Surviving Mars是由《海島大亨》系列開發商Haemimont Games開發的新作,由Paradox interactive負責發行。遊戲將於2018年發售,登陸PC/Xbox One/PS4平臺。
By Boian Spasov from Haemimont Games
Hi, folks!
諸君大家吼!
I am back with the final dev diary for you this year, this time focusing on the human habitats and the lives of the colonists in Surviving Mars.
我給你們帶回來今年的最後一篇開發日誌(貴開發組的衛星一年也只放了三次啊……),這次將關注火星生存Surviving Mars中的人類殖民地和殖民者們的生活。
While setting up an automated colony staffed by the little drone guys can be a fun experience by itself, it also serves a larger purpose - paving the road for the first human settlements on the red planet.
雖然建立一個由小型無人機組成的自動化殖民地本身也是一個有趣的項目,但它也服務於更大的目的 - 為建立紅色星球上的第一個人類居住點鋪平道路。
But why would you need humans in your colony at all?
但是,說到底你的殖民地為什麼需要人類?
Thank you for the excellent question, Mr Skynet. The human colonists are required to perform many complicated tasks such as producing most of the advanced resources, managing complex underground mining endeavours and doing research. There are over 100 technologies, all unlocking new benefits for your colony. So, plenty of research to keep you busy!
Mr Skynet,謝謝你的精彩提問。我們需要人類殖民者來執行許多複雜的任務,如生產大部分高級資源,管理複雜工作例如地下採礦和研究。遊戲中有超過100種技術,都為您的殖民地帶來新的利益。所以,我們有大量的研究讓你忙個夠!
The flipside is that your colonists are somewhat more delicate than the lowly drones. They tend to need functional life support, for example. And they kinda like medical care,food, entertainment... To sum it up - you need some kind of habitable settlements protected from radiation, the harsh Martian climate, supplied with all the necessities and, ideally, at least a few of the luxuries, that your colonists may want. I present to you... the Domes:
另一方面,你的殖民者比低級無人機更加脆弱。例如,他們需要實用的生活支持。比方說醫療保健,食物,娛樂...總之,你需要一些人類居住區,保護其免於輻射和嚴苛的火星氣候,並為他們提供所有的必需品,理想情況下甚至可以有一些你的殖民者想要的奢侈品。因此,我們為你準備了——穹頂Domes:
Beautiful, aren't they? The Domes are, at least in my eyes, the most iconic pieces of art in the game. Inspired by the classic somewhat naive, somewhat optimistic retro sci-fi aesthetics, these points of light in the Martian night represent our idealized idea for the first human settlement on another planet.
它們很漂亮,對吧?至少在我眼中,穹頂是遊戲中最具標誌性的藝術作品。這個設計受到了古典的帶有稚嫩(naïve)氣息和樂觀主義的復古科幻美學的啟發,而火星夜晚的這些光點代表了我們對另一個星球上第一個人類定居的理想化的看法。
Our goal was not hard realism. Realistically, a manned colony on Mars would almost certainly beat least partially underground, and even if dome-like structures are employed,they would probably not look like our Domes. However, an underground colony will not be very appealing to live in, and we wanted to create a place that invokes the sentiment "Wow, I really want to leave Earth and go live there!"
我們的設定並不是很硬科幻。實際上,火星的住人殖民地幾乎肯定至少有部分是在地下的,即使採用了圓頂形的結構,也可能不像我們的穹頂。然而,一個地下的殖民地並不是很有吸引力,我們想創造一個引起這樣情緒的地方:「哇,我真的想離開地球去那裡住!」
Building utopia
建設烏託邦
Domes come in various sizes, but all of them are mega-structures meant to house other buildings. Most of the buildings related to colonists can be placed only under Domes - this includes living quarters, research labs, certain factories and service buildings. Domes are expensive constructions, and space underneath ispremium, so you are solving a spacial puzzle with every Dome you create.
圓頂大小各不相同,但都是巨型建築,用於容納其他建築物。與殖民者有關的大多數建築物只能放置在圓頂之下——這包括宿舍,研究實驗室,某些工廠和服務大樓。穹頂是昂貴的建築,下面的空間是昂貴的,所以你必須解決你建造的每個穹頂的空間利用難題。
Placing any building takes valuable space, and you have to maintain a careful balance between residences and workplaces. Food production, research and production of advanced resources can be distributed between Domes, but you can also create specialized Domes focusing on one particular gameplay aspect.
放置任何建築物都需要寶貴的空間,你必須在住宅區和工業區之間保持謹慎的平衡。食物生產,研究和高級資源生產可以分布在各個穹頂之間,但是你也可以創建專門的穹頂,專注於一個特定方面。
A dedicated farming Dome can feed a significant portion of your colony. A luxury service and residential Dome will provide comfortable conditions for the Colonists living inside, increasing their birth rate and morale. A mining Dome may be meant toservice nearby resource extractors, located just outside the Dome, providingplenty of living space for miners and the facilities to handle the stress caused by their work.
一個專門的農業穹頂可以餵養你很大一部分的殖民地。一個豪華的服務和住宅穹頂將為居住在內的殖民者提供舒適的條件,提高他們的出生率和士氣。採礦穹頂可能旨在服務位於穹頂之外的附近的資源採集器,為礦工和設施提供充足的生活空間,以解決他們的工作帶來的壓力。
The monumental central structure in a Dome is called a Spire. Most Domes can have only one single Spire, but the Spire grants a powerful benefit to the entire Dome,specializing it even further in a chosen direction. An Arcology provides residential space for numerous colonists, a Water Reclamation System recycles vital H20, while a Network Node boosts all research conducted in the Dome.
穹頂巨大的中央結構被稱為尖塔Spire。大多數穹頂只能有一個單一的尖塔,但是尖塔給整個穹頂賦予了一個強大的加成,在一個選定的方向上進一步專門化:一個完全環境都市Arcology為眾多殖民者提供住宅空間;一個水回收系統Water ReclamationSystem回收至關重要的H20;而一個網絡節點Network Node則能夠加速在該穹頂內進行的所有研究。
Livin' the Mars life
在火星過日子
So, we've already established that you will need Colonists to keep many of your buildings operational. It is good to keep in mind that some of your Colonists have individual specializations that allow them to perform much better in certain workplaces. To get the most of your buildings, you will have to either cherry pick the needed specialists from Earth or secure a way to train them in the Colony. Generally, workers are assigned to their workplaces automatically, but you have the tools to micromanage their assignments and work shifts if you wish.
所以,我們已經確定你需要殖民者來保持你的許多建築的運作。請記住,你的一些殖民者擁有個人專長,使他們在某些工作場合表現得更好。為了充分利用你的建築物,你必須從地球精心挑選出需要的專家,或者確保你有在殖民地培訓專家的方法。一般來說,工人會自動分配到工作場所,但是如果你願意的話,你可以使用工具對工作分配進行微觀管理或按照你的意願轉換工作。
The current condition of any individual colonist is represented by four key stats - Health,Sanity, Comfort and Morale. Letting any of this drop too low has negative consequences. Colonists at low Health can't work, and if their Health depletes,they will die. Colonists with no remaining Sanity will suffer mental breakdowns and may gain negative traits such as alcoholism or gambling addiction (more on traits - below). Colonists at low Morale may become Renegades and start causing trouble in the Colony. Conversely, high stats may grant positive effects - for example, citizens with high Comfort are more inclined to have children.
任何單個殖民者的當前狀況都由四個關鍵數值表示——健康,理智,舒適和士氣。任一數值的下降都會帶來負面的後果。低健康的殖民者不能工作,如果他們的健康耗盡,他們將會死亡。San值低的殖民者將遭受精神崩潰,並可能獲得負面的特質,如酗酒或賭博成癮(更多的特質會在下文提及)。低士氣的殖民者可能成為叛逆,並開始在殖民地製造麻煩。相反,高數值可能會帶來積極的影響——例如,舒適度高的公民更有可能生孩子。
Unlike the drones in the automated colony, your colonists are not created equal. Each possesses a different set of traits with each trait granting some different effect to the colonist. A hardworking colonist performs better at his workplace while an idiotmay cause a catastrophic malfunction, shutting down the building. Some traits are exceptionally rare and may benefit the colony as a whole - having a Celebrity will secure additional funding from Earth, as long as the said Celebrity survives on Mars.
與自動化殖民地的無人機不同,你的殖民者並不是整齊劃一的。每一個殖民者都具有不同的特質,每種特質都賦予殖民者不同的效果。一個勤勞的殖民者在他的工作場所表現更好,而一個白痴可能會導致災難性的故障,導致大樓關閉。有些特質非常罕見,可能會使整個殖民地受益匪淺——一個所謂的名流Celebrity能夠確保殖民地從地球獲得額外的資金,只要其能夠在火星上生存下來。
Just as a teaser,here are few more example traits with their current in-game descriptions:
作為一個預告片段,這裡列出了一些特質和當前遊戲開發版本中的描述:
Survivor - Loses less Health without food, water, oxygen or when living in an unpowered Dome
生存家——在缺少食物、水、氧氣或是在缺乏電力的穹頂中生存時失去更少地健康值;
Nerd - Gains a temporary Morale boost every time a new technology is researched
書呆子——每研究一項新技術時,都會獲得暫時性的士氣提升;
Hypochondriac - Will randomly visit Medical buildings and take Sanity damage if unable to do so
疑病症患者——會不定期訪問醫療建築,如果無法做到將會降低理智值;
Chronic Condition - Loses Health each day
慢性病——每日都會損失健康值;
Guru (rare trait) - Randomly spreads other traits of this colonist to persons in the same Dome
宗師(稀有特質)——隨機傳播該殖民者的其它特質給同一穹頂內的殖民者;
As your colony grows, you will gain the options to cultivate certain desirable traits and treat some of the negative ones. And no, the definition of treatment doesn't include setting up domes without Oxygen supply and encouraging the colonists with the undesirable traits to move there. You monster! :p
隨著你的殖民地的成長,你將能夠選擇培養某些理想特質,並治療某些負面的特質。不,治療的定義不包括建造沒有氧氣供應的穹頂,並鼓勵有不良特質的殖民者搬到那裡。你這個怪物!:p
You can filter the traits and specializations of colonists coming from Earth (but not of children born on Mars), as well as the individual Dome populations - if you want to create a Dome populated by Fit Middle-Aged Survivors and Sexy Nerds, you have the tools! You can even find some perfectly valid in-game rationalization to do so. Probably.
你可以篩選來自地球(但不是在火星上出生的孩子)的殖民者的特質和專長,以及單個的穹頂人口——如果你想創建一個人口只有健康中年生存者和性感書呆子的穹頂,你有工具!你甚至可以找到一些完全有效的遊戲中的合理手段來做到這一點。大概。
As you can see, I love the traits and their effects - it is a wonderful, expandable system thatwill only get richer as we continue to work on the game.
正如你所看到的,我喜歡這些特質和它們的效果——這是一個非常好的,可擴展的系統,在我們繼續開發遊戲的過程中會變得更加豐富。
That's all for today's diary! Thank you for reading and have a wonderful holiday! See you in 2018, when I plan to write about something very mysterious.
這就是今天的開發日誌啦!感謝你讀完並祝你有個愉快的節日!我們2018年再見,我計劃那時來寫一些非常神秘的東西。
*****
Thanks to Boian fo ranother awesome Dev Diary - just tacking this on as I think it will also be ofinterest... :)
感謝Boian寫了這麼一篇這麼棒(但是相當划水)的開發日誌——順帶我也認為這是有益處的…… :)
Surviving Mars willbe out in SPRING 2018
火星生存Surviving Mars將在2018年春季發布(ComingSooooooooooooooon!)