Mike Bithell:Asset Store是通往更具野心的独立游戏的途径

Thomas Was Alone developer, Mike Bithell, is struggling to accept that his creation is out on so many platforms thanks to Unity. The Asset Store is confusing him even more: how can it solve so many specific game dev issues for a price of a pizza?

Thomas Was Alone的开发人员Mike Bithell难以接受,由于Unity,他的创作已在许多平台上得以推广。 资产商店使他更加困惑:如何以匹萨的价格解决这么多特定的游戏开发问题?

Thomas Was Alone is an award winning indie puzzle platformer game. Though Mike is an experienced game designer, he first learned Unity while developing TWA. “It was made in the free version of Unity by a non-coder getting by on tutorials and the odd query directed to experts on Twitter,” he recollected in an interview with The Penny Arcade Report last year.

Thomas Was Alone是一款屡获殊荣的独立益智平台游戏。 尽管Mike是一位经验丰富的游戏设计师,但他在开发TWA时首先学习Unity。 “在免费版本的Unity中,它是由非编码者编写的,他们会通过教程和针对Twitter专家的奇怪查询来查询,”他在去年接受《 The Penny Arcade Report》采访时回忆到。

“Unity as an engine has been a great leveller, especially with the free version. You no longer need to be an incredible coder to make and publish successful games. I’m still baffled that TWA is out in so many places. I sort of struggle to accept that this is a thing that’s happened,” he says now.

“作为引擎的团结一直是一个很好的调平者,特别是对于免费版本。 您不再需要成为令人难以置信的程序员才能制作和发布成功的游戏。 我仍然对TWA在很多地方都感到困惑。 我有点难以接受这是发生的事情,”他现在说。

The expectations for his next project, Volume, are high, so how does an indie developer avoid being a one hit wonder? Mike has a wealth of great gameplay ideas and some ridiculously talented collaborators, but the Asset Store also plays a role.

对他的下一个项目Volume的期望很高,那么独立开发者如何避免成为一个热门奇迹? 迈克(Mike)具有丰富的出色游戏玩法创意和一些可笑的天才合作者,但“资产商店”也发挥了作用。

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Initially, he thought that it would just be a good way to get some placeholder art and such, but the publishers have changed his mind: “I had no idea how good it would get as time went on,” he says.

最初,他认为这将是获得占位符艺术品的好方法,但出版商改变了主意:“我不知道随着时间的流逝会取得怎样的成就,”他说。

The Asset Store has had an impact on the way the whole industry operates and freed guys like Mike to do more creative things. Dealing with some mundane issues can be outsourced with ease: “Things like rendering a silhouette when the player moves behind an obstacle, or handling palette swapping characters, used to be done on a game by game basis. Now I can buy a standardised solution for the price of a pizza. That frees me to put more energy into the unique elements of my game.”

资产商店对整个行业的运作方式产生了影响,并释放了像Mike这样的人来做更多有创意的事情。 处理一些平凡的问题可以轻松地外包:“诸如当玩家在障碍物后面移动时渲染轮廓,或处理调色板交换角色的事情,过去都是在逐个游戏的基础上完成的。 现在,我可以购买比萨饼价格的标准化解决方案。 这使我有更多的精力投入到游戏的独特元素中。”

Therefore, he has started to look on the store before coding his own solution. “If code exists on the store to do something I need, there’ll need to be a very good reason for me not to pick up the solution there and then.” However, beginners are advised not to lean on the Asset Store too heavily. “Often, learning to solve a problem is far more valuable than circumventing with a quick fix,” he warns.

因此,在开始编写自己的解决方案之前,他已经开始关注商店。 “如果商店中存在执行我需要的代码,那么我就必须有一个很好的理由不要在那儿选择解决方案。” 但是,建议初学者不要过度依赖Asset Store。 他警告说:“通常,学会解决问题比快速解决问题更有价值。”

The main impact of the Asset Store is for really small independent teams that don’t have the time, money, skills or the legal resources to get freelance work: “I think this will lead to more ambitious indie titles. We can buy our way to bigger projects at prices massively below the cost of coding from scratch.”

资产商店的主要影响是对没有时间,金钱,技能或法律资源来开展自由职业的非常小的独立团队:“我认为这将导致雄心勃勃的独立游戏。 我们可以以大大低于从头编写代码的价格购买到大型项目的方式。”

We’re most definitely looking forward to Volume, one of the thousands of indie titles that include assets produced by fellow developers.

我们绝对非常期待Volume,这是成千上万的独立游戏之一,其中包括由其他开发人员生产的资产。

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翻译自: https://blogs.unity3d.com/2014/02/25/mike-bithell-the-asset-store-is-a-path-to-more-ambitious-indie-games/

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