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回報翻譯問題
Well the point is if you ever even planed to bring something on console you need to make totaly different design deceisions from the very start on. If you make areas too big for example consoles cant handle that anymore. The whole controls dan menue need to be different to get them to console. So with the deceision to bring that on console (even maybe not now but someday) you need to completely make a different game than you could do on PC
If you want a great example of this, have a look at the dismal release of X Rebirth by Egosoft. Many people still believe, myself included, that this was a planned console game that got turned down by MS, and rather than bin the code they rejigged it for PC. And lord almighty did it show.
It's a case in reverse but clearly shows the UI was designed for a console controller first and foremost. You don't design a game like that if plan to release on PC only.
When you've seen this enough you develop a keen sense and will be able to tell a console port from 50 paces.
Whatever guys, if you want to believe that this is just a weak console game pretending to be a PC exclusive, go right ahead.
We get told the same guff by developers and publishers all the time. How their game is not going to be console port, how the PC version is very important to them etc. etc.
And then it comes out and we often see the same littany of failures:
Low FOV you can't adjust
Enforced mouse acceleration
Poor texture quality
Keybinding problems
Performance problems even on high-end hardware
If you keep getting urinated on you are either jaded or Trump!
It doesnt matter if it is a port from consoles or a game made with consoles in mind. The points are:
1. To sell a game to a certain adience you need to apease the majority of this audience. For Consoles this means ACTION not tactics. Why are there almost no simulation-like games on consoles? Ist cause the majority of console gamers dislike them. They want easy to play and easy to understand games.
2. If you make a game for a prettey weak system like a console and want to run it even smoothly there you need to pay attention to this from the very first line of code. And that means you have unoptimized graphics, physics, controls, depth of view, etc.... from the viewpoint of a PC game. This is true for ALL games that get developed for consoles. Its a technical Wall you cannot get over without screwing your game. So you must form the game around the weak link (console).
Of them the storyline of AD/Schleichfahrt was the best, to the point I brought it again through GOG, with DOSBOX interface.
AD had one of the best customization of ships, powerplants, sensors, turrets, torpedo launcher system, armour and torpedo payload.
The only thing missing was freeplay, the ability to travel where ever you wanted.
Ideally a mix of AD/Schleichfahrt with WC priviteer series freetravel and cargo transport/sale system would be the best.
Currently the one shown is more like Aquanox in design and gameplay, with just a more advanced modular mounting system for the submarines, another words Star Citizen without StarMarine and the frist person propective internal submarine movement.
(mine wasn't so high... :( )