cv::line 鼠标轨迹_鼠标和资产商店:一个故事的鬼故事
cv::line 鼠标轨迹
在《传说Indiegogo的鬼魂》战役期间,许多人惊讶地发现这款游戏并不是整个开发商工作室的作品。 根据这个小宝石背后的资深动画师莱昂内尔·加拉特(Lionel Gallat)的说法,成为一个人的工作室已经不再是以前的事情了。 那是一件好事。 (During the Ghost of a Tale Indiegogo campaign, many were surprised to learn that this game wasn’t the work of a whole studio of developers. According to Lionel Gallat, the veteran animator behind this little gem, being a one person studio isn’t what it used to be. And that’s a good thing.)
“I get a lot of indispensable help from a lot of people. There are so many things I can’t do. I needed a proper programmer helping me. Same with music.” The crowdsourced funds allow him to pay freelancers and use the Unity Asset Store as much as he needs to.
“我从很多人那里得到了很多不可或缺的帮助。 有很多事情我做不到。 我需要一个合适的程序员来帮助我。 音乐也一样。” 众包资金使他可以支付自由职业者的费用,并根据需要使用Unity资产商店。
“It’s indispensable, I find a lot of things there that are the building blocks of my game,” says Gallat. As an artist, he didn’t expect it to be so useful. “But soon enough, I found tools that I needed to build the game’s world. I don’t waste time trying to reinvent the wheel.”
加拉特说:“这是必不可少的,我发现很多东西是我游戏的基础。” 作为一名艺术家,他没想到它会如此有用。 “但很快,我发现了构建游戏世界所需的工具。 我不会浪费时间尝试重新发明轮子。”
When he worked as an animation director for such films as Despicable Me and The Lorax, big technical teams were available to adjust details at short notice. Often, he could just walk over to somebody’s desk and ask. As an indie developer, he doesn’t really have the same options.
当他担任《卑鄙的我》(Despicable Me)和《劳拉克斯》(The Lorax)等电影的动画导演时,大型技术团队可在短时间内调整细节。 通常,他可以走到别人的桌子前问。 作为独立开发者,他实际上没有相同的选择。
Fortunately, the Unity community has been very helpful. “I send requests to developers of different assets, when I need some extra features. Most of the time, they’re really helpful and adjust the assets quickly, which is really great.”
幸运的是,Unity社区非常有帮助。 “当我需要一些额外的功能时,我会向不同资产的开发人员发送请求。 大多数时候,它们确实很有帮助,可以快速调整资产,这确实很棒。”
However, in a few instances, communication with developers was an issue. “For example whenever there is an important bug to be fixed and the publisher is not quite responsive about it.” Gallat would like the publishers to consider how hard this is on small teams.“I’m mostly doing the thing on my own, so if they give up on support, there’s nothing I can do. Thankfully it doesn’t happen too often and the vast majority of publishers I worked with do offer excellent support.”
但是,在少数情况下,与开发人员的沟通是一个问题。 “例如,每当有重要错误要修复且发布者对此React不佳时。” 加拉特(Gallat)希望出版商考虑这对小型团队有多困难。“我主要是自己做这件事,因此,如果他们放弃支持,我无能为力。 值得庆幸的是,这种情况不会经常发生,与我合作的绝大多数发行商都提供了出色的支持。”
The assets that Lionel Gallat, aka Seith, praises the most are those that help him to achieve high-end graphics.
莱昂内尔·加拉特(Lionel Gallat),也就是塞斯 ( Seith) ,最赞赏的资产是那些有助于他获得高端图形的资产。
Decal textures are those that overlay other textures, providing a more detailed and realistic feel to the rocky terrain of the Ghost of a Tale world. Decal system allowed Gallat to use them easily and without burdening the performance of the game. And it’s one of those assets with helpful and swift support. “It’s amazing. The support is top-notch, and this system allows me to slap beautiful decals anywhere I want at almost no cost. Oh, and it’s free—although I donated money because it’s so good,” he said.
贴图纹理是那些可以覆盖其他纹理的纹理,可为Tale世界的Ghost岩石环境提供更详细和逼真的感觉。 贴图系统使Gallat可以轻松使用它们,而不会增加游戏性能。 这是获得帮助和Swift支持的资产之一。 “太奇妙了。 支持是一流的,该系统使我可以在几乎任何成本的地方随意拍上漂亮的贴花纸。 哦,它是免费的,尽管我捐了钱,因为它很好,”他说。
Recently, all the game’s shaders have been converted to physically-based shaders using the Shader Forge tool. Why was this effort worth it? “It just looks so much better. Physically Based Shaders are more intuitive. Non physical shaders have always been a bit of a cheat and they tend to break in different lightning conditions,” explains Gallat.
最近,所有游戏的着色器已使用“ Shader Forge”工具转换为基于物理的着色器。 为什么这样做值得呢? “看起来好多了。 基于物理的着色器更加直观。 非物理着色器一直以来都是一种作弊手段,它们往往会在不同的闪电条件下破裂。” Gallat解释说。
But the main reason for the switch was that programming shaders took too much time. He needed an artist-friendly tool that would better suit his workflow.
但是切换的主要原因是编程着色器花费了太多时间。 他需要一个艺术家友好的工具,以使其更适合他的工作流程。
“Shader forge is great, the manipulation, the UI, everything feels very integrated to Unity,” he says. “ The developer, Joachim Holmer, also assisted me with some customization. It was very fast, the features that I needed were already in the next beta.”
他说:“ Shader forge很棒,操作,用户界面,一切都感觉与Unity非常融合。” “开发人员Joachim Holmer也协助我进行了一些自定义。 速度很快,我需要的功能已经在下一个Beta中了。”
Ghost of a Tale is progressing at a brisk pace and Lionel Gallat hopes that his work will be even easier once he gets his hands on Unity 5, which he has already pre-ordered. “I’m really looking forward to all the graphics features, especially to real-time Global Illumination. Also, the Mecanim updates will come in handy.”
故事的鬼魂正在快速发展,莱昂内尔·加拉特(Lionel Gallat)希望一旦他已经订购了Unity 5,他的工作将会更加轻松。 “我真的很期待所有图形功能,尤其是实时的全局照明。 此外,Mecanim更新将派上用场。”
Whatever features are in the new version of Unity, however, the Ghost of a Tale developer plans to keep taking advantage of the Asset Store. “It’s always great to supplement skills that I don’t have. People specialize, develop very specific things that can be extremely useful”.
无论新版本的Unity有什么功能, Tale开发人员的Ghost都计划继续利用Asset Store的优势。 “补充我没有的技能总是很棒的。 人们专门研究,开发非常有用的非常具体的东西。”
So when are we going to get our hands on the game? “We’re probably going to show the game around at conventions in Europe during the summer. I really can’t wait to show that the screenshots that I post are in-game footage and not just concept-art!”
那么我们什么时候可以开始玩游戏呢? “我们可能会在夏季的欧洲大会上展示比赛。 我真的等不及要证明我发布的屏幕截图是游戏中的镜头,而不仅仅是概念艺术!”
翻译自: https://blogs.unity3d.com/2014/04/23/the-mouse-and-the-asset-store-the-story-of-ghost-of-a-tale/
cv::line 鼠标轨迹