原文来源:"For a few weeks, women were just dropping their babies": The Witcher 3 lead on designing NPCs that react appropriately — Rock Paper Shotgun
Gone are the days where a developer could give an NPC maybe two lines of dialogue and call it a day. The steady shift to realism essentially enforces the idea that characters must behave realistically, which is why whenever some kind of glitch or bug makes an NPC move about in an impossible manner it does numbers on Your Favourite Social Media App. And according to CD Projekt Red quest designer Philipp Weber, getting The Witcher 3's NPCs to react appropriately was a tad tricky.
Read more
(本文为自动抓取的待编辑内容,完整编译版本正在处理中。如需阅读原文,请点击上方链接。)
原文来源:"For a few weeks, women were just dropping their babies": The Witcher 3 lead on designing NPCs that react appropriately — Rock Paper Shotgun
本文由 MonkeyGames 猴子互娱 编译整理,仅供学习交流。如需游戏开发、美术外包、技术服务等合作,欢迎联系我们。
关于 MonkeyGames
猴子互动娱乐科技(大连)有限责任公司 是一家专注于游戏研发与美术外包服务的公司,团队拥有丰富的 Unity/Unreal 引擎开发经验,已为全球多家游戏公司提供高质量的技术服务与美术制作。
- 🌐 官网:www.monkeygames.com.cn
- 📧 邮箱:contact@monkeygames.cn
- 💬 微信:MonkeyGames_Official
- 📍 地址:辽宁省大连市
🤖 机器翻译 · 仅供参考,原文见上方链接
开发人员可以给一个NPC两行对话并称之为一天的日子已经一去不复返了。向现实主义的稳步转变本质上强化了角色必须逼真的观点,这就是为什么每当某种故障或错误使NPC以不可能的方式移动时,它就会在您最喜欢的社交媒体应用程序上显示数字。根据CD Projekt Red任务设计师Philipp Weber的说法,让巫师3的NPC做出适当的反应有点棘手。阅读更多