《暗黑破坏神 3》将采用45度斜视角

发布时间:2024-12-16 06:39

  大家是否还记得《暗黑》系列的游戏视角是45度斜视角?不过现在熟悉网游的玩家不一定习惯这样的方式,在论坛上,有人向B大提议使用可拖曳的视角。结果B大如何解释?看蓝帖吧:

Bashiok:

  Its a fixed camera. Back when we announced the game we had our dialogue interaction set up where the camera would zoom in, and youd see the characters up close and theyd talk to each other in this zoomed in view. We threw that out a long time ago though just because it was too intrusive, it stopped the game, pulled you out of the action, and just felt like too much. There was also a point where we zoomed in on the character in one of the videos to show some attack animations and item switches better, but thats not a feature of the game.

  The camera doesnt zoom or tilt or rotate, its a fixed camera.

  游戏视角将是固定的。在我们公布游戏的时候,在游戏进行对话剧情的时候,镜头是会被拉近的,这样的话你可以更清楚地看到游戏角色以及可以看到他们对话时的细节。不过这种可变视角我们已经将它抛弃很久了,因为它给游戏带来了干扰:他打断了游戏,使你的游戏节奏被打乱,而且总给人游戏过程很拖沓的感觉。不过在游戏中的确是有个特点的点位可以让你拉近镜头的,这样可以更好地展现人物的装备以及攻击动作,不过那个不是游戏的特色之一。

  再次强调,视角不会拉伸,不会倾斜,不会旋转,它是固定的。

  Its kind of fun to watch people that have never played a Diablo game before, or its been a long time. They immediately go for the WASD keys, and when those do nothing they then try holding down the right mouse button to rotate the camera. Sometimes by accident theyre reminded its click to move.

  Its just not a control scheme and camera angle that are used a lot these days, theres maybe been a handful of games in the past five years that qualify as isometric arpgs? So anyway, props to all those games and the developers keeping the style alive. Were continuing the tradition, proudly, because we feel its the best way to present a sequel in the Diablo franchise.

  看那些从未玩过或很久没玩暗黑系列的玩家来玩暗黑是一件很好玩的事。他们会马上按WASD这四个键,发现没动静的时候,他们就会去按住鼠标右键旋转视角。有时因为这种操作,他们才会发现通过点击鼠标可以对人物的移动进行操纵。

  当然,这并非是现在才有的控制方式和镜头视角,在过去五年间有不少类似的45度斜视角的ARPG游戏吧?因此,不得不感谢一下这些游戏及其开发者,是他们让这种风格存续至今。我们自豪地延续这种传统,因为我们觉得这是展现[暗黑]系列最好的方式。

网址:《暗黑破坏神 3》将采用45度斜视角 http://c.mxgxt.com/news/view/211505

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