欢迎来到 Tinto Talks 的第二周,我将在这里谈论我们新的绝密游戏的设计,我们将其称为“凯撒计划”。今天我们将深入探讨大家最喜欢的话题——地图!
在我们过去的大多数游戏中,我们都使用省(province)这个词来表示地图上最小的一块瓷砖。然而,这并不真正适合我们为这款游戏所做的地图设计,因为我们的地图更加精细,人们与现实世界省份的联系并不适合。因此,我们使用了我们在旧的Europa引擎中制作的第一款游戏里的瓷砖在代码中使用的术语,即“地点(location)”。
现在您可能想知道,为什么我们要在这样的地图上采用如此精细的粒度?嗯,这完全是游戏玩法驱动的,使和平时期的深度参与游戏成为可能,更好地控制游戏节奏,以及允许更有趣的军事战役。
第三个是我们所说的“无法通行的荒地”,它可以用来形容撒哈拉沙漠、格陵兰岛或其他至今几乎无人居住的地方。我们还将这些类型用于覆盖海洋的大部分水域。
这些对游戏的实际影响是什么,我们稍后会讨论……抱歉。
Welcome to the second week of Tinto Talks, where I talk about the design we have for our new top secret game, which we refer to as “Project Caesar.” Today we’ll delve into everyone's favorite topic, MAPS!
让我们从为新游戏选择的地图投影开始。过去我们使用过墨卡托或米勒投影,正如你们都知道的那样,它有一些严重的缺点。由于我们仅考虑使用圆柱形地图,因此我们必须选择其中最不坏的,这就是我们使用高尔立体投影的原因。
Let's begin with the projection we chose for this game. In the past we have used the Mercator or Miller projection which has some severe drawbacks, as you are all aware of. As we are restricted to a cylindrical map, we had to pick the least bad of them, which is why we went with the Gall Stereographic projection.
为什么这个投影比较好呢?嗯,它使我们最关心的地区(中纬度地区)变得更大,但又不会使两极过大或赤道过小。它还具有合理的等角形状,这意味着大陆的形状最接近其真实面积和角度,而不会牺牲其可识别的形状。
Why is that one good? Well, it keeps areas we care most about, those in the middle latitudes, bigger without making the poles ridiculously oversized or the equator too undersized. It also has a reasonable conformal shape, meaning that the shape of the continents stays the closest to their real areas and angles without sacrificing a recognizable shape of them.
在我们过去的大多数游戏中,我们都使用省(province)这个词来表示地图上最小的一块瓷砖。然而,这并不真正适合我们为这款游戏所做的地图设计,因为我们的地图更加精细,人们与现实世界省份的联系并不适合。因此,我们使用了我们在旧的Europa引擎中制作的第一款游戏里的瓷砖在代码中使用的术语,即“地点(location)”。
In most of our games set in the past, we have used the word of province for the smallest piece of clay on the map. However, with the map design we are doing for this game, it does not really thematically fit, as the map is more granular, and what people associate with a real-world province would not fit. So we went to a terminology we had used in the code since the first game we made in the old Europa Engine, which was “Location.”
所以现在我们最小的细分被称为一个地点,而一组地点是一个省,一组省份是一个地区(areas),一组地区称为一个大区(region),一组大区称为次大陆(subcontinent),一组次大陆称为大陆(continent)。
So now our smallest subdivision is referred to as a Location, while a group of locations is a Province, and a group of provinces is an Area, and a group of areas is called a Region, and a group of regions is called a Subcontinent, and a group of subcontinents is called a Continent.
如果我们以 Paradox Interactive 为家,它位于我们的地点“斯德哥尔摩”,位于“乌普兰”省,位于“斯维兰”地区,位于“斯堪的纳维亚”大区,是“西欧”次大陆,即“欧洲”大陆。
If we take the home of Paradox Interactive, it’s located in our location ‘Stockholm,’ which is in the province of ‘Uppland,’ which is in the “Svealand” area, which is in the “Scandinavia” region, which is part of the “Western Europe” sub continent, which is in the “Europe” continent.
现在您可能想知道,为什么我们要在这样的地图上采用如此精细的粒度?嗯,这完全是游戏玩法驱动的,使和平时期的深度参与游戏成为可能,更好地控制游戏节奏,以及允许更有趣的军事战役。
Now you may wonder, why did we go with such granularity on a map like this? Well, this is entirely gameplay driven, from making a deep engaging gameplay peacetime possible, to better controlling the pacing of the game, and also to allow for more fun military campaigns.
我们试图让省份在边界方面尽可能具有历史性,同时努力保持地点的大小一致,从最小到最大的顺序或多或少有规律地进行,根据我们的经验法则,一个地点与相邻的地点相比,像素数不应超过 3 倍。
We have tried to make provinces as historical as possible when it comes to borders, while trying to keep the size of the locations consistent, with a more or less regular progression from the smallest to the biggest, with our rule of thumb is that a location shouldn't have more than 3 times the number of pixels compared to a neighboring one.
那么整个地球是不是被分成了太多小地方呢?不,因为我们有 4 种类型的地点,对于这些类型,我们从《Imperator》和《Victoria 3》的地图中获得了大量灵感。
So is the entire globe then divided into lots of tiny locations? No, as there are 4 types of locations, and for these we have taken heavy inspiration from the maps of Imperator and Victoria 3.
第一种类型的位置尺寸更为统一。对于陆地地点,这将是可以定居的正常地点,而对于海上位置,这将是沿海地点,或与沿海地点相邻的任何地点。
The first type of location is of the more uniform size. For a land location this would be the normal location that can be settled, and for a sea location, this would be a coastal sea location, or any location adjacent to a coastal sea location.
第二种是“海流(sea current)”位置,它将沿海地区相互连接起来,允许在一个方向上更快地行驶。
The second type is the “sea current” locations, which connect coastal areas with each other, allowing travel faster in 1 direction.
第三个是我们所说的“无法通行的荒地”,它可以用来形容撒哈拉沙漠、格陵兰岛或其他至今几乎无人居住的地方。我们还将这些类型用于覆盖海洋的大部分水域。
The third is what we call an “impassable wasteland,” which can be used to describe parts of Sahara, Greenland, or other places where hardly any people live even today. We also use these types for the majority of the water covering the oceans.
最后,我们有了目前所说的“通道(passages)”。这些是任何人都无法定居的陆地地点,但仍然可以被军队穿越,并有一些疯狂的严重消耗,或者允许贸易通过。想想穿越撒哈拉沙漠的通道。
Finally, we have what we currently call “passages.” These are land locations that can not be settled by anyone, but can still be traversed by an army, with some insanely heavy attrition, or allow trade to pass through. Think of passages across the Saharan desert.
说到沙漠...在我们的很多游戏中,我们将每个省份定义为具有单一地形值,例如森林、苔原或沙漠。这是相当有限的,因为最终你会得到一大堆复杂的东西,比如“北极森林山”或“沙漠山”。我们在凯撒计划中所做的就是深入研究我们在《维多利亚 2》中是如何做到这一点的,我们将地形分为地形和植被,并进一步研究。现在我们在每个地点有 3 个不同的值:
Speaking of desert... In a lot of our games we define each province as having a single terrain value, like Forest, Tundra, or Desert. This is rather limiting because eventually you end up with a huge list of complex things like “Arctic Forested Hill” or “Desert Mountain.” What we have done in Project Caesar is to take a deep look at how we did this in Victoria 2, where we had split terrain into topography and vegetation, and take it further. Now we have 3 different values in each location:
- 气候 - 包括干旱、北极、大陆等气候。
- 地形 - 平地、丘陵、山脉等。
- 植被 - 森林、树林、农田、沙漠等。
- Climate - Includes things like Arid, Arctic, Continental, etc.
- Topography - Flatland, Hills, Mountains etc.
- Vegetation - Forest, Woods, Farmlands, Desert, etc.
What the actual gameplay impact of these is, we’ll talk about much later… Sorry.
下周我们将回来讨论一些可能相当有争议的事情……
Next week we’ll be back talking about something that could be rather controversial…
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