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» [中文版]猫叔谈摸摸操作的新傻而大[90%完成]
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[中文版]猫叔谈摸摸操作的新傻而大[90%完成]
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发表于 2007-6-16 07:59
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http://touch-ds.jp/mfs/zelda_ph/interview.html
要点:本作用到
麦克风
和触摸功能的谜题那是相当多
制作一款用1只触摸笔就可以玩的赛尔达
当我们决定给ds做一款赛尔达的时候,我们想做一款利用ds机能的赛尔达游戏。没错,我们也曾经担心触摸操作的赛尔达游戏是否还是一款真正的赛尔达游戏。
我想我们做到了,我们制作了一款用触摸笔玩的同时不失赛尔达本色的有趣游戏。“想干什么的时候就点一下”,这就是本作赛尔达。
举个例子来说,比如地上有一个壶,玩家点一下它,林克(赛尔达系列主角)就会走近它。再点一下,林克就会举起它。然后在随便一个方向点两下,林克就会把壶扔出去。
想干什么都通过触摸指示林克。在哪点一下,他就会走过去;点击敌人,他就会挥剑攻击。玩DS版无需记忆物品对应的按键和按哪个键是挥剑。
写写画画的点子也有不少。比如想扔回旋标的时候,可以自己画出飞行路径。本作中新登场了一种怪:幻影。它会一直追击林克。在多人模式中,可以一个人操作3个幻影,另一个人操作林克玩捉迷藏式的多人游戏。我们曾经想过通过麦克风声控幻影,但是这不太好实现。现在用笔操作它们,有一种运筹帷幄的感觉。这就是新赛尔达的新感觉之一。
游戏中还有便条功能。原来玩赛尔达游戏时可能需要攻略本或者在纸上记下谜题要点。现在在本作中可以直接在内建的便条中记录。
本作中含有“否定”味
游戏中会有些让你选择“是”或者“否”的地方。否定的选择有时会把你从海拉尔世界中拉回来,让你重新意识到自己是在玩一款ds游戏。这是一种平衡,自由感和距离感的平衡。我们要做到适度,既不能过于搞笑,又不能过于严肃。我们有不少好点子,制作人员们做的很不错。(本段文字很难理解,翻译不准确)
本作中包含大量使用麦克风和触摸功能的谜题,这在ds游戏中很常见。但是我们把这些谜题很好的融入到赛尔达的世界中。比如说蜡烛的使用,在其他ds游戏中你会想到要么点燃它要么吹灭它。在本作中你会改变这种印象。
想对大家说的话
首先,我想对赛尔达粉丝说,赛尔达系列这些年不断进化,本作也不例外。本作添加的幻影沙漏系统和一笔触摸操作,通过改变游戏机制带来新鲜感和新乐趣。我希望你们能尝试一下本作。制作人员们认真研究了以前的赛尔达游戏,从而决定哪些要素适合赛尔达,那些要素不适合。因此本作仍然是一款凝结着大量赛尔达要素的真正的赛尔达游戏。
对”喜欢以前的赛尔达游戏“的人说:本作凝结着许多乐趣,尽量试一下(翻译不准确,会改正)
对没玩过塞尔达系列的人,比如小孩子,说:玩本作就像是看一本直感漫画,点击汉字就会有平假名显示(译者注:相当于显示汉语拼音),不要把它当然角色扮演或者冒险游戏,当成看漫画就好了。
最后,对姐姐(笑)说:林克真的很可爱,特别是大猫眼。我希望你能看看在ds屏幕上显示的活灵活现的卡通人物。本作没有用到复杂按键,而是直感操作。一定要试一下。
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本帖最后由 长牛角 于 2007-6-17 09:07 编辑
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发表于 2007-6-17 06:35
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英文版
http://thehylia.com/index.php?su ... om=&ucat=5&
By: TSA
Playing The Legend of Zelda with the Stylus
Interview with Shigeru Miyamoto, the general producer
We've created a new Zelda title that can be played with a single stylus.
When we decided to develop a Zelda title for the DS, we wanted it to be a fun game with the essence of the DS. Of course, we were worried whether we could make a good Zelda game that used the stylus control scheme of the DS, but once we did it, the game didn't lose its Zelda essence. I think we've created a new Zelda title that can be played with a single stylus. If you want to try something, you just need to touch the screen with the stylus; it's very intuitive. That's how this new Zelda game is.
Take the pots, for example. When you touch a pot, Link (the main character) will get next to it, and if you touch the pot again, Link will lift it. Then you just have to touch twice the screen in any direction to throw it away. If you want to do something, you just touch the screen with the stylus and Link will move. So, rather than controling Link, you can indicate him what you want to do. It's the same when fighting some enemies, if you touch an enemy with the stylus, Link will attack him with his sword. Now on the DS, you don't need to remember which item used which button, or you don't have to push a button to wield your sword.
There were also several ideas revolving around the concept of "writing" with the stylus. For example, when you throw the boomerang, you write the path you want it to follow. In the single player mode, there's an enemy that will follow you, the phantom. However, in the multiplayer mode, you can control three of them to hunt down Link (this time controled by one of your friends), just like if you were playing tag. We thought of using the microphone to control them, but it would've been tough to implement that (laughs). Using the stylus to control them smoothly gives you the feeling of carrying on a strategic battle. That's how this new Zelda feels like.
Then there's the function of writing notes. We wanted to use all of its potential. Usually you need a notepad to take notes when playing a Zelda game, but this time you can write whatever you want directly on the DS.
This Zelda game has a flavor of "no's" (laughs).
There are some yes-no decisions you have to take.
The "no's" in this game sometimes pull you back from the image of being immerse in the world of Hyrule and make you remember you're playing a game on the DS. It's a kind of balance. You have freedom but it also gives you a sense of distance, it's not too funny but not too serious either. You can afford these things when you've got many ideas. The staff's doing a good job there.
This Zelda title is full of elements controled via the stylus or the microphone. This is now common for the DS games, but these elements are really merged with the Zelda world. For example, there are many things you can do with a candle. Some DS games make you start a fire or put one out, but the impression it gives you changes in this Zelda game.
Messages
First, a message to the Zelda fans. I think the Zelda series has evolved throughout the years. This game is no exception. We've changed the gameplay mechanics and it makes the game fresh and fun. We've also introduced the phantom hourglass system, and I'd like you to give it a try. Furthermore, the staff has done some research on Zelda to decide whether something fits in the game, so this game has many elements with the Zelda essence.
Now, a message to those people who say they liked the older Zelda games. This game's filled with lots of fun, so it's OK if don't go easy on it.
For those who haven't played a Zelda game, like little kids, this game's very interactive. I think once you finish it you'll remember it as a comic book. If you touch a kanji, the furigana will appear, and I think you can enjoy it thinking it's a comic book instead of an RPG or an adventure game.
Finally, some words to my sister (laughs). Link is cute, really; particularly this Link with cat eyes. I'd like you to watch the characters animated in a 3-D world on the DS screen. This game doesn't use the complicated cross pad, so anyone can have a fun adventure intuitively. Please, give it a try.
Thanks to Patricia for the translation.
Source: Nintendo
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本帖最后由 长牛角 于 2007-6-17 06:37 编辑
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发表于 2007-6-17 23:23
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放心,如果是地雷,猫叔就会说这个不是他搞的,他只是总监制而已,实际开发都是底下人做的,和他没关系。然后保证他会做个正统的zelda 128出来:D
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