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♬Welcome to the Afterlife~♬ 欢迎回到来世,老板!
来自西蒙的笔记
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2024-02-28更新
最新编辑:叔大奥尼
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更新日期:2024-02-28
最新编辑:叔大奥尼
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来自西蒙的笔记
新闻__2022年3月22日周二@01:25 HKT
各位好!我是西蒙,《祝你好死》的游戏设计负责人。
第一件事,同时也是最重要的事情,感谢你们每一个进入了游戏,并给予我们如此热情欢迎的人。看到你们如此喜爱游戏,并享受探索死亡股份有限公司的地下世界时,我们简直没法更高兴了!
就像你们很多人看到的,梅雷迪斯和我都非常希望与你们讨论各类Bug和问题反馈,同时给你们一些轻微的剧透。我们在Steam和论坛上翻阅了你们所有的反馈,所以今天我们想回复一下你们反馈中的一些主要问题,并讨论一下我们未来游戏的发展上的方向。
首先,除了一些Bug:自从03月08日开启抢先体验版后,我们发布了数个热更新,修复了那些最显著的问题,包括以下这些:
- 几个崩溃问题 = 完全是Bug。我们以最快的速度修复了这些问题,并继续进行审查。
- 控制器无法识别 = 一个非常狡猾的漏洞,我们也已经修复。
- 法术方向的一些问题 = 我们注意到,有时候玩家施放法术时方向会出错,常见于冲刺之后。所以我们修复了一个与之相关的Bug,并在添加了一些新的功能(可在选项内关闭),当敌人位于角色后方时,可帮助玩家自动转向。
- 以及非常多的其他Bug!当然你也看到了,我们会持续发布热更新,直到这些Bug全部被轰杀至渣!
然后,让我们讨论一下你们的反馈:
治疗体系以及灵魂 = 许多玩家在单次进度中,无法获得足够的治疗。
许多人期望肉鸽游戏能够做到这一点(猜测指得足够的治疗——叔大奥尼备注),但仍然觉得系统非常依赖随机性,这是一个公平的说法。为了修正这点,我们将会引入几个机器,为玩家提供更灵活的选择。这个牵涉到在一些特殊房间加入新的工具/游戏元素。接下来我们还会鼓励玩家贪婪的用普通灵魂来换取金色灵魂。这两个功能点正在团队内讨论。请让我们了解你们的想法!
关卡缺乏探索性 = 这是一个棘手的问题,因为这是2D横向卷轴系统的一个缺点。一些人期望有更多的平台跳跃或是银河城元素,但我们的游戏的焦点是战斗。不过,我们依然有一些点可以优化。首先是密室:这是一个高优先级的功能点,但这玩意会需要一些工作量。这是为什么当前版本暂时没有这个功能的原因,但让每一关都有一些宝藏去寻宝,一直是我们的目标。接下来,在未来的更新里会有一些更惊喜的功能点,但我现在暂时还不想剧透。
最后,下一各更新内容将会在4月上线!里面包含了很多质量上的变化,比如在几个关卡有了新的魂吏。我们的主要目的是让玩家经常性的感到惊喜,对阵各种各样的敌人,面对更多的挑战,制定不同的战斗策略。我们会不断的添加新的内容,让第一世界的内容更充实,更具重复可玩性。
以上就是今天我要分享的信息,也敬请各位留意我们的更多信息,以及再次感谢各位玩家们。
是时候再来一杯加啡了。:)
干杯!
西蒙(魔设室)
A Note from Simon
Hello everyone! I'm Simon, Lead Game Designer on Have a Nice Death.
First and foremost, thank you to everyone that has played the game and given us such a warm welcome. We couldn't be happier to see you enjoying our game and having fun experiencing the underworld of Death, Incorporated!
As you may have seen, Meredith and myself have hopped in to chat with many of you to discuss bugs & feedback, as well as give you light teasers of what's to come. We have read ALL of your feedback here on Steam and Discord, so today we wanted to respond to many of your primary points of feedback, and talk about where we want to take the game in the future.
First, to address some bugs: Since our Early Access release on March 8th, we've released a number of hotfixes that fixed the most outstanding issues you've seen, including the below:
- Several crashes = Completely a bug. We are fixing all of them as quickly as we can and continuing our investigation.
- Controller not being recognised = A very sneaky bug that we have also fixed.
- Issue with spell direction = We noticed that sometimes players could launch a spell in the wrong direction, mostly right after a dash. So we have fixed a bug that touched that and we have added a new feature (that can be disabled in option) to help players auto-flip when an enemy is behind you.
- And many more bugs! But as you may have seen, we'll continue releasing hotfixes until they're all squashed!
Next, let's talk about your feedback:
The healing system & Anima = A lot of players feel they do not get enough healing in a run.
Many expect that from a roguelike game, but still feel like the system is very RNG dependent, and that is a fair statement. To address that, we're going to introduce several mechanics to offer more flexibility to players. This will probably include a new tool/gameplay element in some special rooms. Next we might introduce a feature that encourages players to be greedy by rewarding them with Pure Anima in exchange for normal Anima. Both of these features are being discussed with the team. Let us know what you think!
The lack of exploration in our levels = This is a tricky one as it is a drawback of our 2D side-scrolling system. Some people expect more platforming and metroidvania elements, but our main focus is combat. However, there are still some things we can do. First, are the secret rooms: It is a feature that is highly requested, but it will take a bit of work. That's why it wasn't available for the release, but it has always been our goal to add some secret stuff to find in each level. Next, there will be more surprise features in future updates, but I won't spoil them right now.
Finally, the next content update will arrive in April! There are a lot of quality of life changes, as well as new Thanagers for several worlds. Our main intention is for players to feel SURPRISED more often, to have different enemies that can appear, giving more challenge and altering combat strategies. We will keep adding things over time, but it should help the first worlds to have a bit more content and more replayability in the meantime.
That is all from me today so stay tuned for more info, and again, thank you to all our players.
Time to take another Koffee. :)
Cheers!
Simon (MDS)