://blog.sina.com.cn/s/blog_4938f71b01000etm.html 《Wii Fit》地铁广告 http://blog.sina.com.cn/s/blog_4938f71b01000ew3.html 《Wii Fit》地铁广告2 http://blog.sina.com.cn/s/blog_4938f71b01000eya.html 岩田聪和宫本茂谈《Wii Fit》 http://blog.sina.com.cn/s/blog_4938f71b01000f0m.html 日本《Wii Fit》电视广告 http://blog.sina.com.cn/s/blog_4938f71b01000f4a.html 12月1日《Wii Fit》日本发售 http://blog.sina.com.cn/s/blog_4938f71b01000f5h.html 《Wii Fit》初期销售顺利 http://blog.sina.com.cn/s/blog_4938f71b01008gmk.html 《Wii Fit》美版发售日 |
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Posted: 02 Mar 2008 08:27 AM CST 来源:人民网
第一次打wii,马英九认真研究。(台湾《联合报》图片)
人民网2月28日电 尽管2008选战进入倒数紧张时刻,国民党2008候选人马英九暂时撇下纷扰,27日晚间在联合报大楼和udn网络城邦网友齐聚一堂。网友们提出的问题五花八门,马英九也没有忘记发挥冷笑话功力,跟寒流比冷。
然后马英九也献出wii的处女秀,由于没有经验,马英九一开始表现不佳,经过几回合后渐入佳境,他干脆脱掉了外套与毛衣,卯足了劲跟网友pk。
网友们第一次和马英九见面,发问显得含蓄,马英九自己为了炒热气氛,不仅回答问题,还会吐槽、反诘网友提问,不时惹来哄堂大笑。
网友Irene问马英九,跑步都在想什么、是怎样保养身体?马英九说,跑步或游泳都可以思考,他到现在还是持续跑步,像今天就跑了4千公尺,要不是时间不够,他还会跑更多。当Irene对马英九的耐力发出赞叹时,马英九随即吐槽,“你一定不运动,对不对?”
接着网友阿曼达问马英九,有没有看过自己女儿的博客?感觉如何?马英九诚实回答,只看过一次,“但不便评论”。主持人这时“劝进”马英九应该多看看,表示关心女儿,马英九回了主持人说:“那欢迎你常去去看啊!”现场又是一阵大笑。
“费欧娜公主”问马英九,为台湾网络环境打几分?马英九认为,台湾网络因为不需要用真名,所以会有隐责性,他认为这种状态需要改善。回答结束,他还补上一句话,“麻烦费欧娜公主代为问候父王”。
也有网友好奇马英九从政之外的志愿是什么?马英九说,他从立志当火车司机、交通警察到记者,都崇拜过。
一阵问答交锋过后,网友们也和马英九、联合在线总经理刘永平一起玩wii的保龄球游戏。第一次玩wii的马英九,一两格后就上手了,甚至打出10分满分,而且越打越起劲,甚至脱了西装欲罢不能。网友评语“表现不差”。
联合新闻网第一次举办网聚,同时邀请了谢长廷与马英九当特别来宾,两人在“大选”前的行程都非常紧凑,马英九方面率先敲定时间,跟网友相聚。
相关链接: http://blog.sina.com.cn/u/4938f71b010007v1 http://blog.sina.com.cn/u/4938f71b01000cz2 转:wii在台湾到底有多hot http://blog.sina.com.cn/s/blog_4938f71b01000dx3.html |
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Posted: 02 Mar 2008 08:01 AM CST |
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Posted: 02 Mar 2008 09:09 AM CST 似乎, 每一年的春节后, 都是项目组的动荡期, 也是迷茫期. 如果是去年, 或者, 是前年, 在我还没有完全搞清状况的情况下, 我可能会选择沉默, 选择等待. 而今天, 我已清楚知道项目和团队所面临的现实, 我看到了一种情绪正在漫延, 我无法作一个旁观者, 必须着手从自己力所能及的角度去解决, 去改善. 我说过, 叮当是飞飞项目真正的挽救者, 没有他, 这个项目或许早就失败, 这个团队或许也早就不存在. 叮当给我们带来了什么? 他还给了我们每一个开发者的开发自主性和积极性, 让我们切切实实的感觉到我们是在为自己而工作, 切切实实感受到这个项目是我们自己的. 而今天, 我们曾经辛辛苦苦建立起来的这一点希望正在逐渐散去, 散去的原因, 其中有自主性和积极性的丧失, 而另一个更重要的原因, 是我们的目标感正在一步步走向迷茫. 我们原本所坚持那些优秀的东西, 正在被一点点抹去, 抹去的过程无声无息, 却着实让人心痛. 老实说, 我不是一个离了这个项目就活不下去的人, 但是, 我们毕竟为这个项目付出了三四年的时间和精力, 乃至感情. 我们这些人不走, 不是因为我们没有机会走, 是因为我们舍不得走, 舍不得这个项目. 一直以来, 我都坚持着这样一个信念: 这个项目, 不是某一个人的, 它是我们大家的, 作为项目的贡献者之一, 无论在项目的任何时刻, 我们都理应发挥最积极的作用, 而不是相反. 不会唯一个人是从, 要有自己的独立思想和独立判断, 要保持头脑的清醒和敏锐. 我承认, 我们这个团队, 是一个激情大于经验的团队, 成员都还太年轻, 也很幼稚. 没有市场经验, 很多人没有经历一个完整项目的成或败, 在面对项目成长的诸多问题时, 无法以一个很职业化的心态去面对. 但, 所幸的是, 这都还是一帮愿意作事的人. 我知道, 这又是一次痛苦的调整, 去年, 我们还有人替我们撑着, 而今年, 只有我们自己撑着, 只有我们自己想办法. 请放心, 我不会旁观, 亦不会整天抱怨. 该说的, 我会说; 该作的, 我仍然会作. 撑着, 是我给自己选择的路, 我也希望能有更多的兄弟姐妹选择这条路, 至少, 不要在这个时候选择放弃. 这种放弃, 不一定是真的离开, "虽然在, 但整天抱怨", 我认为这也是一种变向的放弃, 甚至, 是一种对团队伤害更大的放弃. 再努力一次吧, 再坚持一回. |
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Posted: 02 Mar 2008 08:27 AM CST Bos Wars 2.5 has been released. Beautiful particle explosions are the highlight. I couldn't find screenshots of this online yet. I downloaded and had a very brief go. It seems to be the standard RTS fare, reminiscent of the classic C&C games. I'm not sure whether I just completely missed it, but the game lacks a story element, something that personally I really look for in this type of game. Bos Wars itself isn't sufficiently spectacular or innovative that it can be just a multiplayer RTS and attract a lot of plaudits. Also the project does not have a web forum. When I spoke to the devs about this, they were adamant that a forum would just be inactive and hence make the project look inactive, and that they preferred just irc / mailing lists. My opinion is that a forum is an ideal place for players to talk about a game and report bugs or make low level contributions (guides, screenshots, feature requests). Now that Bos Wars is close to being a complete game, a forum could be a great place to foster a community which might otherwise look at the spartan web page and otherwise move onto other things. At the moment it, glancing at the website gives the impression of a game deep in development rather than one that is relatively feature complete. Globulation2 0.9.2 is also available for download (changelog). Globulation2, like Boswars, also now has a particle engine although they are using it more for smoke/damage effects. There is also plenty of stability, optimization, and networking improvements in this release. A new feature of the 0.9.x releases is a much improved AI called Nicowar. Whilst looking for information on changes I spotted that they now have a full time programmer working on the game. It should be interesting to see where it goes. However, I do have one reservation. I like the gameplay ideas behind Globulation - but one thing makes it a hard game to like. The globs. I mean, really, what were they thinking. Globs are so... bland... uninteresting, impossible to relate to. As a game theme they inspire no passion, have no character, which in turn grates against all the good aspect of the game to make it look and feel dull. There's 101 things they could have chosen (medieval or fantasy theme, aliens, plants, animals, fictional creatures, robots, whatever) and they went and created the dullest thing I could possibly think of. Little blobs of nothing. A re-skinning of that game could massively increase it's appeal. You may think that's a harsh comment, but part of the fun of games is escapism, and if you can't relate to the game in any way, it greatly reduces the appeal. This sounds like quite a negative post but it's not. Black is the new white. Seriously though, these are both very promising games with some very well done elements and those two issues aside (Bos Wars story, Glob2 theme) the projects have a lot going for them and if you like RTS games then I strongly urge you try both of these and if possible contribute too. When it comes to a 2D RTS, what do you look for? Which is your favourite of the open source RTS games? Comments welcome. |
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The Smash Bros. Brawl Countdown: The Music Posted: 02 Mar 2008 05:13 AM CST Image from smashbros.com We here at the House of Nintendo understand Smash Brothers Fever. We were there, after all, when the original and Melee were hits. Many minutes, hours, days, and indeed years were spent beating the living crap out of each other with our favorite Nintendo characters. No game in recent history has had the smacktalk, heated competition, and downright run factor as the Smash Bros. series. So when we learned that Nintendo was at it again, making a Smash game for the Wii, we were all in. We knew it would have online play (even if some of us doubted it!). We knew it would have a huge roster (though we didn't count on some of the major surprises, like Sonic and Solid Snake!). But we also didn't know we'd have to wait all the way until March 9th of 2008 to play it! It seems long ago, but this game was supposed to be a launch title! Yet here we are, March 2nd, just a week away. For many fans, this is the only reason they own a Nintendo Wii, and they are finally getting their wish. So to celebrate, the House of Nintendo will have a special Smash Bros. centered post every day until launch! Today's post has to do with the music of Brawl: One would think that a simple fighting game, infused with great "fighting spirit," as Sakurai-San would say, wouldn't care about music. Yet Brawl has one of the most remarkable soundtracks in video game history, with literally dozons of composers that span the entirety of Japanese game music lore. Yet for all the retro remixes, the best composition might be the original theme to Super Smash Bros. Brawl. With a soaring chorus and real orchestra, it sends a chill down this musicians' spine every time he hears it (video is the Japanese into, mild spoilers ahead)! |
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Posted: 02 Mar 2008 05:28 AM CST ![]() 賀TH2AD熱賣! 抽空一定弄來耍〜! |
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Posted: 02 Mar 2008 12:24 AM CST |
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Posted: 02 Mar 2008 12:21 AM CST |
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Posted: 02 Jan 2008 12:44 AM CST 下载了XNA,做游戏真的很方便了,可是门槛低了,让我们怎么办呀!!!!!
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Weekend Design Challenge: Training the newbies Posted: 02 Mar 2008 02:41 AM CST This weekend's challenge comes form Bobby Thurman. He writes:
I thought this was an interesting question, so I'm presenting it to you guys. More thoughts after the jump. Bobby also wrote:
So, what do you think? How can you introduce the newbie to your game? How can you keep them past those critical first 30 minutes? What else do players have to learn besides what Bobby listed above? This is a good exercise because it forces you to think like a new player. It's amazing how much knowledge we automatically assume in our players. However, many players aren't old pros at playing these games. As Bobby points out, the truly clueless ones are the ones to be prized, since it will be your game that will be their fondest memories. That is, before they turn on you viciously and decide to hate you forever and ever. I'll post some more of my thoughts if I get time later this week. |
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Posted: 02 Mar 2008 04:11 AM CST 夫人有五房媳妇。大媳妇散尾葵本是正室,只因常年劳累,枝叶枯萎,年老色衰,现在已被夫人赶至后宫,也就是走廊。二媳妇粉红玫瑰,情人节由我迎回家来,至今华容尚在,还在厨房镇守着,有消息说夫人准备将她休掉,用金菊来替代。三媳妇芦荟娇小可爱,温柔体贴,端坐阳台。四媳妇水仙,纯白花瓣,淡黄花蕊,最受宠爱,在书房窗台。小媳妇仙人球刚过门,据说有外国血统,浑身的刺儿还不少,自然要在卧室调教啦。 ![]() ![]() |
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Posted: 02 Mar 2008 03:25 AM CST 好,半年没更新blog了,昨天看访谈节目《一虎一席谈》时,某作家说道“博客是一个表扬和自我表扬的地方”,还真觉得有那么一回事,所以冒泡出来自我表扬一下,哈哈。各位小朋友不要学我,因为叔叔是有练过的。 经过大半年的郁闷,加上公司噩梦一般的项目,在接近崩溃的边缘,这时优秀的浙江人血统在这一刻觉醒,突然间感觉完全明白了这个社会的游戏规则,心情拓然开朗,不再心浮气躁,不再年少轻狂,不再妄自菲薄。。。。。。也从来没这么自信过。哈哈,如果人生是场游戏的话,那就玩大一点。如果说80年代出生的一代人是对未来没有安全感的一带人,那么就活得自由一点,好首先让我们踏上走向通往财务自由的道路,唉,漫长啊。。。 最后推荐两部老片 《勇闯夺命岛》(The Rock)(1996发布由尼古拉斯·凯奇和肖恩·康纳利主演),一部非常接近游戏的一部电影,基本游戏元素都具备了,那个监狱岛绝对是一个经典的游戏关卡。遭遇战,伏击战,狙击手,躲避机关,游戏节奏,关卡剧情。。。唉,越说越来劲了,就此打住。 《波士顿法律》(Boston Legal),已经播到第四季的轻喜剧,此电视剧最大的魅力就是:还有什么官司是我们战无不胜的大律师艾伦(Alan)打不赢的? |
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Posted: 02 Mar 2008 04:36 AM CST 这两周那是忙的天昏地暗。都是些琐碎的事情,两个项目的。理理代码,发发邮件,打打电话,改改 bug ,开开会,签签字,写写报告。周末也加了一天班,工作居然是安装一个论坛系统,外加修改 css ,以及修改模板,调整版面。没办法,时间紧,人手少。 btw, 在服务器上装 php 时,因为开始 ports 没有更新,出了好多问题。mysql 一开始忘记装 gbk 的支持,困扰我老半天。鄙视一下公司购买的某著名 php 写的论坛系统,居然默认不是用 utf-8 编码的。 闲话扯到这里,今天想谈一下上月底,四年逢一次的好日子里,我们公司憋了好久的《天下2》终于又一次体验测试的事情。 首先需要承明一点,我个人不在天下组里,人也不在一起工作。具体细节所知寥寥,甚至不比天下2的老玩家知道的更多。完全是以一个局外人的身份做出评论。 不过我毕竟是网易的老员工,对天下组的同事们私交甚厚。 天下程序的总负责人,是在大话西游一项目失败后,从网易其他部门的技术骨干中被亲点过来加入游戏部的,也是我在大话西游二项目中的老搭档。零四年到现在一直在负责天下这个项目的技术部分。技术有相当的功底,做项目谨慎小心,考虑缜密。我一直认为大话西游二一改前代的程序不稳定的面貌,此人功不可没。不过我个人觉得,他技术上过于保守,在尝试不成熟的技术和想法时有点过于谨慎。 天下组的另几个程序,在当年写作《我的编程感悟》时,曾经就一些技术问题做过反复和深入的讨论(他们的名字我都列入了书里的致谢名单)。都是相处很愉快,可以一起交流技术观点的优秀程序员。 还有几个家伙,大学没毕业就到公司来实习,是我带他们的实习项目。甚至招聘期间就是我自己做的面试和笔试。后来也曾在我负责的项目中工作。当年成立新工作室,有过带出来的想法,都因为能力优秀,被天下这个重点项目留了去,未能得逞。至今甚为遗憾。 套完老交情,下面可以开始不客气的批评了 :) 这次新版的天下2 的登陆排队系统(是 Big world 后来新版官方加的吗?没去了解)真是做的太糟糕了。 据说这次“体验测试”,一共发放了 5000 个帐号。当是限制比较严格的,我自己也没有号。倒是我们这里另一个同事是某个游戏大公会的成员,分到一个号,得以第一时间上去看看。我也旁观了这个游戏。 那么,理论上峰值同时登陆进游戏的人数应该不超过 5000 人了吧。离 big world 的理论计算的压力承受能力差的远呢。所以说,理论和实际是有差距的。购买 big world 引擎的开发商很多,但能向网易这样投入大量技术精英参与改进的公司恐怕不多。如果网易都不能把 big world 用好的话,我看别的开发团队也难。 前几个月,John Romero 来拜访我们公司,我特定慕名去上海见了一面。他们也想(正在?)开发 MMO ,席间问及 big world 的情况,我毫不客气的指出 big world 诸多缺点。关键的一点就是 big world 设计之初更偏向于 FPS 的类型,把大量的 cpu 和带宽放在了角色间 3d 空间位置同步上了。这很可能不适合 其它 MMO 类型游戏。我坚信,在目前的硬软件条件下,MMO 用的 engine 一定要恰如其份的适合设计人员构思的游戏类型。想通过购买现成的 engine 来减少开发成本,本意虽然不错,但功用可能有限。 当然,通用 engine 这条路迟早会走下去的。在不远的将来某一天,CPU 和带宽都按照摩尔定律发展下去,一些条件的制约会弱化。正如今天 3d 显卡和软件接口的发展一样,总有 Unreal 3 这样的优秀 3d engine 大行其道。 好象又跑题了,打住打住 :) 说回排队系统。大家都说 MMO 里的排队系统是魔兽世界的首创。可是只要是有社会经验的人,一拍脑袋就能想出这个点子来。谁都知道,在大量人拥挤在一起想完成同一件事情时,排队遵守次序是提高整体效率的最佳方案。那么,为什么 MMO 发展了那么多年,只到 wow 才被用于玩家登陆? 理由只有两个:1. 问题(太多玩家同时登陆)不存在,不需要去做。 2. 做这样一个排队系统,有一定的技术难度,不容易做好。 29 号那天下午,天下的排队系统是启动了的。可是似乎不解决任何问题。反而大量不能进入游戏的玩家在排队系统中拥挤着,甚至导致了系统不稳定,进入游戏的玩家纷纷掉线。 到了 1 号,开发组似乎把排队系统关闭了。游戏服务器达到承载上限的时候,干脆拒绝任何新的连接。这个时候玩家看到的只是服务器没有回应。讽刺的是,这个时候,游戏服务器反而稳定下来,至少已进入游戏的玩家可以正常游戏了。 任何能弄清楚到底需要什么的项目,在工程上都是容易实现的。无非克服技术点而已。(反之,需求模糊的东西,就很难顺利完成。这也是 MMO 游戏业抄袭成风的根源。毕竟抄袭让我们知道该做些什么。)我相信排队系统终究可以完美实现。下面分析一下排队系统的需求,和技术难点。 让服务器组可以在短时间接纳大量的连接,并将暂时不能处理的连接分流。分流的连接必须保持住,而不能随意丢掉,避免这些断开的连接重新(人为)回来,再次造成冲击。 这里的难点其实在于,系统如何做这样的分流,让处理排队业务的部分不成为游戏逻辑处理业务的桎梏。btw, bigworld engine 还有一个难点,由于它设计之初的决定,通讯协议采取了 UDP 而没有使用 TCP ,所以保持连接更加困难。我并没有说使用 UDP 协议通讯有任何不好(对于 big world 的整体设计来说,采用 UDP 是正确的),只是这里的确造成了一定的技术困难。 以我有限的技术眼光,能开的药方还是从最近两年在忙的这摊子事中得到的。那就是:
这里,处理排队的进程,实际也担负了监控游戏服务器组的负载的任务。所以它可以在正确的时候放行排在前列的玩家。独立的进程使它不至于影响正常游戏的逻辑处理。这样一个子系统,我们的 engine 中被称为 watchdog ,代码不过几百行。这块设计在 去年底的那次演讲 中也讲过了。不知道当时在场的朋友中有没有人关注。 :) 以上提到的诸点,并非在 big world 中全无。只是 engine 开发受制于人,又有些许沟通上的障碍。最终制约了我们自己的技术人员解决问题的粒度和速度。我想,若是欧美厂商购买了 big world ,能够用的更好吧。 现实是复杂的。没做到,没做好,并非我们的程序员不能也。 |
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Posted: 29 Feb 2008 12:32 AM CST |
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The Asian Dynasties Patch Update Posted: 03 Mar 2008 11:53 AM CST The Asian Dynasties Patch Update: Oscar Santos, head of our community team, has told me that the design and balance changes for the long awaited first patch for The Asian Dynasties (patch 1.01) have been finalized. From this point, the patch will be built, playtested by ES and Microsoft, and verified by our Quality Assurance team and our beta playtesters while the localization teams are doing the translations. If no serious bugs are discovered, we expect to release the patch sometime “before the end of winter” as mentioned in a previous blog post. The patch notes will be posted soon by Thunder on the AgeCommunity site, so watch for those. For this patch we recruited the help of 8 top players from the Age community. They were given beta versions of the patch and we set up a private forum for discussion. They played the beta against each other and our balance team. They did a great job of being objective, responsible, and mature about the whole process. If they lost a game, they were able to distinguish between being outplayed and running into imbalances. This type of feedback is invaluable and often difficult to collect. We think the patch is going to be excellent and a lot of that will be due to the help of The ES 8. Crunch Music: The Halo Wars team is working extra hours this week and that reminded me of one of our crunch time traditions– playing music over the intercom at 10 PM before thanking everyone for their efforts and sending them home. Around quitting time, we hear the intercom sound and then music starts, and then the producer makes a short announcement officially ending the extra long work day. I believe crunch music was initiated by Harter Ryan, then Producer on Age of Kings. He says he liked to play songs like Devo’s “Working in a Coal Mine” and Paul Hardcastle’s “Nineteen” at the end of long days to remind people that “well, it could be worse.” He recalls that people didn’t think much of his 70’s and 80’s music, and would try to preempt his songs with their own 1990’s stuff. Producer Dave Rippy (Age of Mythology and Age of Empires III) doesn’t recall any rhyme or reason to his choices. One night it might have been a cheesy 80’s hair band (okay most nights), the next night a hardcore rap song, or something off-the-wall like the “all your bases” remix. His goal was to keep it fun and interesting enough to encourage people to stay until the end of the crunch day to hear what was played. Wally Wachi, Producer on The Warchiefs, who is not a musician like Dave and his brothers Chris and Stephen, often let others on the team suggest a song. He started letting one person pick the music for an entire week until one guy played Chipmunks versions of popular tracks every night. He wasn’t picked again. Chris Rippy, Producer on Halo Wars, tries to pick something different every night, usually with a hidden message. Last night, for example, he played a request by Dave Pottinger dedicated to Jerome Jones– “The Flame,” by Cheap Trick. Halo Wars Builds: Every day a variety of builds, or versions, of Halo Wars are created and saved. There are four of these: Archive, Playtest, Work, and Tools. The Tools build is a completely different application that we use to create content for the X360 game. It is not the game but the software that designers use to create scenarios, maps, and other content that will then be added to the actual X360 game builds. The Work build is the work in progress version of the X360 game that virtually anyone on the team can work in and save off. This includes not only the game itself but source files such as 3DSMAX files, photoshop files, etc. The Playtest build is a subset of the Work build. It includes only files needed to run the game on the X360 and none of the source files. The Archive build is also a subset of the Work build, but again no source files and everything is optimized and combined into archives for fast loading on the X360. If you aren’t confused yet, we actually use the Archive build now in playtest and the Playtest build is kept around for debugging and troubleshooting (easier since it is not optimized). The actual Halo Wars game we ship later this year will be a final Archive build. The Asian Dynasties in the World Cyber Games?: Not yet, but we are hopeful. Ben Donges from our community team is working to convince the WCG that this would be a good thing for them. Again, keep checking the Age community site where we’ll let you know as soon as we know. New Elevator Floor: As we discuss a possible new office site, the conversation often heads to odd places. One of the oddest recently was elevator décor, especially for the floors. Here is an idea that I predict we’ll pass on. http://www.hemmy.net/2006/10/03/elevator-floor-illusion/ ES at GDC: About 15 of our people went to the Game Developer’s Conference this year and I don’t think any of them gave presentations. That is relatively low attendance for us, partly due to the push on Halo Wars. Besides the DICE conference held earlier in February, some of our people will also go to Siggraph and the Austin GDC. Good Luck Greg Street: In the last blog post Greg shared a little about the typical day for him as the Lead Designer on Age of Empires III. I gave him credit incorrectly for being in charge of the campaign in AoM. Jerome Jones oversaw the creation of that campaign; Greg oversaw the campaign in Age of Empires II. For AoM Greg was in charge of the database (balance, etc.) and random maps, plus he worked with Lead Designer Ian Fischer on the writing of the story. I am sorry (for us) to say that Greg has left Ensemble Studios to pursue a dream of working on a major MMORPG (so great for him). We wish him the best with appreciation for his friendship, insights, and excellent work over the years. Bruce Shelley |
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iSuppli: 2008 Exclusives, Price Cut To Provide PS3 Turning Point Posted: 03 Mar 2008 05:01 AM CST
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Techniques for Fancy and Lightweight 2D Graphics Posted: 03 Mar 2008 11:06 AM CST So you are going to use lots of 2D graphics on your next game project, targeting lower-end machines. It’s a casual-oriented game project, or maybe just a 2D indie game that should run on the most number of PCs possible (which is a smart move). You need:
Hardware-accelerated and software-rendered 2D graphics can be both fancy and lightweight. Even if your hardware-acceleration is an old one, like DirectX 7 or 8. You can make lots of effects (”Beauty”), use few video memory (”Performance”) and consume less disk space on the game final size (”Fast download”). The three main techniques you use to accomplish that are:
TilemapsTilemaps will allow you to have a large amount of 2D sprites on a single 512×512 or 1024×1024 texture. Perhaps even all the graphics you need for the game! :). You load a small amount of tilemapped textures on your video memory and “mount” game graphics drawing pieces of it in the screen. Check this basic tutorial. Some tools, like Torque Game Builder, generate tilemaps by slicing a texture on a matrix of equally squared tiles, mainly for frame-by-frame animations. But tilemaps can be more powerful. With a custom tool, you can optimize every single pixel of a texture for a different game assets, not space-wasters equally-sized squares! Consider, for example, what Bookworm Adventures did: http://www.igda.org/casual/quarterly/2_2/index.php?id=2 With a very small set of textures, hundreds of different monsters could be generated with “pieces” of those textures! The outcome was a very small-sized game download (20 MB), but with lots of aggregated values and a tag price of 29 bucks at the time of its launch. For Lex Venture, we used tilemaps for user interface and in-game sprites taking advantage of every possible available pixel. Loading times got faster than previous projects that used one texture file for each sprite, and disk space and memory usage got smaller.
Real-time draw deformationOn hardware-accelerated 2D drawings, engines render sprites by creating a 2-triangle, 4-vertexes primitive rectangle mesh textured with the sprite image, right into the frame buffer. Think it like a 3D plane right in front of the camera (actually, thats exactly how Blitz Basic do it). Draw deformation is the ability to modify sprite draw by manipulating this primitive mesh. With a good tool-set, you shall be able to change colors of vertexes, deform, scale and rotate the sprite. For example: you have a white butterfly sprite. Before rendering you could modify the color of the vertexes of the primitive mesh to green, purple or anything else. You will then be able to draw the butterfly with a different color on the white tones using conventional vertex-color technique. Now draw the same sprite many times and you have lots of colorful butterflies in your game with just one single image file! Deformations on scale, rotation and overall alpha transparency are quite good for GUI transitions. Almost all casual games today use them, and so should you. Pick tools and engines that allow you the vastest range of real-time draw deformations.
Scale + alpha transition For software-rendered graphics, draw deformations are more limited. For example, you can’t scale with bilinear filters without making the graphics look badly crispy. So plan ahead what the game will and will not be able to do considering the software-render technology you picked. Dynamic applied alpha masksDynamic applied alpha (transparency) masks is a technique to make 2D graphics even lighter on disk space, extensively used by PopCap Framework. You use web-image formats without alpha - JPG and GIF - for your game graphics. For each image that requires alpha, there is an equivalent gray-scale image with the alpha mask needed. The engine loads the GIF or JPG image, and then modify the texture on the video memory applying an alpha channel based on the gray-scale information. The sum of those two files is smaller and loads faster on software rendering than an image with the same content on a format with native alpha, like PNG. Works best for GIF images. (Note: you should study the differences between GIF and JPG to pick a format that fits into your game graphic style) ParticlesParticles are a important part of any game, but key ingredient to for casual / light 2D titles. You only need a handful of 16×16 textures to create amazing effects on screen! Don’t you dare not considering the particle system on your decision of the which framework to use! You need a powerful particle system. It would be better if it could draw 2D particles, where particles will be drawn as regular sprites. Most 3D engines features however only features particles using 3D elements like PointSprite, Billboards and Meshes. They are beautiful, but they are also, well, 3D elements! They will consume more CPU with culling / render ordering calculations, and are not as precise for a 2D-based game. For casual games, aimed on lower-end machines, I advise you to try engines that supports 2D particles. Specially if you are going to support software rendering. If they ain’t available go with PointSprite particles, which are 3D but optimized for 2D drawing at the DirectX device. Billboard and Mesh particles are heavy on rendering if the user don’t have a good video card. If you can only choose between Billboard and Mesh, go with Billboard. But maybe you picked the wrong framework/engine! As the last advice, don’t you get too heavy with particles! Low-end machines suffer if you push too hard. Emitters should not emit more than 20-40 particles at a time. I would say 50 on a very particular case, but try to keep the particle count under control . Remember that each particle is still something to be drawn. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 03 Mar 2008 10:20 AM CST |
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Interview: Andy Collins and Scott Rouse (Part 1) Posted: 03 Mar 2008 11:16 AM CST (This is the first part of our very long interview with Andy Collins and Scott “The Rouse”. In this installment, we cover how they came to Wizards and what their job entails, along with a few other personal matters.) Critical-Hits: How did you get started at Wizards? Andy Collins: I started about 13 years ago in Events, where we managed cons like this. I’ve been playing D&D since 1984. When I found out that Wizards was buying TSR, I said, “well, time to update the resume!” Because I always wanted to work on D&D, I figured I’d start at Wizards for a few years then move to Lake Geneva to join TSR. Then it turns out I didn’t have to. CH: That was nice of them. (At this point, we were joined by Scott Rouse, who we introduced ourselves to and handed our business cards out.) AC: Ah, Critical Hits. No longer necessary to confirm you. CH: Yes, we were quite happy to see those rules being previewed, of all the possible rules to showcase. AC: It all falls under the idea of having more fun. We can make it faster, and take away a bit of the “darn”. Scott Rouse: It removes that feeling of rolling a 20 and being disappointed. AC: Exactly. Rolling a critical hit should be, everybody throws their arms up in the air, “Yes!” And not be, “now I have to do something else for it to be ‘Yes!’ ” CH: And that goes along with getting rid of monster immunities and being immune to critical hits. AC: Right. Why go out of our way to take away character’s fun options? Give people tactical reasons to use certain things against certain monsters. A monster can be a little resistant to a type of attack, but we don’t need the laundry list of monsters immune to fire in 3e. How is that fun for the wizard throwing fireballs? Particularly in 3e where that might be his only fireball, and he threw it, and “well, that sucks.” We can afford to let people hit monsters more and do more cool things, and it doesn’t break the game. It’s more fun to let people hit a monster with a sword ten times, than “miss, miss, immune, no effect, miss, hit it once and it’s gone.” That’s like flipping coins. No strategy to that. CH: Can you illustrate what you do on a day to day basis? AC: I am the manager of Design and Development for D&D. So D&D D&D is what I do. I’m Rob [Heinsoo]’s boss, 8 people work for me. I have 4 designers and 4 developers. I make sure they stay on task, and provide them with the resources they need to do their jobs. I’ve only been doing it for little under a year. Before that, I was the Lead Developer for Dungeons & Dragons and part of the 4e design team. The opportunity to move up into a managerial position came along, and I asked myself “you just designed Dungeons and Dragons fourth edition, what are you going to do next? How am I going to be able to do just another book after this? SR: (whispering) It turns out he’s very good at this, by the way. AC: Why, thank you. So I decided I want to pass on my 8-9 years of R&D experience. I heard a story about how in WWII Americans took their best fighter pilots off the front lines to teach. Other countries would put their best flying the planes, but then if they got shot down, would just lose that knowledge. It felt like that, and I wanted to give a chance to someone. I’m really good at developing this game, and I enjoy it, but I need to be in a position to teach this to a new generation of developers. It really gave a chance for talented developers like Mike Mearls to spread his wings and fly. When I moved out of my job and promoted Mike into it, it was amazing to see him grow into that role and become a really self-confidant and talented lead developer for the game. I look back now and say, “He’s really good at this.” SR: He really is good. I’m in charge of the business and marketing of D&D. I have 4 other brand managers who report to me. Marketing, product development, and licensing are our three functional areas. We take Andy’s vision of products and make it a reality. There’s a whole huge support team of designers and production people that help. We try to make sure the products make sense from a business standpoint- something consumers want, something the market can support. AC: Scott’s job is basically making sure that the books we make get into the hands of people. SR: Right. I joined the D&D brand team in 2005 early on in “Orcus”. In two years, we’ve taken fourth edition from ideas to reality, and we’re on the doorstep of that. I’ve been at Wizards for 8 years. I worked on Magic: The Gathering as well as some other games we’ve developed that weren’t successful. Duel Masters, which is succesful in Japan but didn’t take off in the US. I worked on a GI Joe game, and in our new business group thinking about what other products we could potentially make. And then I joined the D&D group. It’s been fantastic. The most rewarding, somewhat stressful, job I’ve had. AC: You definitely joined at an interesting time. (laughs) “Welcome to the D&D Brand Team. By the way, you’re going to need to sell fourth edition to people.” CH: It’s interesting because many people see you as the face of Wizards, between the community and the company. SR: It looks that way. I’ve taken on that role. AC: You’ve done it well too. I’m glad you’ve taken it on so I don’t have to. SR: It wasn’t necessarily by design. The message boards were always something of an intimidating place to be. There are people whose D&D-fu is way greater than mine. I played a little bit in the early 80’s in the first edition. I left it for other things like many people did. When I came to Wizards, I wasn’t a gamer. I was a lapsed gamer. I immediately tapped into my “inner geek” and it’s been the best thing, in terms of a career. I never would have imagined I would have come to this point. AC: While I dreamed about this when I was 10 years old. SR: What really consumed me back in the day, what I was a geek about, was snowboarding. It used to be quite fringe. I saw snowboarding in James Bond, “View to a Kill.” Tom Sims takes a snowmobile and jumps up, and takes the bad guys out, I was like “Oh my god, I want to do that.” In fact, I had my 20 year high school reunion last summer, and we had written where we saw ourselves in the future. I wrote that I saw myself being a guy who designs snowboards. And I actually did that for a long time. And it sucked because tt killed my passion for snowboarding. Just a few weeks ago was the first time I had snowboarded since I joined Wizards 8 years ago. It consumed my passion for snowboarding, chewed it up, and spit it out. Now I have a passion for D&D, but it’s different. I came into it as a job, then found it, instead of taking a passion and making it a job. And it’s been awesome. ENWorld has been interesting. On our boards, people are a bit more fiery. That’s the nature of them. But that’s what makes the game great. People’s passion for D&D has made the game what it is for 34 years. If it weren’t for that love of the game becoming part of their DNA, the game would not be around. AC: As frustrating as it is to read somebody’s rant about what I’m doing wrong, or how I’m ruining things, it would be way worse to not read that at all. There are plenty of games and entertainment properties who don’t have anybody to come and declare “this is what I think should be done with the game.” Whether the message is positive or negative, it’s still enthusiasm. Without that enthusiasm, the game doesn’t exist. The industry has seen plenty of games come and go that never sparked that. SR: For every person who flames me on the boards, I get 10 private message that are “thank yous”, notes of encouragement, suggestions, constructive criticism. That’s fun. AC: That’s one of the reasons I enjoy these events so much. The vast majority of people here are positive. Even the ones that are negative, they’re open to listening. They want to come up and talk about the game they love. When we can talk to people on a more personal level, it’s amazing how many illusions about the company and us are dispelled. I’ve been playing this game since I’ve been 10, and my D&D cred is as solid as anyone else. There was a guy who has been playing since 1973, he’s got me by a few years. SR: But that only had to do with age, nothing having to do with desire. Just born a little too late. AC: Being able to recharge my batteries at an event like this is just amazing. CH: You’re also able to show people that you’re not walking around in top hats with tons of money. SR: I put my pants on one leg at a time. AC: I love this game so much that I invite 70-80 friends and coworkers to my house every year to play for an in-house convention. My wife and I started doing in 7 years ago. We bought a house just for that purpose. It’s called GwenCon. CH: How do you think the blogs have been working out? SR: I wish it was a little easier to use. I understand it’s in pre-alpha, but if the software were more built up, I think we would have gotten better responses. AC: Gleemax can be frustrating right now. SR: The premise of the blogs is great. It shows everyone that D&D is in our DNA. It lets you see into the designers’ heads and summarize it, to get a better understanding of why we’re doing this. AC: It demonstrates our decision-making too. It’s not just arbitrary changes; it shows we have plans. There’s a reason for using X races and Y classes. It’s about our decisions of what to include, and not just reprinting everything. (in the next part, we talk about the preview books, how products get made, and talk about the design philosophies behind 4e) |
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PCSX2 v0.9.5 SVN307测试<b>GALGAME</b> 爱情泡泡糖2 第一选择 Posted: 02 Mar 2008 08:15 AM CST 闪龙2800+,1G,7300GT PS2 SVN307+GSDX9 0.1.7 玩这游戏要使用GSDX9插件,ZeroGS的话画面中间会出现黑线,除了过场动画很卡(这好象是PCSX2的通病),其余都很正常,可玩了:yct05:
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Nintendo Details First Japanese WiiWare Titles Posted: 03 Mar 2008 05:45 AM CST
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THQ's Fitch Pegs Piracy For PC Failings, Iron Lore Closing Posted: 03 Mar 2008 05:05 AM CST
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Posted: 03 Mar 2008 10:50 AM CST 轻微成人内容注意,轻微粗口注意。
好吧这次有点太专了,搞网页设计的人会理解俺的吧。尤其是修改某些「上世纪」的网页时会有想揍人的冲动… |
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On the Future of the Music Business Posted: 03 Mar 2008 10:37 AM CST Seth Godin has a PDF transcript of his talk about the future of the music business. You can download the PDF here. So why am I linking to it? This blog is about games, not music, right? Yes, and no. The game biz as we have known it derived from the same historic business model as the music industry. In fact, early on, EA actually really tried to emulate the music business, releasing games in packaging and art resembling albums, and treating developers (who were at that point about the same size as rock bands) as rock stars. The videogame biz as we've known it - from the Nintendo era and even before - is changing, the same way the music business is changing, with exactly the same problems. Godin doesn't have answers, but he firmly states that trying to force things to stay as they were back in the studio's heyday is not one. And he makes some interesting suggestions, drawing upon such examples as Jerry Seinfeld and - of course - the Grateful Dead. I believe that in a lot of ways, the PC gaming scene isn't "dying" so much as it is "evolving." Due to proprietary technology, the consoles have a little bit more grace period left in them before their business model goes the way of the dinosaur. The PC hasn't had that luxury, and in many ways it has been blazing the painful trail. But the music biz has been even further in the front, and there are a lot of lessons we can learn from watching that particular industry getting its butt kicked a few times. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 03 Mar 2008 10:37 AM CST 破天荒的有3天没有更新了,向大家道歉,OTZ~~。不过,这么久不更新也是有原因的,因为老婆终于从老家来上海工作了,我可以每天都见到老婆了,这令我非常开心。因为老婆来了,所以这几天除了忙工作就是陪着老婆安顿。明后天还要和老婆一起去找房子住,住家里上班不是很方便。至于这个网站,我还是会尽心尽力的做好它的,希望大家多多支持。
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Posted: 03 Mar 2008 10:15 AM CST Xbox当年的扛鼎力作《神鬼寓言》可能是每个Xbox玩家都不会忘记的回忆。而《神鬼寓言2》的预告也让很多玩家期待不已。近日游戏的制作人Peter Molyneux向媒体提供了游戏的最新试玩版,下面就让我们一起来看看到底X360的续作会给我们带来怎样的游戏体验。
这款在今年秋天即将上市的游戏中实时双人游戏的特色将会是一个亮点,尤其是在战斗中更是如此。制作者表示玩家在同时对付两组敌人时可以赢得额外的经验值。而且玩家的经验值可以保存到单人游戏时。玩家可以在游戏中随时邀请第二位玩家加入,就算是在战斗中也可以。
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A halo like game but diffrent i swear! and a little of star wars commando by codi2325 Posted: 03 Mar 2008 09:41 AM CST Ok so first im gonna tell you the story in this game. To tell ya the truth i got this idea from a dream really and it was like this. ( this is kinda dramatic intro so...yeah..) Three men in army like battle suits stand in a desert looking at the bodys then see a battle up a head the leader says " guys wanna go head on? or snipe some hybird ass?" one of them respounds " go snipe i wanna blast hybird asses! for what they did to my wife...." the other one aggrees and then they head in to the battle..... Ok thats what the intro is gonna be like. Allright your probley asking some questions from that like why are they in a desert!? or what the heck is a hybird? most likely what are those guys standing in the desert doing there or whats there names? Well heres the leaders is name is Tyson Clark Whose "Battle Name" is Justice The guy who responed with the wife comment is ussaly very jokey and makes almost every situation a laugh...welllll to him anyway his name is Jonna Gannin and his battle name is joker to make things short the other guys name is Vergil Hakok and battle name is mower. Ok the story goes like this so aliens com e down in a middle of a war but these aleins arnt what you think....you could say there a lot like the flood so they get inside the body and the body alters into a disfirgured thing and fire at whatever is not them but these aliens are alot smarter then the flood. But there are normal alien soldiers too. Ok so Tyson was in jail for disobeying orders to destroy a ennimy out post because he stayed be hind to help out Jonna since he was injured in the leg. So the army needs him back so he gets out of jail and gets his old team back and starts to take missions to take out the Aliens. But after the game progresses the team discovers what is really happening between the aliens and the goverment Tyson and the others are working for then everything is twisted and all the secrets spit out. So the gameplay you are in 3rd person then you can take cover and trick your enemys by moving through halls then use one of the tools to stick to the sealing then strangle them by hanging them in your own way. You can dual weild if the guns are not heavy enough then there are big wepons that can do big damage and you can take veicles balh blah blah etc etc etc.vso thats preety much it oh and you can use daggers or ktichen knifes or anything to kill the aliens. so thats it if you have any other ideas or comments just post. |
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Harmonix Earns Possible $208.7 Million Bonus From Viacom Posted: 03 Mar 2008 05:39 AM CST
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Posted: 03 Mar 2008 08:10 AM CST (五)中世纪的精锐部队——骑兵
在中世纪,数项发明使得骑兵在战斗中的重要性大幅上升。其一是马镫,马镫将骑兵有效地和马联系在一起,这种看起来不怎么起眼的装备提升了骑兵的效率,让他们在马背上能左摇右摆地做出各种战术动作而不至于落马,也使得长枪冲锋成为可能。在罗马时代早期,由于没有马镫,骑兵很少用于直接冲锋,他们在战斗中只起辅助作用,比如追杀溃散的敌兵,或是用弓箭削弱敌人。 另一是马刺,使骑兵在双手拿着装备的同时也能够催促马匹达到最高速度,完成一次冲锋,当然马伯伯的肚子就很受摧残。
中世纪的骑兵可以大致分为两类,重骑兵和轻骑兵。
轻骑兵的用途较为广泛,侦查、试探、扰乱、追击、以弓箭削弱对方、以及攻击对方较弱的部队或侧翼都是轻骑兵的作战方式之一。轻骑兵的装甲和武器较弱,不适宜用于和步兵或骑兵正面作战。
重骑兵是装备了重装甲和长枪的部队,他的作战手段是冲锋。 欧洲重骑兵的主要武器是长枪(Lance),又称骑兵枪,和步兵用的长枪(Pike)不同,这种武器一般呈楔形,顶端尖锐,向后逐渐变粗以增加重量和强度来尽可能地提升突击时的威力,末端制成适合手持的粗细,还有个护手防止在撞击时手向枪身的前部滑出。有些网络小说提到突击时掷出骑兵枪,是个挺诱人的想法,但骑兵枪的形状是为了冲击而设计的,并不适合投掷。反过来说,适合投掷的标枪、短矛等也不适合用于冲击。
骑兵枪在冲锋中只使用一次。虽然有马镫保持骑士和马联为一体,骑士也紧握骑兵枪以便将动能尽可能地转化为威力,但在枪插入对方盾牌和身体——或是地面之后,骑士还是要迅速放手以免因为惯性做出撑杆跳高的动作;巨大的冲击使得枪身可能会在撞击后折断;骑兵枪也太长而不适合近战。因此重骑兵总是装备有第二项武器,剑、钉头锤或是其他适合近战的装备,在冲锋后的混战中使用。
重骑兵发展的极致是骑士(Knight),他们是受过正式军事训练的骑兵。骑士经常在重骑兵部队中担任领队的任务。骑士身份不是继承而来,也并不局限于贵族,但是由于配备马匹和武器装备费用的高昂,使得骑士往往和较高的社会地位和财富状况联系在一起。
Champion这个名称从骑士的日常竞技活动中而来,暂且译成精英骑士。骑士们期待着在战斗和内在精神(英雄主义、骑士风度和虔诚信仰)的两方面上有着杰出的体现,这种体现往往在年度的“竞技大会”(tournaments)上得到证实,胜者被称为champion,是骑士们追求的目标之一。此后Champion一词用于指代精英骑士或是有骑士精神的英雄,比如暗黑破坏神中的那句“Hail to you, Champion”。(——Halbu, 暗黑破坏神II,第四幕)
重骑兵的冲锋突击在中世纪是威力最为强大的攻击方式之一。中世纪早期的步兵由农民直接招募而来,缺乏训练,在骑兵的冲锋压力之前很快溃散。要士兵“不动如山”地坚守,他们却来个“其疾如风”式的逃跑,不求跑得过骑兵,只求跑的过别人就行了。面对着举着寒光闪闪的枪尖,两边望不到头以一堵墙的气势飞扑过来的几百斤巨大物体,要坚守阵地的确需要不小的勇气。
但需要注意的是骑兵并不是战斗的唯一决定因素。早从亚历山大大帝发明了步兵中央突进,骑兵两翼包抄的战术以来,骑兵作为中世纪的部队组成部分之一,需要和步兵和其他单位共同配合作战。中世纪常见的作战方式是先以弓箭等远程部队削弱对方的战力和士气,随后是步兵前进接战,一旦合适的时机到来,投入重骑兵以一举击溃对方。骑兵所造成的最大伤亡不在于冲锋,而是在溃散之后的追击。
步兵对抗骑兵冲锋的关键,第一位是纪律,其后才是诸如长枪等装备的影响。在得到了充分的训练,有着高昂的士气和坚定的决心之后,步兵方阵就能够有效抵挡骑兵的冲锋并在随后的战斗中取胜。日索尔战役(1188)、班诺克本战役(1314)、帕特战役(1429)和劳本战役(1339)证明了步兵只要能够坚守阵形,他们就能够轻易阻挡并击退骑士的冲锋。
弓箭和十字弩的应用对骑兵的冲锋也是很大的威胁。英国长弓手在克雷西(Crecy)战役、普瓦捷(Poitiers)战役和阿金库特(Agincourt)战役中对抗法国骑士并大获全胜。步兵对应骑兵冲锋的一种主要战术是将十字弩手、弓箭手和长枪兵/重步兵联合使用。重骑兵通常在350米开外集结以避免弓箭的远程打击,这个距离在长弓的射程之外。随后他们需要15-20秒来跑过两者之间的这段距离,弓箭和长弓可以射击2次左右,十字弩也能够发射1次。在近距离上,长弓和十字弩都足够穿透骑士的铠甲造成大量杀伤,而滚倒在地的一匹马往往会绊倒他身后的其他人。随后的长枪密集方阵或重步兵密集方阵对骑兵的伤害也是致命的。
为了对抗步兵的弓箭加长枪的战术,在重骑兵冲锋突击前,经常由远程部队进行一波射击压制,并削弱对方的士气。重骑兵自己则排成楔状队形,将装甲最厚的骑士排在最前面,有时他们会携带全钢的十字弩,在靠近之后依靠武器性能的优势先行射击。即便如此,正面冲锋还是会造成骑兵的重大伤亡,被应用的越来越少,更常用的是侧翼或后背的突击。
在弓箭和长枪战术的成熟之下,重骑兵和骑士经常会选择下马作战,以重步兵的方式投入战斗。比如苏格兰骑士常以步行作战的方式来加强步兵的攻击力;以及在英法百年战争中,英国采用的长弓手+下马骑兵的配合作战也很有效。
骑兵的其他一些问题包括:
骑兵在冲锋突击时难以排成密集阵形,因此在单位宽度上面对步兵方阵的人数比是一比三到一比五。
机动性:骑兵在短期行军(一周左右)时的行军速度虽然超过步兵,但在长途行军上步兵的速度超过骑兵。这是因为马是很脆弱很娇气的一种动物,在奔驰之后需要休息较长的一段时间,过度劳累会使马生病或死亡;中原的骑兵为了节省马力,在行军时都是牵着马走的;除了游牧民族,他们用一人双马或是数马的方式来解决,据称成吉思汗西征时达到了一人近十马的程度,后面还跟着十万只羊。可是这也使得游牧民族名如其实,无法在一个地方长期定居下去。马的食料不是只吃草就可以的,如果只吃青草很快会病倒。他们需要大量的干草、麦类和豆类,对于后勤补给是非常大的压力,也限制了骑兵的长途行军速度。 网络奇幻/战争中有时会弄出数万骑兵驻扎某城的场景,其实是硬伤。哪怕是五千骑兵,城里也会变得像高峰时的地铁车站一样繁忙,要从四面八方不断地运来草料食品,把整个城挤得水泄不通才可能维持住每天的消耗。
H1:正统的骑兵形象,全身铠,长枪。不过骑兵枪上面卷的彩带太宽了一点,而且红白相间的用色,像是交通信号棒或是瞎子拿的明杆。
H2:进化的骑士和骑兵仍然只在顶戴流苏和颜色上有所区别。比起一代,马身上的装甲似乎多了一些,护裙也长了一些。在性能上,骑士的速度提升到了最快,成为游戏中仅有的两个最快兵种之一。这也是骑士最后一次拿到最快兵种的头衔,只因生在魔法年代,各种各样的飞行单位层出不穷,骑兵的特性就不那么突出了。换成是其他中世纪背景游戏,那个敢不把骑兵做成高速兵种的?
骑兵(Cavalry)和骑士(Champion)
H3:中世纪骑兵的“冲锋”特技的完美体现,在即时制游戏中,该是《中世纪全面战争》,而在回合制游戏中,自然是《魔法门之英雄无敌》。
在英雄无敌系列中,骑兵的冲锋技能设定为在此回合中每移动1格,攻击力就上升5%。其他还有一些变种,例如每移动1格对方的防御减少20%,都是从骑兵的冲锋技能中变化而来的。这个设定完美体现了骑兵突击的两个要素:1.成功的冲锋能够大幅增加攻击力。2.冲锋需要一定的距离,让马跑起来加速到一定程度,不然效果不大。 这两个要素成功地在英雄无敌中被冲锋特技组合了起来,不用游戏者做任何附加的多余操作(例如选取命令);也没有加硬性限制(诸如“最小使用距离:3”之类),因为每格增加5%的设定使得距离短暂的冲锋效果不大,使得游戏者自然地感受到不同距离的差别,真可谓是设计者天才的灵光一现。每格效果累计加成是否是英雄无敌原创难以考证,但毫无疑问是由英雄无敌的冲锋技能所发扬光大。看过别人写的案子中有类似的设定,如果要写回合制战棋,我自己也肯定会用上这个骑兵冲锋设定。
在即时制的《中世纪全面战争》系列中,骑兵的大威力冲锋同样给予人深刻印象。出于即时制在表现和控制上的优势,可以很明显地看到完全冲锋和非完全冲锋(距离短暂或是操控不当等)的差别。完全冲锋时的号角也很有气势。说到号角,电影指环王3中,洛汗的骑兵伴随着号角和朝阳,出现在苦战了一昼夜的刚铎首都米那斯提力斯(Minas Tirith,又译白石城)之外时的场景的确感动人心。之后的一段洛汗骑兵对魔都战象时也一样,这两段场景的音乐和音效都是神来之笔,好莱坞的杰作。
H3的骑兵和骑士有一点很奇怪:都是左手持枪。他们都是左撇子吗?或者可能是美工对他画的那面骑士盾太满意了,以至于不想放在左手被遮挡掉……
H4:骑士在英雄无敌中始终如一地排在正数第二的位置。一代时他是第二(5/6),二代是第二(5/6),三代整体排名有所上升,但继续是第二(6/7),四代总算是处于竞争最高兵种的位置了,可竞争对手天使实在太强,实际上还是第二,五代也仍然是第二(6/7)。
H5:有盾有枪,剑在身旁,正面看马镫很明显。正统的骑兵形象。
圣骑士再次出来展示一回
精英骑士的强力冲锋技能使他能够像龙的喷吐一样攻击后面紧邻的一个单位。 |
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Posted: 03 Mar 2008 07:46 AM CST IT龙门阵第28期 主讲嘉宾:李亚 凤凰新媒体首席运营官,执行董事 交流主题:从很火到很暴利?—2008新媒体变局 主持人:刘兴亮 主办单位:大度咨询、TechWeb、腾讯科技 时间:3月4日(星期二)晚上7:30-9:00 地点:清华紫光国际会议中心一层紫悦厅(清华东门旁边,点击查看地图) 费用:免费 流程:7:30-8:00 嘉宾主题演讲 8:10-9:00 主题PK、互动 |
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Inq. of the Week: Systems Operational Posted: 03 Mar 2008 08:43 AM CST
Now that we’ve been inundated with all things D&D, we’d like to get back to a bit more general rampant geekery. (someday spell-check will acknowledge words like ‘geekery’) Dave and I noticed quite a few macbooks at the D&D Experience, many of them owned by Wizards employees, which caused Dave to wonder why in the seminar it was mentioned that D&D Insider may not be available to mac users. This brought about an Inquisition poll that we’ve been meaning to ask for a while now: Note: There is a poll embedded within this post, please visit the site to participate in this post’s poll. |
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Posted: 03 Mar 2008 07:57 AM CST
80后的恋爱是荷尔蒙式的恋爱 在充斥着拜金主义和物质生活的现代社会感情成了巨大的奢侈。战胜荷尔蒙,不被意识左右而用头脑思考才是正道。这样的80后很少吧,不过肯定还是有的,为什么这么肯定呢?因为有我在。
另:
自己幻想的东西虚幻事物,如过雨云烟,只能增加自己的无限烦恼,是贪痴妄想的根源
陋室空堂,当年芴满床;哀草枯杨,曾为歌舞场。蛛丝儿结满雕梁,绿纱今又糊在蓬窗上,说什么脂正浓,粉正香,如何两鬓又成霜?昨日黄土陇头送白骨,今宵红灯帐底卧鸳鸯。金满箱,银满箱,展眼乞丐人皆谤。正叹他人命不长,哪知自己又来丧!训有方,保不定日后做强梁。择膏粱,谁承望流落在烟花巷!因献纱帽小,致使枷锁抗;昨怜破袄寒,今嫌紫蟒长;乱烘烘你方唱罢我登场,反认他乡是故乡。甚荒唐,到头来,都是为他人做嫁衣裳! |
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Posted: 03 Mar 2008 08:57 AM CST Hi, I'm Thomas, and I'm a first time blogger... There is a popular perception that people will say and do things online that they never would in a face-to-face meeting. It's easy to find extremely personal blog posts, and 'screaming and shouting' goes on a lot in forums. Anonymity is usually blamed. Economists view human behaviour as based purely on self interest – ‘homo economicus’ is what they call rational man. He is selfish and uncaring, and has never been found anywhere on Earth (sure we might know individuals like him, but never an entire culture populated by him). You would think that behaviour in an online environment such as Second Life would approximate more closely than anywhere else this concept of rational man - if anyone is ever going to act selfishly, it will be there, as a person can say and do things hidden behind their avatar. Residents do not normally know each others’ identities, and no one can be seen, for example, blushing from having performed a selfish act. However this doesn't appear to be the case. Participants in recent experiments in Second Life revealed themselves to be as kind, caring and trusting as people in First Life. Why is this? Could it be that there is no such thing as a ‘Second Life culture’, and that residents simply bring their First Life culture in with them? The theory behind this says that when people go online they more readily take on the culture of the group they are joining; in this case the 'group' is Second Life users. So current findings imply that the culture of Second Life is identical to the cultures of the users. If this is correct, does it mean that the 'popular perception' mentioned in the first line is wrong? Or are blog posts and discussion groups just fundamentally different from interaction in virtual worlds? |
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Release This: God of War PSP, Bully Arrive Stateside Posted: 03 Mar 2008 05:28 AM CST
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