今天心情好,多写几篇。
访谈在这里:http://www.gamasutra.com/php-bin/news_index.php?story=20974
解读在这里:
前期工作,主要是技术验证:Dave communicates through prototypes. He needs to get his brain fluff distilled into technical demonstrations.
给发行商的demo,未必一定要好看,但必须好玩。事实证明LBP的玩法的确是有趣的。Evans showed some videos of the very first demo pitch to Sony -- primitive compared to the final game, but featuring recognizable highlights. Small touches of animation -- the way the character's head bobbles, for example -- and the realtime physics system belie Little Big Planet's humble beginnings. The combination of simple physics and platforming are completely consistent with the shipped product.
玩家玩游戏好玩才是首要的。开发游戏和正确的人合作才是首要的。The four founders of Media Molecule strongly believed that great games do not require huge teams to be competitive... In Evans' opinion, the quality of the outcome can be traced directly to the quality of the individuals comprising the team -- so finding good people is key.
优秀的团队,不代表不需要管理和激发。"Content is important," Evans said. "These first renders taught our team that communication of process was absolutely essential."
带有UGC特性的游戏,通常会遭遇这样那样的疑问,有些甚至是创作者自己的。这时候你需要一个清醒的认识。Even within Media Molecule's own team, there was initially an uncertainty about what, exactly, they were developing on the spectrum between "game" and "creation tool."
嗯,我相信如果Evans会作为GDC09的speaker,那场session一定又是许多人跪坐着。。。
由于实在忍受不了vi,又没有信心搞定长久弃用的emacs,还是决定使用Code::Blocks。。。既然有了vnc,C::B用起来已经算不错了。特别感动的还有intellisense,好开心...
只是CB要使用自己的Makefile,以及第三方编译器/debugger,过程就显得巨痛苦。。。结论是放弃在CB IDE中进行build,还是使用命令行make,弃用所有CB的编译设置。但debugger可以集成进IDE,不过就是找debugger位置、改设置、重启CB、再改target name、再重启这样而已……后来又发现IDE中进行debug,用键盘快速step over的话会在编辑器中的文件里加上一个乱字符…………= =!
不过C::B,我很知足啦~