罗马神话缪斯_缪斯游戏专访

罗马神话缪斯

When Valve’s popular Steam distribution system was released for the Mac last week, Muse Games’s Alex Jarocha-Ernst wrote the following:

当Valve上周流行的Steam发行系统在Mac上发布时,Muse Games的Alex Jarocha-Ernst写道:

Muse Games just released our game “Guns of Icarus” on Steam! Thanks to Unity’s cross-platform support, we were able to be one of the first SteamPlay games available.

Muse Games刚刚在Steam上发布了我们的游戏“伊卡洛斯之枪”! 得益于Unity的跨平台支持,我们得以成为最早的SteamPlay游戏之一。

Guns of Icarus, as well as Max and the Magic Marker and Bob Came in Pieces are all Unity games which were available at launch as “SteamPlay” games — games which you can buy on Steam and then download for either Mac or PC, or both. I had to find out more, so I contacted Austin Lane, one of the founders of Muse Games.

《伊卡洛斯之枪》 ,《 Max and the Magic Marker》和《 Bob Comes in Pieces》都是Unity游戏,可以作为“ SteamPlay”游戏发布,这些游戏可以在Steam上购买,然后下载到Mac或PC或同时下载两者。 我必须了解更多信息,所以我联系了Muse Games的创始人之一奥斯丁·莱恩。

GunsTransparent

What’s your name/title? Austin Lane, we’re pretty small so our titles don’t mean much but I’m essentially the creative/product director. Brian Kehrer, our technical director, helped with some of the dev questions. We’re both co-founders.

您的名字/标题是什么? 奥斯汀·莱恩(Austin Lane),我们的规模很小,因此我们的书名意义不大,但我本质上是创意/产品总监。 我们的技术总监Brian Kehrer帮助解决了一些开发问题。 我们都是联合创始人。

What is Muse Games, a developer or a portal? Both! We believe completely in the future of high-quality gaming in the browser, and MuseGames.com is our attempt to realize that future. That said, we feel it’s our duty to set the bar through our own games. In the end, people are looking to play great games, and if they’re no good it’s irrelevant what the rest of the experience is.

什么是Muse Games,开发人员或门户? 都! 我们完全相信浏览器中高质量游戏的未来,而MuseGames.com是我们努力实现这一未来的尝试。 也就是说,我们有责任通过自己的游戏来设定标准。 最终,人们希望玩出色的游戏,如果他们做的不好,那么剩下的经验就是无关紧要的。

Also, we truly relish the creativity & freedom that gamemaking brings us. We had a serious two hour conversation about flamethrowers the other day. I mean c’mon, that’s awesome.

此外,我们真正享受游戏制作带给我们的创造力和自由。 前几天,我们就喷火器进行了认真的两个小时的交谈。 我的意思是,来吧,太好了。

How long has Muse Games been using Unity? Muse has only existed for about 16 months, but the core team has been using Unity since 2006!

Muse Games使用Unity多久了? Muse仅存在了大约16个月,但核心团队自2006年以来一直在使用Unity!

When did you start developing Guns of Icarus? What was the development timeframe? How large was the team? We developed Guns of Icarus last summer and fall. It took us about 5 months total and we had between 3 and 4 team members (+ some extra art help) working on it through that time.

您何时开始开发伊卡洛斯之枪? 开发时间表是什么? 团队有多大? 去年夏天和秋天,我们开发了伊卡洛斯之枪。 在此期间,我们总共花了大约5个月的时间,并且只有3到4个团队成员(加上一些额外的艺术帮助)在为此工作。

What was the process of getting Guns of Icarus onto Steam like? Did you have to do any technical integrations? Any kinds of loops that you had to jump through with Valve? Really easy actually. We just showed them the game and what people thought about it and they said yes. There has been no loop jumping whatsoever and we’ve really enjoyed working with them. Technically though, yes, there are implementation details. We had to build a compatibility layer between the C++ of Steam and the C# of Unity, and that took some time. If anyone’s interested, we’re gonna figure out how to offer this solution along with our other API tools to developers sometime this summer.

将伊卡洛斯之枪登上Steam的过程是怎样的? 您是否需要进行任何技术集成? 您必须使用Valve跳过任何循环? 真的很容易。 我们只是向他们展示了游戏以及人们对此的看法,他们说是的。 没有任何跳跃的循环,我们真的很喜欢与他们合作。 从技术上讲,是的,有实现细节。 我们必须在Steam的C ++和Unity的C#之间建立一个兼容性层,这花费了一些时间。 如果有人感兴趣,我们将在今年夏天的某个时候找出如何向开发人员提供此解决方案以及其他API工具的方法。

Do you have plans to develop future titles with Unity? Any details? Absolutely. Our next title “CreaVures” will be debuting this summer. We’ll have a trailer for everyone in just a few weeks. We’re really excited about that. We’re also debuting an entirely new MuseGames.com next month.

您是否打算使用Unity开发未来的游戏? 有什么细节吗? 绝对。 我们的下一个标题“ CreaVures”将在今年夏天首次亮相。 我们将在短短几周内为所有人提供一个预告片。 我们对此感到非常兴奋。 我们还将在下个月推出全新的MuseGames.com。

And there’s even bigger announcements coming that won’t start popping up til later this year!

而且还会有更大的公告,直到今年晚些时候才开始出现!

Anything you can say about your Unity meetups in NYC? They’re really casual and really fun. We combine Unity discussion with actual gaming of all kinds (console, pc, board, etc), which really helps people bond and stimulates genuine discussion. We spend enough time hearing theory and poring over implementation details during work, so we try to use our meetups to forget about that stuff for a second and help remind us what it’s all about – the joy of gaming. Also we have free beer. So that’s good.

关于纽约市Unity聚会,您有什么话要说吗? 他们真的很休闲,也很有趣。 我们将Unity讨论与各种实际游戏(控制台,PC,棋盘等)结合在一起,这确实有助于人们建立联系并激发真正的讨论。 我们花了足够的时间来听理论并在工作中仔细研究实现细节,因此我们尝试利用聚会来暂时忘掉这些东西,并帮助提醒我们一切-游戏的乐趣。 我们也有免费啤酒。 这样很好。

How many of the games on Musegames.com were developed by Muse Game vs third parties? We’ve just recently debuted our first two 3rd party games, but that’s been a long time coming largely because of all the backend development we’ve been getting in to order. This summer we’ll be ramping up our 3rd party publishing significantly, and our release pipeline is starting to look pretty solid . MuseGames.com is ready to show the world what Unity & the community are capable of.

Musegames.com上有多少游戏是由Muse Game与第三方开发的? 我们最近才首次推出了前两款3rd Party游戏,但这已经很长时间了,这在很大程度上是因为我们一直在订购所有后端开发。 今年夏天,我们将大大提高第三方的发行量,而且发行渠道看起来也很稳定。 MuseGames.com随时准备向世界展示Unity和社区的能力。

p.s. If you’re a developer with a great game, let us know!

ps如果您是一款出色游戏的开发人员,请告诉我们!

What’s your favorite aspect of using Unity? Ease of prototyping & multiple deployment is by far Unity’s killer feature. However equally important to the easy to use tool set and API is the ability to dig deeper into the program and interact with the application on a much lower level. We find that Unity does exactly what we want 90% of the time – out of the box. When we need to go deeper or change fundamental behavior, Unity doesn’t get in the way or slow us down.

您最喜欢使用Unity的哪一方面? 到目前为止,易于原型制作和多次部署是Unity的杀手feature功能。 然而,对于易于使用的工具集和API而言,同等重要的是能够更深入地研究程序并在更低的层次上与应用程序进行交互。 我们发现,Unity确实可以在90%的时间内完全满足我们的要求。 当我们需要更深入地研究或改变基本行为时,Unity不会妨碍您或降低我们的速度。

Have you extended Unity’s editor in any way? We’ve frequently used the editor scripts to add small features or to integrate better with our art pipeline; this includes things like exporting arbitrary textures to files, or changing the default mesh import settings. But there have been a couple of larger extensions, as well. The first is our build scripts, which have to build multiple versions of the same game for different distributors with different integration requirements, feature restrictions, and so forth. We’ve also added game-specific extensions to turn the Unity editor into something like a level editor, using custom assets and editor tabs, that can integrate new scenes with our game code without a programmer needing to set anything up.

您是否以任何方式扩展了Unity的编辑器? 我们经常使用编辑器脚本来添加一些小功能或更好地与我们的艺术管线集成。 这包括诸如将任意纹理导出到文件或更改默认的网格导入设置之类的事情。 但是也有一些较大的扩展。 第一个是我们的构建脚本,该脚本必须为具有不同集成要求,功能限制等的不同发行商构建同一游戏的多个版本。 我们还添加了游戏特定的扩展,使用自定义资产和编辑器选项卡将Unity编辑器转变为关卡编辑器,可以将新场景与我们的游戏代码集成在一起,而无需程序员进行任何设置。

Have you/Muse Games used any other technologies like Flash or Unreal? How do they compare? Not really. Flash is a strange solution because it wasn’t originally designed for game development. It’s been co-opted because of its plugin penetration, while Unity was built from the beginning to make powerful, modern games. If we want to change the future of gaming on the web, we need to look to the future of gaming on the web. We don’t think Flash is the future.

您/博物馆游戏是否使用了Flash或Unreal等其他技术? 他们如何比较? 并不是的。 Flash是一个奇怪的解决方案,因为它最初不是为游戏开发而设计的。 由于其插件渗透性而被人们选择,而Unity从一开始就是为了制作功能强大的现代游戏而构建的。 如果我们想改变网络游戏的未来,我们需要着眼于网络游戏的未来。 我们认为Flash不是未来。

Unreal is a great, powerful tool like Unity. Just look at the level of games being made with it. But it can’t handle the web and cross-platform development we’re focusing on, and quite frankly, the licensing terms are really expensive for an indie like us.

虚幻是像Unity一样强大的强大工具。 只要看看用它制作的游戏水平即可。 但是它不能处理我们关注的Web和跨平台开发,并且坦率地说,许可条款对于像我们这样的独立开发者来说确实非常昂贵。

It’s no secret we favor Unity for these reasons and more.

由于这些原因以及更多原因,我们支持Unity并不是什么秘密。

Do you have any tips on how to get exposure for your game or how to reach new audiences? Make an original game, and polish it. Gamers, despite their cynicism, are the most engaged and adventurous audience around. If you make something good, they will give you a chance. I’m not sure why so many people choose to clone games they’ve seen countless times before. Don’t sell yourself short. Pretend you’re building the next franchise. If you only had one chance to make a game ever, even if its just in your spare time (actually, especially if its in your spare time), what game would you make? Make that game.

您对如何提高游戏曝光率或如何吸引新观众有什么建议? 制作原创游戏,然后对其进行润饰。 尽管玩世不恭,但玩家是周围最富冒险精神的玩家。 如果您做得好,他们会给您机会。 我不确定为什么会有这么多人选择克隆以前无数次看过的游戏。 不要卖空自己。 假装您正在建立下一个专营权。 如果您只有一次机会来制作游戏,即使只是在业余时间(实际上,尤其是在业余时间),您将制作哪种游戏? 做那个游戏。

That will go miles further than any marketing you can do.

这将比您可以做的任何营销都走得更远。

Also, good trailers are really worth it – chances are high the trailer is where the potential player will be making a go or no-go decision.

同样,好的预告片确实值得-很有可能预告片是潜在玩家做出选择或不采取决定的地方。

Anything else about your game or your company that you’d like to share? We love to hang out and avoid work. If you’re in the area (downtown Manhattan) stop by!

您还想分享有关您的游戏或公司的其他信息吗? 我们喜欢闲逛,避免工作。 如果您在该地区(曼哈顿下城),请过来!

Anything else about Unity that you’d like to share? Unity makes a lot of what we do possible – rapid prototyping & development, 3d on the web, cross-platform deployment. But Unity alone cannot change the end consumer’s mind. It’s up to us developers to show people what the tool is capable of. Content sells the platform, and it’s going to take all of us to change the face of online gaming

您还想分享关于Unity的其他信息吗? Unity使我们可以做的很多事情–快速的原型开发和开发,Web 3d,跨平台部署。 但是,仅Unity不能改变最终消费者的想法。 开发人员有责任向人们展示该工具的功能。 内容出售平台,这将需要我们所有人改变在线游戏的面貌

翻译自: https://blogs.unity3d.com/2010/05/18/interview-with-muse-games/

罗马神话缪斯

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