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【光遇设计稿】深入研究光遇世界的历史和发展

2023-11-18 01:55| 来源: 网络整理| 查看: 265

----神一样的翻译与解读---

深入研究光遇世界的历史和发展

Tune in for 7 Days of Sky concept art, as we delve into the history and development of #thatskygame's world. Today we explore Vault of Knowledge, Sky's final normal realm. Join the fun today by sharing your favorite screenshots and memories with the hashtag #ThatSkyAnniversary.

7 Days of Sky: Elders--光遇先祖们

最开始,迷宫中有一只猴子在守护着宝藏。 还有一头公牛他会挡住了你前行路,后来变成了一头熟睡的狮子。 这些动物是被诅咒的主角,他们会是每一个关卡的boss

In the beginning, there was a monkey protecting a treasure in a maze. There was also a bull blocking your way, which then turned into a sleeping lion in a castle. These animal-themed, cursed characters became like bosses for each level

以动物为主题的boss们逐渐变得人性化。 在一次一次的进化中,他们每个生物都丢失了身体的一部分(手臂,心脏,头部等)。 他们慢慢地变成了光遇里的先祖

The animal-themed bosses gradually became more humanoid. In one iteration they were each missing parts of their bodies (arm, heart, head, etc). They slowly turned into what we know today as the Elders.

光遇谈对希望在光遇也有一些可以在天空中生存的动物,那些动物去探索天空的秘密,所以就设计了,这一个生物。可以说这是目前游戏里的那条鱼的设计稿了

We’ve always wanted creatures in the world of Sky. It has been really fun exploring and imagining creatures above clouds.

最终在不断的优化中,调整中。就出现目前我们在游戏里看见的那条鱼的模型,以及遥鲲,水母,蝴蝶,螃蟹等等的模型

Eventually we decided on aquatic theme, as we liked the graceful motions of creatures in the water.

8.7 Days of Sky: Characters--光之子角色

光遇团队对于光之子的角色选择,也是做了非常多的选择。但是即使模型这么多,可是还是没能找到心中光之子的模样。(PS:其实菜感人角色有几个还是非常好看的啊,很有非酋的感觉)

We explored so many options of characters! So many that we can’t even fit all the ideas on this image…

光之子最后的模型还是决定了下来。是一个带着面具披着斗篷的人物 (PS:所以对比上方的图片感觉如今的光之子模样还是不错的)

"In the end, the character became a child with a mask and cape. There are a lot of reasons why the Sky children look the way they do today. Look forward to our future events for more insights behind the design of every element in the world of Sky!"

7 Days of Sky: Isle of Dawn--晨岛

迭代版本最多的其中的之一就有晨岛,从游戏开始到结束。那么也以晨岛作为了游戏的开始。

Isle of Dawn has been one of the most iterated levels. How should you start the game has been discussed and updated until the very last moment of the development.

晨岛最早概念之一!晨岛的长者是居住在一座破庙中的秃鹰。

哈哈哈!我们那么喜欢的长老竟然是一只秃鹰进化而来的。想想哈哈哈!也难怪这一期国际服的圣岛季之后的季节在晨岛了。那先祖面根远古的撑到先祖面具一毛一样

One of the earliest concepts of Isle of Dawn! The Dawn Elder was a vulture lived in a ruined temple.

设计晨岛的时候,希望晨岛的概念能够使玩家有一种从真实世界过度到天空世界的感觉。

At one point we imagined Isle of Dawn to be the transition from the real world into the world of Sky.

晨岛的长者也称为守门人,ta在这里等待着光之子的到来,并且指引光之子前往天空王国的道路

Here is the Isle of Dawn Elder as a gate keeper, who informs you about the history and sends you off into the kingdom.

晨岛到云野的过度是一个非常重要的阶段,如上图所示,尝试了非常多的方式进行过度。最终的结果便是游戏里的那个样子,在一大片云里遨游。

We knew that the transition from Dawn into Prairie is an important threshold, and tried many different ways to show a world beyond clouds.

缩小配色方案和区域的总体布局。 这些是最新版本之前的迭代!

Narrowing down the color scheme and the general layout of the level. These were the iterations just before the latest!

7 Days of Sky: Daylight Prairie--云野

光遇的设计灵感涞源于蓝蓝天空以及白白的云。(其实可能还是与老陈以前自己做的哪一款飞行在天空重的小男孩有关系)。最开始是想的将小岛直接设为开始,但是最终这个想法被设置到了晨岛里去了

Soaring through a blue sky & puffy clouds has always been the inspiration for this game. In the beginning we imagined that the Sky would begin on an island, to take off into the clouds. The idea of an island got carried into the Isle of Dawn.

当然还是延续了想天空之国以一系列岛屿为主题,再到一个充满机械的岛屿。看上图我们可以看到非常多关于云野的设计(上图的第一个小图怕是现在的圣岛的原型吧!太像了)

最终在一次一次的迭代中云野制作了一块巨大的石头,放入了蝴蝶平原(PS:话说以前的图非常好看哎)

We experimented a lot on the look, feel, & story ⁠— from an all-cloud world, to a chain of islands, to an island full of mechanical gimmicks. In one iteration we made a boulder, which found its way into the current Prairie Butterfly Fields

在设计云野的阶段,研究了非常多的高海拔地区环境的元素。这为云野的草丛,悬崖等等奠基了参考基础

In this phase, we studied the biome and types of grass and rocks that exist in high altitudes, which pretty much set the basis on our grass and cliff material colors.

云野的建筑物,是探索了许多的建筑,结合那些建筑作出了非常多的创意测试 。所以这些建筑都是有这自己的文明意识的。当光之子去探索的时候 会发现很多有意思的地方

We explored architectures and tested many ideas to find a good sense of civilization that could be fun to discover and explore

如图所示,这些都是云野的所有大概形态里面 包含了想象中的小广场,以及蝴蝶平原的蝴蝶饲养员的原始洞穴。云中仙乡,幽光山洞,云顶浮石。

Here's us imagining what kind of town could have existed in the world of Sky. The basic layout you see in Prairie Village was formed during this phase of development. You can also see the original cave of the butterfly keeper here!

为了使光之子能够在光遇里有更多的玩法,所以将云野划分了很多区域,玩家可以前往探寻,去发现那些小空间的小秘密

To make Sky more open and to allow for more gameplay even after completing the game, we made the levels into multiple sub-levels and explored small pockets of interesting spaces that could be fun for players to discover spirits.

蝴蝶平原里的很多山丘之下有很多隐藏洞穴。这些元素为蝴蝶平原的整体奠定了基础

(注意上图右边的图,这图是在安卓还未上线前的云野版本。在前往云顶浮石的时候需要飞很高,才能到达入口)

One of the pockets for the sub-level ended up making a base for the current Butterfly Fields. We wanted to make sure that you can see the connecting levels; Prairie Cave, Prairie Village, and Prairie Nest.

7 Days of Sky: Hidden Forest--雨林

在雨林的开发初期,一直想设计一个下雨的地方,但是在最开始,还不知道如何去确定哪一个部分下雨

Earlier in Hidden Forest's development we knew we wanted a level about rain, but we weren't quite sure where in the flow this belonged initially

雨林的入口是由一大片云树之间,并且雨林的树由云组成的云树

(话说以前的这种入口 还真的是 很好看)

A concept of a forest made of clouds. There was a giant gate beneath the 'Day' level to enter this area.

上图将雨林图分成了非常多的小片,可以非常明细的分辨出目前光遇里的各个场景

从进入雨林以后,会开始感受到雨水的细细存在,慢慢的到大雨,接着迎接暖阳

Slowly establishing the flow within the rain level. Transitions from soft rain to heavier rain, and then to warm sun

雨林的长者曾经的原型有点吓人,那时的森林更像是迷宫一样。长老召唤着你来到他的身边

(雨林妈妈曾经的模样很有外星人的感觉,但是可以很明确的看到,先祖手里设定的雨伞以及灯笼似乎对与追光季毕业物品以及目前国际服的灯笼,早早就有预告)

The Elder in this level used to be a little scary. Forest was more of a foggy maze then, and this elder was seducing and trapping you

最终,对于画质的精细,这对于技术来说是一个非常大的考验。这关乎着玩家的体验

Eventually, the level became more about the development of technology and a consequence

与云野一样,雨林也被分了多个区域。 每个区域都有不同情况

Same as Daylight Prairie, Hidden Forest was also made into multiple sub-levels. Each level had a different taste of rainy mood.

7 Days of Sky: Valley of Triumph---霞谷

从游戏的整体设计,决定将霞谷设定为整个游戏剧情的高潮。这里会出现落日的各种场景会出现的色调

From the beginning, we knew that 'Sunset' (Valley of Triumph) would be a climax of the game. We tried to capture the magic sunset hour with rich colors from the earliest phases of this project

设定霞谷的时候,希望可以快速的飞行,所以以高海拔的曲线作为参考。最终让光之子在体验的时候达到丰富的视觉效果

We wanted this level to have the fastest flight, with the most exciting and richest visuals. Because we wanted the altitude to follow our emotional curve, we made the decision to make this area take place on a high mountains.

对于霞谷,还有更多非常有趣的想法,但是在游戏里还未实现

Because we wanted only the most exciting things to happen in this level, we still have many cool ideas that we still haven’t managed to realize in the game. Look forward to our future updates!

霞谷就像天空王国的市中心。 人们在这座山顶上建造了一座巨大的城市,使用船只在各个地方之间移动。

Golden Valley is like a downtown of the Sky kingdom. People built a huge city on top of this mountain, using boats to move between places.

这是目前霞谷设计图不同地方的设计

Many different ideas for the types of architectures you see in this area

霞谷由富人和穷人组成,以落日竞技场为中心。 他们都喜欢整个城市的比赛。

Golden Valley consisted of both rich and poor communities, centered around the theater. They all enjoyed the race that went through the entire city.

7 Days of Sky: Golden Wasteland--墓土

暮土最早期的原型,是一个拥有“现代化工厂”的地方,所以啊暮土的那些污水横流,很有可能就是因为这些工厂流出来的

"Earlier in the prototype, Golden Wasteland was called 'Dusk,' and it was going to be a place with modern factories.

但是后来随着加入了先祖故事情节后,决定改变以下设计。故事是先祖们建造一艘船,开着船来到了暮土

For a while Dusk was not touched, but then we revisited the level after coming up with the ancestor stories  ⁠—  this was going to be a place where Sky's ancestors built a giant ark to survive the apocalypse

暮土环境的确定是因为以先祖的文明崩溃与黑暗生物进行抗争后而确定的。所以最终以昏暗的色调为主题。

This was the time when we thought that the fall of civilization was related to the war they had against creatures. The current tone of Dusk was established around this time of development

这便是暮土整体的一个设计情况了。可以仔细看图片,不难看出整体的一个故事情节,以及皮皮虾最初鼠头鼠尾的模样。光之子们小心翼翼的前行着,而皮皮虾在远方看着光之子的一举一动。窥探着光

Basic flow of the level was pretty much set at this point. A big down moment after the glorious 'Sunset' (Valley of Triumph)

在建立了暮土的关卡以后,决定还原Wasteland 游戏中的故事,故事的情节是,讲述了一个士兵为了保护家园,与皮皮虾大战最后失去了一切,但是最终因为到来的光之子而重新获得了希望

After the structure of the level was established, we iterated on the story of Wasteland's Elder. Originally, it was a story about a soldier who lost everything, regaining hope after encountering Sky children.

在暮土,长老由于长期被黑暗所包围,长老已经被黑暗吞噬了一半的身心。可是随着光之子的到来。光之子们用光唤醒了被困在黑暗中的长老。可是为了将孩子们送到安全的地方。长老牺牲了自己来打开了阻挡光之子前进的大门。这些细节呢都可以送图片上看到哦

At one point the Elder was half corrupted by the darkness. The light of Sky children awakens them, and then they sacrifice themself to the Dark Creatures to save you and let you move on

这是冥龙的早期概念图,又称“皮皮虾”。 光遇一直想在游戏中添加令人恐惧的东西。

看图可以看出,皮皮虾是真的好恶心啊!而且皮皮虾不仅是飞在天上,而且还可以像液体一样盘在地上。啊 要是这个是皮皮虾该多好呀。得恶心到多少人。

Here's an earlier concept of the Dark Dragon, AKA the 'krill.' We knew we wanted something scary in the game very early.

看图片可以非常清楚的看到是暮土秘密图的黑水港湾以及远古战场,边陲荒漠。巨兽荒原的的设计图。暮土的黑水也是从管道中排出来的污水。

We have many, many more ideas and inspirations for this level that we still haven’t been able to realize yet in Sky. Stay tuned for more Wasteland updates!

7 Days of Sky: Vault of Knowledge--禁阁

对于禁阁以夜晚为主题,光遇团队也是费了不少小心思的。因为他们深刻的意识到晚上是围绕感情故事曲线的特殊阶段。所以最终决定以夜晚为禁阁的主题

From the moment we decided to use time of day as a theme, we knew night time would be a special level to wrap up the emotional story curve.

在最早期的开发阶段,光遇本来是准备将“禁阁”创建成一座现代化城市,玩家进入“禁阁”的时候是从云层飞入这个城市

In the earlier phase of development, we made a modern city for the 'Night' level (Vault of Knowledge). Soaring over clouds and diving into a glowing city was very magical

但是随着先祖的故事发展,感觉禁阁对光遇见整体的历史来说意义非常重大。

随着故事的一次迭代后。先祖们建造一艘船,离开暮土来到禁阁。先祖们幻化成为了甲骨文,这些甲骨文会指引光之子前往暴风眼的路

所以这也可以解释为什么禁阁会有 初始层(晨岛)-》底层(云野)-》第二层(雨林)-》第三层(霞谷)-》第四层(暮土)-》顶层(六图聚集)这就是先祖们一层一层的将光之子送往暴风眼的路

As the ancestors’ story developed, Vault became significant to Sky’s history. One iteration, its Elder architected a boat to try to survive an apocalypse. Their role shifted to oracle who explains your destiny and shows a way to the storm.

禁阁夜晚的设计想法之一,是因为认为这个地方是一个很神圣的地方,先祖们在这里储存了宝贵的光源。所以这个想法最终决定了禁阁以夜晚为主题,当然还受到了图书馆和天文馆的启发。

这是不是也解释了为什么禁阁会有那么多会发光的生物了“遥鲲”,发亮的灯?

One of the ideas for Hidden Forest was that it was a sacred place where they stored precious sources of light. This idea eventually influenced the design of 'Night' (Vault of Knowledge), which was inspired by libraries and planetariums

光遇团队在禁阁设计了非常多的小心思的小东西,希望光之子们能去发现这些小心思。

There are many interesting props we designed for the area. Lots of valuable information was stored with the hope that it would be used by the future generations.

开发团队希望禁阁的每一层,都能给光之子不同的感官,所以随着光之子从初始层到达顶层会发现每一层越来越魔幻。

Not only was this area filled with manmade structures, we also wanted to transition the level into a more magical, dreamier space. So we made it transform into a more organically magical space as you progressively move highe

最后光之子来到禁阁的顶部,顶部动画的长老,会聚集其他图的长老在一起。告诉光之子准备好迎接暴风眼

Finally, at the top of this tower you encounter the Elder. When we first developed the ancestor story, we knew all Elders would gather here and show you one last piece of info to prepare you for the ultimate mission to fulfill in the storm.

总结

从官方放出来的稿件来看,光遇的设计稿真的好好看,并且设计稿上有很多在游戏里目前并未开放出来,还有很多想法也还未实现。

超级希望光遇越来越好,这样就会呈现给大家更多惊喜。也希望以后的画面,也会更加精细,不过挑战非常非常的大。

加油

这些光遇稿子呢都是在光遇官方推特上收集的

每一张图片下方的英文都是官方对于设计稿的解释,而中文呢是菜感人的神翻译

结合英文以及图片加上光遇目前的一个情况给的个人观点

记得鼓励点个赞哦,收集数据不容易啊

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国际服推特 

Sky: Children of the Light    

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