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发表于 2013-12-17 15:17:05
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本帖最后由 Frighter 于 2013-12-17 15:24 编辑
The Dogfighting Module!
狗斗模块!
When? Is the question on most of your lips!
你们一天到晚都在问,它到底什么时候上线。
The initial plan was to release a preliminary build for feedback towards the end of this month. However after much deliberation I’ve decided to push this back.
最开始的计划是在本月底放出一个初步的框架来获取反馈,但是在我反复的考虑之后还是决定把它推迟一下。
As I explained during the live stream, we’ve been debating internally what would be the best use of time and resources for the overall development of the game, to keep as close as possible to our original schedule of the Alpha of Star Citizen’s Persistent Universe towards the end of 2014, and the “public” release 2015.
正如我在直播里说的那样,我们内部正在讨论怎样才能最优化的利用我们的时间和资源,来使我们的进度能尽量跟上我们预期的在2014年底放出Alpha测试,并在2015年正式发布。
The incredible surge in funding this year has helped the long term picture. We have been able to ramp up sooner and wider than we originally thought. This means more features and content will be in the game at launch. We’re further along than originally planned in building the tech for the persistent and instancing server backend which will ultimately drive Star Citizen. Both Squadron 42 and First Person Personal combat / boarding have full teams working in parallel, in addition to the teams in Los Angeles, Austin and Montreal working on the Dogfighting and Planetside components. We have smaller groups of people supporting these efforts from CGBot in Austin & Monterrey, Mexico and Void Alpha in San Francisco.
今年我们的筹款计划取得的惊人成为我们描绘了一个更美好的前景。我们能更迅速更全面更深入的完善我们最初的想法。这意味着更多的功能和内容将会出现在将发布的游戏里。我们的服务器端比最初计划的更完善更稳定。除了在LA,Austin和Montreal的狗斗和星球组件开发团队以外,42中队和第一人称战斗/登舰模块都有一个完整的独立开发团队正在进行同步的开发。我们还有一些来自Austin&Monterrey,Mexico以及San Francisco的小型团队在支持这些工作。
Long term, this is great for the game, but in the short term, getting multiple teams up to speed has definitely taken some bandwidth from myself and the initial team members.
Which brings us to the Dogfighting module;
长远来看,这对游戏有很大的提升,但就目前而言,同时让几个团队共同运作明显会占用负责开发狗斗模块的我和初始团队的一些“带宽”(精力和时间)。
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