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  • Every year, we get a lot of requests to do sponsored shows

    每年 我們都會收到很多贊助節目的邀請

  • and we end up turning the vast majority of them down.

    但我們幾乎都拒絕了

  • But every once in a while,

    但有時候 也會有人提供一些很有意思的合作主題

  • somebody approaches us and suggests something really interesting,

    比如我們曾做過的布匿戰爭系列

  • like those Punic Wars episodes we did.

    經常是他們拋出這個想法

  • It's usually something that, as soon as they pitch the idea,

    我們全都想「天啊,我們怎麼沒想到呢?」

  • we all go, "Wow, why didn't we think of that?"

    最近,Unity 的朋友提出讓我們做一個系列

  • Well, recently, the folks at Unity asked us to do a series on

    「製作你的第一款遊戲」

  • creating your first game.

    老實說,我很驚訝我們居然沒做過這個系列。

  • Frankly, I'm actually shocked we haven't addressed that before now, so

    所以,是時候補完啦!

  • time to fix that!

    事實是,我見過太多的人

  • The truth is, I have run into too many people

    在某一個時刻決定要做遊戲

  • who at some point decided that they wanted to make games.

    然後他們找了一款引擎,然後開始鑽研

  • And they picked up an engine, and they started diving in

    然後在第一款遊戲面世之前就放棄了

  • and they quit before they ever finished their first game

    因為這個過程實在是讓人抓狂

  • because the experience was just frustrating.

    令人感到束手無策

  • It seemed like it was going nowhere.

    我不確定我們是否能夠幫上忙,但是

  • And I don't know if we can help, but

    我們團隊還是有許多製作經驗的

  • this team has quite a lot of collective game-making experience,

    希望我們的建議 能讓你們避開常犯的錯誤

  • so hopefully some of our advice here will help you avoid the common pitfalls.

    第一個需要注意的事情

  • The first thing you're gonna wanna be careful about

    是「規模」

  • is scope.

    很多、很多人,選了引擎就想做出他們玩過的大作

  • Many, many people pick up a game engine dreaming of making the types of games they play.

    不幸的是,這基本上是不可能的

  • Unfortunately, this often just is not possible.

    像是戰神、最終幻想這樣的遊戲

  • Games like God of War or Final Fantasy

    是至少40人的團隊的作品

  • are made by teams of at least 40 people,

    有時候遠遠超過40人

  • sometimes way more than 40 people

    至少還要製作好幾年

  • over the course of several years.

    即使你非常厲害並且畢生投入開發

  • Even if you're just amazing and you throw your whole life into creating your game,

    你也做不出像戰神或最終幻想的遊戲

  • you're not gonna make a God of War or a Final Fantasy.

    而且差得遠,特別是在處女作的情況下

  • Not even close, and especially not on your first attempt.

    實際上,它甚至無法達到超級瑪利歐兄弟的水準

  • Truth is, you're not even gonna create something like Super Mario Bros. as your first game.

    你 「可能」 做出超級瑪利歐兄弟的其中一關

  • You *may* create like, 1 level's worth of Super Mari Bros.

    但這就算很高的目標了

  • but even that's kinda pushing it.

    你的第一款遊戲的目標,應該是做出一些可玩的東西

  • Your goal with your first game should be to get something built that you could actually play,

    即使風格很粗糙,越快越好

  • even in the most rudimentary fashion, as soon as possible.

    把第一款遊戲當成你的練習,而不是傑作

  • Think of your first game as a learning exercise, not your master work.

    如果以一個很大的工程起步,你甚至會無從下手

  • If you start with a huge project, you'll find that you don't even know where to begin

    你會被困在枝微末節的細節上

  • and you'll get bogged down doing little bits and pieces that have no tangible result,

    還會讓你覺得自已在原地踏步

  • and it will seem like you're not making any progress at all,

    也有可能遇見超出能力的障礙

  • and you'll hit roadblocks that you don't know how to overcome,

    就連自己接下來該做什麼都不知道

  • simply to be left flailing for what to even work on next

    相信我,簡單就好

  • Trust me, Keep It Simple.

    如果你的處女作最後看起來

  • If your first attempt at making a game turns out to be

    就是一個有著粗糙碰撞的平臺跳躍遊戲,還花了你三周

  • a one room platformer with bad collision that you took three weeks to build,

    為自己感到自豪吧!因為你做了,還把它完成了

  • be proud of that, because you built it. You actually got it done.

    你製作了一款遊戲!

  • You made a game.

    這已經是大多數人都做不到的了

  • That's more than most people ever manage.

    玩起來吧,並且介紹給你的朋友

  • So play it, and show it to your friends

    別擔心他們會無法理解或者挑刺因為他們還在想著哪些

  • and don't worry when they don't understand it or are critical because they're still thinking in terms of

    他們習慣玩的3A大作

  • the big budget games they're used to playing.

    「你」知道你花了多少工夫在這款遊戲上

  • *You* know how much work went into making that game,

    更重要的是,你知道你下次會做的更快更好

  • and more importantly, you know that next time you'll be able to do it even better and faster.

    很快,其他人就會想玩你的遊戲了

  • Soon, you'll be building games that people are asking you to let them play.

    第二點,必須記住的是

  • Second thing to keep in mind,

    我知道這聽起來很怪

  • (and, I know that this is gonna sound weird but) don't go into your first game with a specific idea.

    不要抱著某個明確的想法去做第一款遊戲

  • Learn what you can do, and design around that.

    瞭解你能做些什麼,然後基於那些來設計

  • Don't lock yourself into an idea and beat your head against it for weeks or months.

    不要把自己局限在某個想法裡然後日復一日地和它糾結

  • Instead, learn a few tricks

    取而代之的是去學習一些小技巧

  • watch a few tutorials, then start working towards something you're pretty sure you can build.

    看幾個教程,然後開始做一些你確定你能實現的

  • It's okay if there are still a few parts of it you have no idea how to even start to do

    即使有部分你想不出怎麼做也沒關係

  • but make sure it's only a few parts when you're breaking your projects down and planning things out.

    只要確保在分析專案後這些只是一些邊邊角角

  • Which, of course, brings us to tutorials.

    自然而然地,說到教程

  • Any major engine has tons of people who happily make tutorials about pretty much everything.

    任何一款主流引擎都有無數人願為幾乎任何內容做教程

  • Go find them. Watch them. Study them.

    去找,去看,去學

  • Then, if you're stuck or if you can't find an answer to your question, just ask.

    然後,如果你遇到困難或找不到問題的答案,提問就行

  • You'd be shocked at how many people are happy to help you through things

    如果你在論壇中問你的問題或在留言板上提出你的想法

  • if you just post on a forum or throw your thoughts onto the message boards.

    你會為有多少人熱心相助而吃驚的

  • And don't be afraid of coding.

    以及,不要害怕程式設計

  • Lots of people say that they can't code, but if you design your game right,

    很多人說他們不會程式設計,但是如果你的設計合理

  • you would be shocked at how little coding you actually have to do to get something done.

    你會驚奇地發現解決問題需要的代碼居然如此之少

  • It's a small enough amount that any of you out there watching this right now *can* handle it.

    小到對在場任何一位觀眾來說都是小菜一碟

  • Again, just start small, keep it simple.

    在次強調,保持遊戲的小和簡單

  • You'll learn as you go, and here especially there are plenty of sites out there that'll help get you started.

    你會在過程中學習,而且現在有許多網站都能幫你入門

  • StackExchange is a fantastic place to look if you have questions.

    StackExchange 是一個解決問題的絕佳去處

  • Which leads us nicely into one of the big ones:

    很自然地我們接下來聊聊一條準則:

  • Design your game around *your* skills.

    量 “力” 而行

  • Part of understanding your scope is understanding your resources and, in this case, *you* are your resources.

    瞭解你的局限就是了解你的資源

  • Are you a great artist but you've never coded in your life?

    在這個情景下,你的資源就是你自己

  • In that case, have your game lean on your art skills

    你是一個從來沒碼過一行代碼的藝術大師?

  • while pushing you just enough on the code side that you learn some new things.

    那就把你的遊戲重心放在藝術表現上

  • Are you somebody who can't draw or model or animate?

    同時也要給自己一些程式設計的壓力來促使自己學習

  • That's alright. There are plenty of games out there that get away with what you'd call minimum graphics.

    你對畫畫、建模、動畫一竅不通?

  • Accept that, and embrace it as part of your design.

    沒有關係,很多遊戲以極簡畫風而面世

  • Constraints force us to be creative.

    接受、吸納它成為你的一部分吧

  • And if there's something you really just *have* to have,

    限制使我們充滿創造力

  • if there's some coding task or some piece of art that you game just can't live without

    如果真的有什麼是你覺得 “不可或缺“ 的

  • but you just don't have the chops to do it yourself, go to the asset store.

    比如一些程式片段或者藝術效果

  • There is an amazing amount of stuff that you can get there for next to nothing.

    也沒有必要全部親力親為,去素材商店看一看

  • James just talked to a professional studio that picked up their entire voice chat code from the asset store

    那裡有多到嚇人的素材而且近乎免費

  • for less that it would've cost them all to go to the movies.

    James 剛和一個專業工作室有過交流

  • James really wishes he had this sort of thing when he started out working in games. So take advantage of it.

    他們從素材商店裡獲取了它們整套的聲效代碼

  • Finally, don't give up.

    這省下的錢都能夠他們全員去看一次電影了

  • There is a lot of life that's gonna get in the way.

    James 想要是他開始做遊戲的時候就有這些就好了

  • Most people start out doing this between juggling a job or a full school schedule

    所以物盡其用吧!

  • and it's very, very easy to let days and then weeks pass before you get back to working on your game.

    最後,不要放棄

  • It's gonna be a struggle at first, no question.

    有很多活動可能造成干擾

  • I wish I had more comforting words for you, but all I can say is that most things worth doing are a struggle.

    大多數人在創作的同時也忙於工作或者全日制學校課程

  • and if you stick with it,

    這非常,非常有可能讓你的遊戲計畫被擱置數天到數周

  • maybe one day you'll have the option to make games *instead* of having to do all that other stuff.

    毫無疑問,剛開始的時候這會是一種折磨

  • But that's it for the basics.

    我希望我有更溫和的方法來描述

  • I know that was all broad, basic stuff that most of you probably already knew

    但是我可以說所有值得做的事都是折磨的

  • but I think it is important to start there, because when you're deep in the process of making a game,

    如果你堅持住了

  • it's often that real high level basic stuff that people forget.

    或許有一天你會有選擇能以遊戲製作 ”代替“ 其它瑣事

  • But, join us next episode for more of the practical nuts-and-bolts of making your first game.

    但是這些都是基礎

  • See you next week!

    我知道這些都是寬泛、基礎的東西

Every year, we get a lot of requests to do sponsored shows

每年 我們都會收到很多贊助節目的邀請

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A2 初級 中文 美國腔 遊戲 教程 製作 代碼 素材 程式

製作你的第一款遊戲.基礎知識 - 如何開始你的遊戲開發 - 額外獎勵基礎知識--如何開始你的遊戲開發--額外獎勵 (Making Your First Game: Basics - How To Start Your Game Development - Extra Credits)

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    ping 發佈於 2021 年 01 月 14 日
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