与Fell Seal:仲裁者的标志的创建者Pierre Leclerc一起练习

The staff here at SUPERJUMP are constantly working to bring you the best game developer interviews, and to that end I’ve been privileged to correspond with Pierre LeClerc these last few weeks. Pierre and his wife Christina founded 6 Eyes Studio in 2015 after working many years in the industry.

他的工作人员在这里SUPERJUMP正在不断努力为您带来最好的游戏开发人员访谈,并为此我一直有幸与皮埃尔·勒克莱尔对应这些过去几个星期。 皮埃尔(Pierre)和他的妻子克里斯蒂娜(Christina) 在该行业工作了多年之后,于2015年 成立了 6 Eyes Studio

The duo had a dream of creating an ode to the classic tactical-RPGs of earlier years, so they struck out on their own and worked diligently on Fell Seal until it’s full release in April of 2019. They continued their work with the Missions and Monsters expansion that released just last month. Both game and expansion have received rave reviews from critics and fans alike, as they deliver a heaping dose of nostalgia with a truly modern veneer.

他们二人的梦想是为早年的经典战术RPG颂歌,因此他们独自奋战 ,并在Fell Seal上勤奋工作,直到2019年4月正式发行。他们继续与Missions and Monsters合作上个月发布的扩展。 游戏和扩展都收到了评论家和粉丝的一致好评,因为它们带有真实的现代贴面,散发出浓浓的怀旧气息。

Join us as Pierre offers a behind the scenes look at the game’s development, and learn more about how an indie studio creates and brings a game to market!

加入我们,皮埃尔(Pierre)可以在幕后了解游戏的发展,并了解有关独立工作室如何创建游戏并将其推向市场的更多信息!

Image for post
Source: Steam.
资料来源:Steam。

SUPERJUMPFirst, I wanted to congratulate you on the release and success of Fell Seal as well as the Missions and Monsters expansion that released just last month. How has the reception from games media and fans matched up to your hopes and expectations?

首先,我要向您祝贺Fell Seal的发布和成功以及上个月发布的Missions and Monsters扩展。 游戏媒体和粉丝的接待如何满足您的希望和期望?

PIERRE LeCLERCThanks! It’s a little hard to say, as we didn’t have any clear expectations. We worked on Fell Seal with the goal to make it the best game of its genre as we could as our primary goal. We were certainly hoping it would result in a good reception, but the goal was to make a great game before all: a positive reception is a secondary effect. That being said, we’ve been very happy with the reception we’ve gotten, both from fans and review sites.

PIERRE LeCLERC谢谢! 很难说,因为我们没有明确的期望。 我们致力于Fell Seal ,目标是尽可能使它成为同类游戏中最好的游戏。 我们当然希望它能带来良好的接待,但目标是首先创造出出色的游戏:积极的接待是次要的效果。 话虽如此,我们对收到的支持者和评论网站的接待感到非常满意。

SUPERJUMPSo many of our readers are people either in the industry in some way, or those who want to make for themselves a career in game creation. Can you tell us a bit of what your path was like, how you got started working on games and how it led to the creation of 6-Eyes Studio?

SUPERJUMPSo我们的许多读者都是以某种方式从事该行业的人,或者是那些希望自己成为游戏创作事业的人。 您能否告诉我们一些您的路途,您是如何开始从事游戏的,以及如何导致创建6-Eyes Studio?

PIERRE LeCLERCIt’s actually a bit of longer story than one would expect, but I’ll focus on the salient points, haha. I’ve been wanting to be a video game programmer ever since I was about 14. That’s when I got my first computer and shortly after started teaching myself programming. By the time I was 18, I had a few small games created and by the time I finished college, I was working on an indie RPG for the Nintendo DS called Black Sigil: Blade of the Exiled. With my portfolio of game projects on PC, GBA and Nintendo DS, I got a job out of college for an Activision Studio in California, where I worked for 1 year at the same time I was working on Black Sigil with an artist friend.

皮埃尔·勒克莱尔(PIERRE LeCLERC)的故事实际上比预期的要长,但我将重点介绍重点,哈哈。 从14岁起,我就一直希望成为一名视频游戏程序员。那是我拥有第一台计算机的时间,然后不久便开始自学编程。 到我18岁时,我已经创建了一些小型游戏,到大学毕业时,我正在为Nintendo DS制作独立的RPG游戏,名为《 黑色印记:放逐之刃》 。 凭借我在PC,GBA和Nintendo DS上的游戏项目组合,我大学毕业后就去了加利福尼亚的Activision Studio,在那里我与一位艺术家朋友一起在Black Sigil工作了一年。

After a year of full time employment in the industry at the same time as working on our own indie game, it became obvious it would take too long to finish the indie project, so I left my job to wrap up Black Sigil. It still took very long, but we finished the game and got it released on the Nintendo DS with a publisher.

在从事自己的独立游戏的同时,在行业中从事了一年的全职工作,很明显,完成独立项目需要太长时间,因此我离开了工作,以完成《 Black Sigil》 。 它仍然花费了很长时间,但我们完成了游戏,并与发行商一起在Nintendo DS上发布了该游戏。

From there, we started a small studio working on Black Sigil 2 with an angel investor, but after a while, it became obvious our publisher for Black Sigil was not intending to actually pay us any royalties on the game. Long story short: we didn’t have the resources to look at legal options and had to close the studio, but not before I used all of my savings to pay all our employees salaries, which left me completely broke and thus I had to quickly find work for larger studios again. I worked for a while as a contractor and in studios back in Montreal, then signed up with EA in Florida and worked there for a few years. But the long term goal was still to have our own studio, so my wife and I started planning Fell Seal and building up some savings so we could afford to work on Fell Seal full time.

从那里,我们成立了一个小型工作室,与一位天使投资人合作开发Black Sigil 2 ,但不久之后,很明显,我们的《 Black Sigil》发行商并没有打算向我们支付任何游戏使用费。 长话短说:我们没有资源来考虑法律选择,不得不关闭工作室,但是在我用我所有的积蓄支付所有员工的薪水之前,这让我彻底破产了,因此我不得不Swift再次为更大的工作室找到工作。 我曾作为承包商工作过一段时间,然后回到蒙特利尔的工作室工作,然后在佛罗里达州与EA签约,并在那里工作了几年。 但是长远的目标仍然是拥有我们自己的工作室,所以我和我的妻子开始计划Fell Seal并积累一些积蓄,以便我们有能力全职从事Fell Seal的工作。

Eventually, I ran into a problem with my Canadian passport expiring in the middle of my US work visa, while my green card application was pending, which became a total mess and meant I couldn’t work anymore until my green card application finished, so we took this opportunity to go full time on Fell Seal. From that point, we worked a little over 2 years and a half full time on Fell Seal, had a successful Kickstarter, a successful Steam Early Access and then a successful release.

最终,我遇到了我的加拿大护照在我的美国工作签证中过期的问题,而我的绿卡申请正在等待处理中,这变得一团糟,这意味着我不能继续工作,直到我的绿卡申请完成,所以我们借此机会全职打倒了海豹 。 从那时起,我们在Fell Seal上工作了2年半多的时间,成功完成了Kickstarter,Steam Early Access和发行成功。

SUPERJUMPNearly every person who talks about the game discusses how much they loved Final Fantasy Tactics and how so many things in this game remind them of that experience. Was Fell Seal intentionally a love letter to that game and the Tactics series? What other inspirations played a part in what you imagined for your game?

超级跳跃几乎每个谈论游戏的人都在讨论他们对《最终幻想战术》的喜爱程度以及该游戏中有多少事情让他们想起了这种经历。 Fell Seal是故意写给那场比赛和Tactics系列的情书吗? 还有哪些其他灵感在您对游戏的想象中发挥了作用?

PIERRE LeCLERCAbsolutely. While we drew inspiration from many great classics one way or another, our primary goal was always to create an experience as reminiscent as possible to Final Fantasy Tactics, as we always thought it was “the king of tactical JRPGs”. It’s a little hard to say where all our inspiration came from, and I’m sure some of it unconsciously came from many other titles, but we drew inspiration from Tactics Ogre, Final Fantasy 6, Xcom, Dragon Age Inquisition and probably many more.

PIERRE LeCLERC绝对。 当我们以某种方式从许多伟大的经典中汲取灵感时,我们的主要目标始终是创造一种尽可能使人联想到《 最终幻想战术》的体验,因为我们一直认为它是“战术JRPG的王者”。 很难说出我们所有灵感的来源,我敢肯定其中一些是不自觉地来自许多其他游戏的,但是我们从Tactics Ogre,Final Fantasy 6,Xcom,Dragon Age Inquisition等中汲取了灵感。

Image for post
Source: Steam.
资料来源:Steam。

SUPERJUMPYou used Kickstarter to help fund the game, where you were very specific in saying that the game would get made no matter how much money was raised through that campaign. Was that your way of addressing the perception that a lot of projects on that platform don’t ever get made or don’t deliver on their promises, and do you think it helped your campaign be more successful?

SUPERJUMP您使用Kickstarter为游戏筹集了资金,您非常明确地说,无论通过该活动筹集多少资金,游戏都可以赚钱。 您是通过这种方式来解决人们认为该平台上的许多项目都没有实现或没有兑现诺言的看法,您认为这有助于您的广告系列取得更大的成功吗?

PIERRE LeCLERCOur policy is always to be as transparent as possible, so we try to make things as direct as we can. Kickstarter is a great platform and it helps a lot with visibility and credibility, amongst other things. As I mentioned before, we spent many years preparing for Fell Seal by building up our savings so we always felt confident we would get the game finished one way or another, even if our Kickstarter didn’t pan out. But a successful Kickstarter helped us make sure we could get all the art we wanted and gave us a solid visibility boost and gave us a presence with many sites that otherwise wouldn’t have covered our project. The bottom line is that we mainly wanted to be upfront with backers: their contribution was very important and would help us a lot, but at the same time, the project was going to finish regardless.

皮埃尔·勒克莱尔(PIERRE LeCLERC)我们的政策始终是尽可能透明,因此我们尝试使事情尽可能直接。 Kickstarter是一个很棒的平台,它在可见性和信誉等方面大有帮助。 正如我之前提到的,我们花了很多年准备增加积蓄来为《 海豹突击队》做准备,所以我们始终充满信心,即使Kickstarter未能如愿以偿,我们也会以一种或另一种方式完成游戏。 但是成功的Kickstarter帮助我们确保获得了我们想要的所有艺术品,并大大提高了知名度,并使我们拥有很多站点,而这些站点本来无法涵盖我们的项目。 最重要的是,我们主要想先获得支持者的支持:他们的贡献非常重要,对我们有很大帮助,但与此同时,无论如何,该项目都将完成。

I can’t say if it helped or not with our Kickstarter being successful: it’s a complex environment with a lot of variables. I can say we learned a lot from it though and we think our next Kickstarter should be even more successful! 😊

我不能说它是否对我们的Kickstarter成功有所帮助:这是一个包含许多变量的复杂环境。 我可以说我们从中学到了很多,我们认为我们的下一个Kickstarter应该会更加成功! 😊

SUPERJUMPAs a follow-up to that, now that you’ve gone through a Kickstarter campaign, would you recommend it to small game studios looking to fund their projects, and are there any pitfalls a first-timer might watch out for?

SUPERJUMPA的后续工作,既然您已经完成了Kickstarter众筹活动,是否会向希望为其项目提供资金的小型游戏工作室推荐它,并且新手可能会注意的陷阱吗?

PIERRE LeCLERCThat’s a good question that I think anyone wanted to make a project on Kickstarter should actually ask themselves. A serious Kickstarter is a lot of work. You have to create the page, create a ton of assets for it, videos, GIFs, screenshots, texts, tiers, etc. But that’s just the start. Once the KS is live, you have to stay active in the comments, prepare cross promotions, advertise it in reddit threads, forums, etc, and all these places require you to be very active in those threads, otherwise they will die out quickly. The bottom line is: it’s very close to full-time work for a month for a single person.

PIERRE LeCLERC这是一个很好的问题,我认为任何想在Kickstarter上进行项目开发的人都应该问自己。 认真的Kickstarter要做很多工作。 您必须创建页面,为其创建大量资产,视频,GIF,屏幕截图,文本,层等。但这仅仅是开始。 KS启用后,您必须保持评论活跃,准备交叉促销,在reddit主题,论坛等中做广告,而所有这些地方都要求您在这些主题中保持活跃,否则它们将很快消失。 底线是:一个人一个月的全职工作非常接近。

Regardless of the size/amount of the KS, I’d say you’ll need to put in that month of work if you’re serious about it, so you have to make sure the amount of money you’re hoping to get makes sense for the amount of time spent on the KS.

不管KS的大小/金额如何,我都会说,如果您认真对待它,则需要投入该月的工作,因此,您必须确保希望获得的收入能够赚到了解在KS上花费的时间。

I’m not sure about pitfalls specifically. It’s mostly about making sure you do all you can to get your project out there. One tip I can mention is to not be shy about contacting other indie devs and even big studios. Our Kickstarter got some visibility by the very awesome folks at inXile and Obsidian Studio for example.

我不确定具体的陷阱。 这主要是关于确保尽一切可能将项目交付那里。 我可以提到的一个秘诀是不要与其他独立开发人员甚至大型工作室联系。 例如,我们的Kickstarter获得了inXile和Obsidian Studio中非常出色的人的关注。

From my experience, small indie devs are usually very happy to help other indie devs and large studios with an indie style (or that use crowdfunding themselves) are also very friendly. Conversely, other large studios and very successful indie devs are extremely unlikely to ever respond to you. Still, you never know until you ask. 😊

根据我的经验,小型独立开发人员通常非常乐于帮助其他独立开发人员,而具有独立风格(或自己使用众筹的大型工作室)也非常友好。 相反,其他大型工作室和非常成功的独立开发者极不可能回应您。 但是,直到您提出询问,您才知道。 😊

SUPERJUMPOne of the hot topics among our readers is the various game engines and design platforms available to devs, and how each one fits certain game styles. Could you share which game engine you used to create Fell Seal, and why you chose it?

SUPERJUMP读者中的热门话题之一是可供开发人员使用的各种游戏引擎和设计平台,以及每种游戏引擎如何适合特定的游戏风格。 您能否分享您使用哪个游戏引擎来创建Fell Seal,以及为什么选择它?

PIERRE LeCLERCBefore Fell Seal, my own background was mostly in C, CPP and ASM (author’s note: ASM is Assembly language) and while I absolutely love making all my own libraries from scratch, I had done so in Black Sigil and the project ended up taking a very long time. For Fell Seal, I wanted to make sure the project would be much faster, so a “ready engine” was wanted from the start.

PIERRE LeCLERCFell Seal之前,我自己的背景主要是C,CPP和ASM(作者注:ASM是汇编语言),尽管我绝对喜欢从头开始制作我自己的所有库,但是我在Black Sigil这样做,项目结束了。花费很长时间。 对于Fell Seal ,我想确保项目更快,因此从一开始就希望有一个“就绪的引擎”。

We used Unity for Fell Seal. Mainly, I had used Unity in previous jobs and they released their new “2D Sprite system” roughly when we were planning Fell Seal, so I picked it up to “run some tests”. My tests quickly became some tools for our artist and then an engine for Fell Seal, so we went from there.

我们使用Unity来实现Fell Seal 。 主要是我在以前的工作中使用过Unity,并且他们在计划Fell Seal时大致发布了新的“ 2D Sprite系统”,所以我选择了它来“运行一些测试”。 我的测试很快成为了我们艺术家的一些工具,然后成为了Fell Seal的引擎,所以我们从那里开始了。

There are pros and cons to Unity, but from what I know of alternatives and what I’ve seen of Unity, I’m happy with our choice and I wouldn’t change it. As a personal suggestion though: if you’re a programmer, you should probably use Unity as a programmer would, rather than as a designer/artist would. Unity’s recommended ways of things and all of their framework is very targeted to designers/artists rather than programmers. Doing things that way makes for code that is less reusable and less robust than regular C# code would be (in my opinion, at least).

Unity具有优缺点,但是从我对替代方案的了解以及对Unity的了解来看,我对我们的选择感到满意,并且我不会改变它。 但个人建议:如果您是一名程序员,则可能应该像程序员那样使用Unity,而不是像设计师/艺术家那样使用Unity。 Unity推荐的事物方式及其所有框架都非常针对设计师/艺术家,而不是程序员。 这样做会使代码比常规C#代码具有更少的可重用性和鲁棒性(至少在我看来)。

SUPERJUMPOne of the things that has been lauded by reviewers is the plethora of difficulty settings you built into the game. Why was it important for you to offer such a granular set of options and sliders? Did it have a major impact on development in terms of time and resources?

SUPERJUMP评论家称赞的事情之一就是您在游戏中内置的过多难度设置。 为什么提供如此精细的选项和滑块对您来说很重要? 它在时间和资源上是否对发展产生重大影响?

PIERRE LeCLERCWhen we were designing the difficulty system, we quickly ended up with many granular settings that we wanted to be able to tune. You can see the whole game is designed that way, especially if you get into modding and want to change the game’s behavior. We have that large option text file where you can change hundreds of values one by one if you want to.

PIERRE LeCLERC在设计难度系统时,我们很快获得了许多希望进行调整的精细设置。 您可以看到整个游戏都是以这种方式设计的,尤其是当您进入改装并想要改变游戏的行为时。 我们有一个大型选项文本文件,您可以在其中随意更改数百个值。

Under the hood, all the difficulty settings were going to be granular anyways, so we decided to give the player the option to change them “1 by 1”, as well as with a global predefined way for ease of use. Adding the difficulty settings in itself took time and resources for sure, but I don’t think making them more granular impacted that in any meaningful way.

在引擎盖下,无论如何,所有难度设置都将是细粒度的,因此我们决定为玩家提供“ 1比1”更改它们的选项,并采用全局预定义方式来简化易用性。 当然,添加难度设置本身会花费时间和资源,但是我认为使难度设置更精细不会以任何有意义的方式对其产生影响。

Image for post
Source: Steam.
资料来源:Steam。

SUPERJUMPYou list on your website the people who helped on the game. I’m curious how small dev teams find artists, sound designers, etc that you bring in to help with certain aspects of the game. Are you posting on job boards, or do you have people you call on from your prior stops in the industry?

SUPERJUMP您在您的网站上列出了帮助游戏的人。 我很好奇小型开发团队如何找到您带来的艺术家,声音设计师等来帮助游戏的某些方面。 您是要发布在工作板上,还是有您先前在行业中停下来的人?

PIERRE LeCLERCIt’s a bit of everything. Our music composer worked on Black Sigil: Blade of the Exiled a long time ago, so I checked with him first, since we were very happy with his music on Black Sigil. Most of the artists were found through forums and websites. Some through a job posting, some by finding their resume. Some were recommended by other indie devs we talk to. I don’t think there’s a magical recipe for that one and it’ll keep on being a big part of every project to find the right people to help on it.

皮埃尔·勒克莱尔(PIERRE LeCLERC) 我们的音乐作曲家很久以前就在《 Black Sigil:The Exiled Blade》上工作,所以我首先与他核对,因为我们对他在Black Sigil上的音乐感到非常满意。 大多数艺术家是通过论坛和网站找到的。 有些是通过职位发布,有些是通过找到简历。 我们与之交谈的其他独立开发者推荐了一些。 我认为没有一个神奇的秘诀,它会继续在每个项目中扮演重要角色,以找到合适的人来帮助它。

SUPERJUMPI always wonder how a small team handles testing of their games, particularly one so complex and with all the variables yours has. What was your process like for making sure the game was ready to release?

SUPERJUMPI总是想知道一个小团队如何处理他们的游戏测试,尤其是一个如此复杂并且具有您所有变量的测试。 确保游戏准备发布的过程是怎样的?

PIERRE LeCLERCFor the most part, this is the main reason we went with an Early Access and with “Beta Tiers” on our Kickstarter: a large number of players are happy to play a game before it’s finished, to help the devs clean up issues and to get a chance to submit feedback when it’s the most likely to be impactful.

PIERRE LeCLERC在大多数情况下,这是我们选择抢先体验和Kickstarter上使用“测试版”的主要原因:许多玩家乐于在游戏完成之前玩游戏,以帮助开发者清理问题并有机会在最有可能产生影响时提交反馈。

The bulk of our testing was done that way. From the EA players and our Discord, we also formed a small “testing crew” unit, which helped us test more specific features and balance.

我们的大部分测试都是通过这种方式完成的。 通过EA玩家和我们的Discord,我们还成立了一个小的“测试人员”小组,这有助于我们测试更具体的功能和平衡。

There are pros and cons to an Early Access, but personally, I think a lot of devs could benefit from one, if only for the robust testing and feedback it brings. The amount of indie games I’ve seen that release with tons of bugs and instant (and often obvious) negative feedback about some UI/design elements is shocking. Most of that would have probably been avoided with an EA (or at least a large scale beta testing phase).

抢先体验各有利弊,但就个人而言,我认为许多开发人员可以从其中受益,即使仅仅是因为它带来的强大测试和反馈也是如此。 我所看到的大量独立游戏发布,其中包含大量错误以及对某些UI /设计元素的即时(通常是显而易见的)负面反馈,令人震惊。 使用EA(或至少进行大规模Beta测试阶段)可能会避免大多数此类情况。

SUPERJUMPThe game was published by 1C Entertainment. I think this is another aspect of game development that may be a mystery to many of our readers, so I’m wondering a bit of what is involved in finding and working with a publisher to take your game to market.

SUPERJUMP游戏由1C Entertainment发布。 我认为这是游戏开发的另一个方面,可能对我们许多读者来说都是个谜,所以我想知道在寻找并与发行商合作以将您的游戏推向市场时所涉及的内容。

PIERRE LeCLERCI certainly wouldn’t say I’m an expert on that front. So far, we’ve been very happy working with 1C though. Many devs want a publisher to help them shoulder the cost of the dev cycle, but between our savings and our KS, we never needed that, so we never actively looked for a publisher. Instead, publishers approached us after seeing the game on Kickstarter or our Steam page, etc.

PIERRE LeCLERC我当然不会说我是这方面的专家。 到目前为止,我们对使用1C感到非常高兴。 许多开发人员希望发布者帮助他们承担开发周期的成本,但是在我们的积蓄和KS之间,我们从不需要它,因此我们从未积极寻找发布者。 相反,发行商在Kickstarter或我们的Steam页面等上看到了游戏后才联系我们。

We were interested to work with a publisher mainly for the marketing, PR and distribution aspect. It’s not something we have experience with and I know it’s crucial to the whole process. For us, signing with a publisher was mainly a means of reducing the chances of “the whole thing not getting any visibility at all because we didn’t know what we were doing with PR, etc.” happening. Our publisher ended up also helping with videos, localizations, QA, VO and consoles, amongst many other things though.

我们有兴趣与出版商合作,主要在市场营销,公关和发行方面。 这不是我们有经验的东西,我知道这对整个过程至关重要。 对我们来说,与发行人签约主要是减少“因为我们不知道自己在做PR等事情而使整个事情完全不可见的机会”。 发生。 我们的出版商最终还提供了视频,本地化,质量检查,语音和控制台等方面的帮助。

I think many devs think their job is finished when they make the last art asset and compile the final build of their game. They have this idea of “build it and they will come”, but that’s very far from how things work. Making sure the game is visible to players is a huge deal and that’s an area where publishers have a lot more experience than most devs. That being said, it’s all about your resources and what your team excels at. If you have the funds to finish the project and you think you have experts that can handle the PR, marketing, launch visibility, perhaps you don’t need a publisher.

我认为许多开发人员认为,当他们完成最后的艺术资产并编译游戏的最终版本时,他们的工作就完成了。 他们的想法是“建造它,它们会来”,但这与事情的运作方式相去甚远。 确保游戏对玩家可见是一件大事,这是发行商比大多数开发者拥有更多经验的领域。 话虽如此,这一切都取决于您的资源以及您的团队擅长的领域。 如果您有完成项目的资金,并且认为您有可以处理PR,市场营销和发布可见性的专家,也许您不需要出版商。

Image for post
Source: Steam.
资料来源:Steam。

SUPERJUMPYou did what seems to be an incredibly ambitious thing with Fell Seal’s release, putting it out on four platforms (Steam and GOG, plus Xbox and PS4) at the same time. Add to that you had it localised in five different languages at the time of release. Was there a particular reason you did that, when many other studios opt for staggered releases on the various platforms?

SUPERJUMP您在Fell Seal的发行中似乎做了一件令人难以置信的雄心勃勃的事情,将其同时发布在四个平台(Steam和GOG,以及Xbox和PS4)上。 另外,您在发行时已将其本地化为五种不同的语言。 当许多其他工作室选择在各种平台上发行交错影片时,您是否有这样做的特定原因?

PIERRE LeCLERCOur publisher told us it would be a stronger release that way, so we just went for it honestly. With Unity, it was very simple to create a build for consoles and the game was designed with a controller in mind, so there were no major hurdles with console versions.

PIERRE LeCLERC我们的发行商告诉我们,这样做会发布更强大的功能,因此我们诚实地这样做了。 使用Unity,为控制台创建构建非常简单,并且游戏在设计时就考虑了控制器,因此在控制台版本方面没有很大的障碍。

SUPERJUMPWith the Missions and Monsters DLC now finished, what’s up next for the studio? Will you stay with the tactical RPG genre or explore something else altogether?

随着《任务与怪兽》 DLC的完成,工作室的下一步是什么? 您会保留战术RPG风格还是完全探索其他东西?

PIERRE LeCLERCWe’re still planning our next move. At this point, we’re leaning towards a new project. It’ll still be a RPG, most likely turn-based and probably some form of strategy game. But we’re still planning. 😊

PIERRE LeCLERC我们仍在计划下一步行动。 在这一点上,我们倾向于一个新项目。 它仍将是RPG,最有可能是回合制,也可能是某种形式的策略游戏。 但我们仍在计划中。 😊

Image for post
Source: Steam.
资料来源:Steam。

SUPERJUMPThank you very much Pierre for making time to do this interview with us. Best of luck on your future projects!

超级感谢您非常感谢Pierre,抽出宝贵时间与我们进行这次采访。 祝您未来的项目一切顺利!

PIERRE LeCLERCThanks a lot for checking our game everyone! 😊

PIERRE LeCLERC非常感谢大家检查我们的游戏! 😊

翻译自: https://medium.com/super-jump/getting-tactical-with-pierre-leclerc-creator-of-fell-seal-arbiters-mark-57a6178a2aa8

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