unveil 는 베일을 벗긴다는 뜻. 이번엔 어떤 것들이 공개될지...
양이 너무 많아 내맘대로 내맘에 드는 부분만 발췌해서 내맘대로 해석임
Updates
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다음달엔 Mark 가 뭔가 장문의 글을 쓸 듯. gifting system 마지막 테스를 하고 있고 다음 뉴스레터 나올쯤엔 완성되길 바라고 있다네... 지형 디자인, 물건들, 광원, 사운드 등 여러가지 작업했음.
Look What You Did
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흠... what we did가 아니라 what you did 구만. 팬픽 컨테스트 수상작 얘기. 다음달엔 어떤 컨테스트를 할거다 등등등. (근데 니네 이런거 할 시간 있니??)
Combat Look and Feel
In a previous newsletter, I talked about the process of rebuilding the combat system for Beta 1, and how important it is to get the look and feel of combat right, in addition to designing fun and interesting systems and abilities. Look and feel can, however, be highly subjective and difficult to define. We talk colloquially about how some games feel “clunky,” or “unresponsive,” but it can be hard to translate these into exact features or adjustments that would lead to a better experience.
One of the things that often, but not always, contributes to this kind of problem is latency. No matter how much bandwidth you have, there is still a round trip time it takes for your computer to send a message from something like a key press to the game server, and for your computer to get a response back from the server once that input has been processed. To help mitigate this issue, we often start the action as if it will succeed, while in the background we send it to the server and receive a response on whether it did succeed. This helps to cover for the fact that there is an unavoidable delay without compromising the security of the game, since we still check with the server and cancel out of any invalid actions hackers might try and tell the server to execute by illegitimately modifying the game client.
There’s another problem with latency: While we can cover for the round trip delay between each player’s computer and the game server, we can’t do anything about the further delay when the actions of one player have to be sent to the server for processing, and then subsequently the results of that action are sent out to the clients of all the other players with nearby characters who need to be notified about those actions.
That was a big concept, so let’s break it down a bit. When you press a button to activate an ability on your computer, the message is going to take a while to get from your computer, through the server, to the computer of the target you’re trying to use the ability on. This means that different players don’t see abilities happening at truly the same time: one player’s character isn’t standing in exactly the same place when viewed from another player’s computer, and so on. This is an even bigger issue for Camelot Unchained than it is in most games, since we are supporting battles with hundreds if not thousands of players in one area, all needing to know about what each other’s characters are doing. There are a number of little things we do to try and compensate for this delay, such as adding some forgiveness to non-tracking projectiles, using positional interpolation to keep characters from snapping to catch up when messages arrive a little late, and so on, but it’s something we can never do away with completely.
One of the compromises we have made in this area is to balance an “instant” feeling of responsiveness with ability actions that don’t take effect “instantly”. Even if it’s just the length of a short animation, there are always at least a few fractions of a second between pressing a button, such as to swing a sword, and seeing the outcome, such as damage inflicted on a target. This may not sound significant, but milliseconds add up quickly, and even though the real world analogy makes sense, as a real person would take time to start to move their arm to swing a sword once they have recognized the need to do so, game responsiveness often demands a much higher degree of instantaneous feedback. This is because the same time delay already exists for a player at a keyboard pressing a button, meaning any additional time delay before the character on the screen responds becomes extremely noticeable. That is why we always start the animation resulting from input immediately, so that to the player performing an attack, the game seems to instantly respond to input. We then use the short time between the start of the animation and the strike hitting the target to make sure the message has time to reach the target, so that we can sync up the timing before the hit actually happens. This way we don’t end up with discrepancies where a player might have seen their character performing a defensive ability that should have prevented them from being hit from their perspective, while their attacker already would have already seen the strike hit successfully.
As we work toward the start of Beta 1, we’re paying close attention to how combat feels, and working on these and other features to start off Beta testing with the game as solid as we can make it. That said, Beta 1 is just a starting point for serious gameplay testing, compared to the technical engine testing we have done during our Alpha and Pre-Alpha stages. A whole lot of iteration will happen once we get Beta testing started, and start to gather feedback that shows where the game needs improvement. We know how critical it is for us to deliver a combat experience that looks and feels good, so as testing proceeds, we plan to work closely with testers to continually gather feedback and make improvements until we arrive at the right features and settings to make that happen.
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beta1 의 combat system을 rebuilding 하는중.
게임 응답성에 딜레이 문제가 있음.
보통 해결하는 방법은 해킹당할 수 있어서 좀 그래...
특히 camelot unchained 에서 더 중요한 문젠데, 왜냐면 대규모 전투가 일어나니깐.
여러가지 방안이 있긴 한데, 완벽하게 해결할 수가 없네...
뭐 암튼 방안을 마련하고 있어
beta1 시작에 앞서, 이 combat feel 에 디게 신경쓰고 있고 다른것들도 열심히 하고 있다.
프리알파,알파에선 엔진 테스팅한거고, beta1은 중요한 게임플레이 테스팅이 될테니 최대한 잘 만들거야. 그리고 Beta 테스트 기간동안 계속 feedback 받아서 개선해야겠지
Artitup
-by Scott Trolan
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