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旅行记录UI_S23_NOTES_NAME开发者评论 · 制作背景
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01发射UI_S23_LEAVE_PLANET_LOG
UI_S23_LEAVE_PLANET_LOG游戏中文
《No Man's Sky》的构想,或许是每一位游戏玩家都曾萌生过的念头。倘若可以探索整片宇宙会怎样?倘若游戏世界不存在边界又会怎样?这正是我们一直期盼能够见到的事物......

对我们来说,这其中有着技术层面的兴奋点。此前还没有人实现行星之间的无缝旅行,也没有人用程序化生成技术制作3D行星......但这理应可以实现?尝试实现它难道不是一件乐事吗?

同时也存在情感层面的动因。我们希望在游戏中带来真正的探索体验,那种翻过山丘便会遇见未知事物的纯粹探索......那种首次登陆陌生星球的科幻幻想。

于是某个夜晚,我们坐在狭小的办公室里,着手开始打造这款游戏。最初并没有完整规划,我们完全不知道这段旅程将会走向何方,但那种感觉令人心潮澎湃。
对照英文原文
No Man's Sky was an idea that maybe everyone who plays games has thought about at some point. What if you could explore the universe? What if a game world didn't have boundaries? It's certainly something we had always wanted to see exist...

For us there was a technical excitement. No one had done seamless travel between planets, or used procedural generation to make 3D planets - but it should be possible? And wouldn't it be fun to try?

There was also an emotional motivation. We wanted to really have that feeling of exploration in a game, true exploration where no one knows what's over the hill. That science fiction fantasy of landing on a planet for the first time.

So sat in our little office one night, we started to build it. There was never really a plan, we had no idea how wild a journey it would become, but it felt exciting.
02地基UI_S23_BUILD_BASE_LOG
UI_S23_BUILD_BASE_LOG游戏中文
“地基”是我们旅程真正的起点。我们当时决定给更新命名,并为每个更新配上科幻小说风格封面。我们一直十分喜爱阿西莫夫,而“地基”这个名字是恰到好处的致敬,同时它也象征着一切拓展内容的起点。

我们希望玩家能在无垠宇宙中扎根安家。起初这并非玩家所要求的,但它如今已然成为《No Man's Sky》不可或缺的核心内容。

我们还首次引入了多种游戏模式:普通模式、创造模式与生存模式。这些改动勾勒出游戏未来的方向,让玩家能以独属于自己的方式探索宇宙。

整个更新仅由寥寥数名开发者,在高压环境下耗时三个月完成。当时我们的工作室只是吉尔福德韦伊河畔一间狭小旧办公室,没有空调,厕所里还住着一只毒蜘蛛,网络也时常故障。
对照英文原文
Foundation was really the beginning of our journey. We had the idea to name our updates, and to give each one a sci-fi book cover. We always loved Asimov, and Foundation as a name felt like a fitting tribute, because this was going to also be a starting point we would build on.

We liked the idea of letting players put down roots in an infinite universe, it wasn't really what players were asking for, but it has become fundamental to No Man's Sky as we know it now.

We also introduced game modes for the first time: Normal, Creative, and Survival. With these changes Foundation pointed to our future, allowing players to find their own way to experience the universe.

The whole thing was created in just three months under a lot of pressure, with just a handful of developers. This update was made in our old tiny office down near the River Wey in Guildford. We had no air con, a venomous spider who lived in the toilets, and failing internet.
03探路者UI_S23_BUILD_EXO_ANY_LOG
UI_S23_BUILD_EXO_ANY_LOG游戏中文
《No Man's Sky》中的行星广袤无垠,但玩家哪怕短途出行也习惯直接驾驶飞船。我们希望设计有趣且高效的行星地面移动方式。团队多名成员曾在EA参与《火爆狂飙》或《极品飞车》等竞速游戏开发,同时我们在开发初代作品《Joe Danger》时也积累了大量载具制作经验。因此能为《No Man's Sky》宇宙加入科幻载具,我们倍感兴奋。

在“探路者”版本中,我们新增了越野车、气垫船与重型装甲卡车。我们还拓展了多个现有系统:开放基地上传功能、新增武器种类,还为硬核玩家推出永久死亡模式。适配生成系统以跟上各类载具的高速移动,是一项难度极高却充满乐趣的挑战。
对照英文原文
The planets in No Man's Sky are vast, but players tended to jump in their ship even for short-distance journeys. We wanted to find a way to make planetary traversal fun, and fast. Several of the team had worked on racing games like Burnout or Need for Speed at EA, and we had a lot of experience with vehicles from our first game Joe Danger! So it was really exciting to introduce sci-fi themed vehicles to the No Man's Sky universe.

In Pathfinder, we added buggies, hovercrafts, and a heavy-duty armoured truck. We deepened a number of existing systems too, introducing base uploads and new weapon types, and a Permadeath mode for extreme challenge seekers. Making our generation keep up with these new vehicle speeds was a particularly difficult but fun challenge.
04行走的巨人UI_S23_WAKE_TITAN_LOG
UI_S23_WAKE_TITAN_LOG游戏中文
到2017年,我们清楚有一批核心玩家热爱这款游戏,他们是我们无比在意的人。我们迫切希望找到方式与他们沟通,让他们知道我们一直在倾听,同时专心打磨游戏内容。

随后一个想法浮现出来:我们向来喜爱ARG游戏!那开发一款增强现实游戏如何?这便是“巨人苏醒”的由来。

我们向16位《No Man's Sky》社区知名玩家寄出实体磁带,邀请玩家探索一个满是密码与神秘文档的网站。玩家前往现实世界的线下交付点位,与神秘组织“阿特拉斯基金会”的特工碰面。我们还做了仓鼠直播。我们乐在其中!

我们与ARG幕后创作者一同协作,仿佛在和社区里的好友一起玩游戏。我们的部分想法过于大胆。相关保险条款并不支持邀请玩家进入工作室,手持喷灯从冰雕中取出钥匙。即便如此,我们依旧觉得那会是个不错的点子。
对照英文原文
By 2017 we knew there was a core community of players who loved the game, and they were the people we deeply cared about. We desperately wanted to find a way to communicate with them and let them know we were listening, whilst we focused on the game.

Then the thought came: we've always loved ARGs! What about an Augmented Reality Game? This became Waking Titan.

We posted physical cassette tapes to 16 prominent members of the NMS community, and invited players to explore a website filled with cyphers and mysterious documents. Players travelled to real world live drop locations, and met with agents from the mysterious "Atlas Foundation". There was a live stream of a hamster. We loved it!

Together with the ARG puppet masters, it felt like we were enjoying a game with friends in the community. Some of our ideas went a bit too far. We were advised that our insurance didn't cover inviting players into the studio and arming them with blowtorches to extract a key from an ice sculpture. We still think that would have been fine.
05阿特拉斯崛起UI_S23_ARTEMIS_LOG
UI_S23_ARTEMIS_LOG游戏中文
游戏首发时,主线引导剧情十分简略,游戏背景剧情比较零散,玩家只能通过探索拼凑故事,而且只有少量反复登场NPC。

在“阿特拉斯崛起”版本中,我们打造了时长30小时的剧情故事,新增多名角色与跨维度外星种族。作为迈向真正多人游戏的第一步,玩家能看见彼此化作漂浮光球,该设定也融入了游戏世界观脉络。

自此我们定下更新准则:在新增内容的同时,深挖并拓展现有玩法。“阿特拉斯崛起”版本完善了星际经济体系,加入财富等级与冲突等级,并新增了异星生物群系与异星飞船等级。

本次更新开发节奏极其紧凑,短时间内塞入了海量内容。我们从零编写全新任务系统支撑主线剧情,结局剧情甚至直到上线前一晚才完成实装!(如今我们学会了做好规划,至少大多数时候如此。)
对照英文原文
At launch, the guided story was very light touch. Most of the game's lore was fragmented, discovered through exploration, and there were only a couple of recurring non-player characters.

For Atlas Rises, we crafted a massive 30-hour story, introducing new characters and a new interdimensional race. As a first step toward true multiplayer, we allowed players to see each other as floating orbs, and tied this into the evolution of the game's lore.

Our aim with updates became to always deepen and expand existing features while also adding new ones. Atlas Rises brought wealth and conflict levels to the galactic economy, as well as adding exotic biomes and the exotic ship class.

Development on this update was a whirlwind, we added so much in such a short space of time. We had to code a brand-new mission system to support the story, and the ending wasn't implemented until the night before launch! (We have learned to be a little better planned now. Most of the time.)
06下一项UI_S23_NEXT_LOG
UI_S23_NEXT_LOG游戏中文
“下一个”更新恰逢“巨人苏醒”解谜活动第二阶段落幕,是《No Man's Sky》的一个巨大里程碑。我们一直计划实装完整多人游戏模式,而在制作第三人称角色模型与动画的过程中,顺势加入第三人称视角模式。我们未曾预料到,该视角能极致凸显宇宙的宏大尺度......当人类身形伫立于巨型建筑旁,世界的壮阔感一目了然。

我们推出了玩家社区展示网站,并开启了每周社区活动;我们增加了新的生物、行星环、体积云、护卫舰队,并支持玩家在任意地点建造多处基地,无需寻找预设基地电脑。我们还重新设计了地形生成算法来优化行星地貌,这是玩家呼声极高的需求,但改动会改写旧地形,导致部分旧基地被掩埋,至今宇宙中仍有被地层掩埋的基地。

发布“下一个”版本时,我们内心十分忐忑,但玩家社区反馈超乎想象,成为游戏口碑的转折点。我们的全球用户评价甚至从“多半差评”回升至“褒贬不一”!我们总算迎来转机!
对照英文原文
NEXT came at the conclusion of phase two of Waking Titan. This was a huge milestone for No Man's Sky. We always knew we wanted to add full multiplayer, but once we started making and animating third-person models, it just made sense to add a third-person mode too. We hadn't anticipated how much it would help highlight the scale of the universe - seeing a person-sized figure next to a huge structure literally helps put it into perspective.

We launched a website showcasing the community, and started weekly community events. We added new enemies, planetary rings, volumetric clouds, frigate fleets, and the ability to build multiple bases, anywhere, without needing to locate a pre-placed base computer. We also reworked the terrain generation algorithm to improve the shape of planets - something players often ask for, but which comes at the cost of disrupting existing bases. There are still bases out there that were buried when the terrain moved.

Releasing NEXT was nerve-wracking, but the community response was incredible, a real turning point. Our global user rating even progressed from Mostly Negative to Mixed! We mixed now bois!
07朝圣者UI_S23_EXO_BIKE_LOG
UI_S23_EXO_BIKE_LOG游戏中文
在“下一个”版本发布后,我们打算在大型命名更新之间,推出更多小型阶段性更新。

我们调研了玩家社区需求,规划了水下主题更新“深渊”、生物群系更新“幻象”,以及强化艇更新......本次更新推出朝圣者强化艇、强化艇改装、专属科技等改进,当时仅以低调标题Development Update 5在博客悄悄公布。

彼时,我们仍在摸索更新节奏:是每年推出一次大型更新版本,还是常态化推送小型更新。
对照英文原文
After NEXT, we wanted to try a more regular rhythm of smaller releases before the next huge named update.

We surveyed the community to get a sense of what players wanted most, and planned out an "underwater update", which became The Abyss, a "biomes update", which became Visions, and an "exocraft update"...

...which introduced the Pilgrim exocraft, exocraft customisation, techs, and other improvements... and which we quietly blogged about under the unassuming title Development Update 5.

At this point we were still trying to figure out whether to do yearly huge updates or more regular, smaller ones.
08深渊UI_S23_GOT_FISHCORE_LOG
UI_S23_GOT_FISHCORE_LOG游戏中文
“深渊”版本紧随无名强化艇更新推出,原本规划只是一次小型内容推送。临近上线时我们才发现内容体量大幅扩充,于是决定为它起个名字、做个网站并制作宣传短片。

“深渊”版本拓展了水下玩法与视觉内容,增加了沉没的建筑、全新水下生物群系、可供水下基地搭建的玻璃基地部件、潜水艇,还有一整套引导玩家体验新内容的任务线。版本上线恰逢万圣节前后,我们放大了游戏惊悚氛围,在深海各处投放大量可怖深海生物。
对照英文原文
The Abyss followed on from the unnamed exocraft update, intended to be another smaller-scale release. It wasn't until close to launch that we realised it was getting quite substantial, and decided to give it a name, a website, and a trailer.

The Abyss expanded underwater gameplay and visual variety with sunken buildings, new underwater biomes, glass base parts for submerged bases, a submarine, and a set of missions to guide players through the new features. We released close to Halloween and leant into the spookier side of the game, populating the bottom of oceans with a number of deep-sea terrors.
09幻象UI_S23_GOT_GLITCH_LOG
UI_S23_GOT_GLITCH_LOG游戏中文
“幻象”版本紧随“深渊”版本之后发布。《No Man's Sky》一直从经典科幻作品汲取灵感,但我们始终希望游戏拥有独树一帜、诡谲奇异的风格。玩家不断呼吁新增更多可探索区域,因此我们借“幻象”版本,加入更多猎奇行星与生物,大幅丰富世界多样性。

正是在该版本中,我们首次推出了埋藏物挖掘系统:玩家可以用地形操纵器挖出掩埋的可回收废料与古代骸骨,这套玩法广受好评,后续版本我们持续拓展了相关内容。
对照英文原文
Visions followed on very soon after The Abyss. No Man's Sky has always taken a lot of inspiration from the traditional sci-fi we love, but it's important to us to keep things unique and weird. Players were asking for more places to explore, so we used Visions as a reason to add weirder planets, weirder creatures, and increase variety.

It was here that we first introduced a system of being able to bury objects for players to excavate with the terrain manipulator - salvageable scrap and ancient bones - a mechanic people really loved that we later expanded on.
10超越UI_S23_BEYOND_LOG
UI_S23_BEYOND_LOG游戏中文
“超越”是一次体量巨大的更新,开发周期紧张繁重。团队分成两组并行攻坚两大高难度技术内容:虚拟现实支持,以及拓展的多人游戏模式。

在此之前,支持第三人称角色模型的完整多人游戏体验仅允许4名玩家同局,也没有偶遇陌生旅人的渠道。“超越”版本将太空异象改造为社交中心,玩家可在此轻松结识和组队同行。我们还新增了海量内容,包括多人游戏任务、全新NPC、基地供电系统、科技树和烹饪系统等。

有一件事我们没有预料到,那就是在VR模式下玩游戏时,世界看起来有多么不同。你无法想象花了十年时间开发这款游戏,然后用全新视角去看它是什么感受!但VR适配也带来难题:为保证飞船在虚拟空间观感协调,我们大幅放大了所有飞船尺寸,连带降落场尺寸也变得更大,进而影响了所有建筑物与空间站的尺寸和位置!
对照英文原文
Beyond was a massive update, and development was intense. We had two parts of the team working in parallel on two huge, technically challenging new features: virtual reality support, and expanded multiplayer.

Up until now, the full multiplayer experience with third-person character models was limited to 4 people per session, and there was no way to ambiently meet strangers in-game. With Beyond we expanded the Space Anomaly into a social hub, where it was easy to meet and group up with other players. We added stacks of new content too - including multiplayer missions, new NPCs, base power, tech trees, and cooking.

One thing we didn't anticipate was how different the world looked when playing VR. You have no idea what its like to work on this game for ten years, then see it with fresh eyes! One knock on was having to dramatically increase the size of all the ships in the game to make them look their best in VR - which also made landing pads bigger across the game, which in turn impacted the size and position of buildings and space stations!
11合成UI_S23_BYTEBEAT_LOG
UI_S23_BYTEBEAT_LOG游戏中文
“合成”版本针对玩家社区的高频反馈,对游戏进行了全系统整合和优化打磨。处理玩家反馈并非总是易事,部分解决方案容易引发新问题,因此我们反复斟酌设计了“合成”版本的各项功能。回想当初十分感慨:曾经无法在库存中拖放物品、玩家只能持有一把多用途工具、地形修改无法撤销,这些痛点在本次更新全部修复。

该版本上线两周后,我们推出了风格迥异的附加内容:基地专用字节节拍音频合成器。该功能由我们的一名程序员与音频总监出于热爱打造。我们早已知晓这是小众玩法,但7年过去,仍有大量富有创意的玩家用它创作乐曲,不断带给我们惊喜。
对照英文原文
Synthesis was an effort to consolidate, tidy and polish the game across the board, in response to the most frequent requests from the community. Addressing player feedback isn't always straightforward, and some solutions might not always lead to the best result, so we designed Synthesis' features with a lot of thought and care. Remembering back it's funny to think there was a time before you could drag and drop items in the inventory, when you could only own one Multi-Tool, and when you couldn't undo terrain manipulations.

Two weeks later we released something very different: the Bytebeat audio synthesiser for bases. This was a passion project dreamed up by one of our coders and our audio director. We always knew it would be a niche feature, but even now the creative players who engage with it continue to regularly bring us joy, 7 years later.
12周末任务UI_S23_WEEKEND_LOG
UI_S23_WEEKEND_LOG游戏中文
在“下一个”版本中,我们推出了社区任务,它便是如今社区远征的前身。我们希望将大量玩家汇聚至同一颗行星,朝着同一个目标努力,这种集体的进度可以为全体社区成员解锁特殊奖励。

这种新的特殊奖励货币称为“水银”,这个名字来自“巨人苏醒”ARG项目的合作方。“水银”是汞的旧式叫法,元素符号为Hg。在该ARG活动中,我们把来自Hello Games(HG)的消息称作“汞之进程”。

2019年末,我们开始定期在周末开启社区任务。这些任务初期附带简短叙事,之后逐步演变为牵扯太空异象住民的宏大谜团。我们从未完整揭露这条故事线的全部秘密。周末特殊任务至今依旧开放,如今由程序生成,而非人工撰写。
对照英文原文
With NEXT, we introduced community missions, which were a sort of precursor to today's community expeditions. We had the idea that we wanted to bring large groups of players together on the same planet, working towards the same goal, and that collaborative progress would unlock special rewards for the whole community.

The name of the special new reward currency, Quicksilver, was a suggestion from our ARG partners from Waking Titan. Quicksilver is an archaic word for mercury, which has the atomic symbol Hg. "The mercury process" was the name we gave to messages from HG - Hello Games - during the ARG.

In late 2019, we started running community missions regularly on weekends. They began with some light narrative that eventually evolved into a deep mystery involving the inhabitants of the Space Anomaly. We've never completely revealed all the secrets of that storyline. Special missions are still available every weekend, and are now procedurally generated rather than hand-authored.
13活体飞船UI_S23_LIVING_SHIP_LOG
UI_S23_LIVING_SHIP_LOG游戏中文
我们的大多数更新都起源于团队成员的灵感。一位美术设计提出制作活体飞船,依托程序化飞船生成系统,打造形态各异的太空巨鲸。我们在水银商店上架了一枚神秘的蛋,借此预热该更新,看着玩家纷纷猜测解谜,过程十分有趣。这也是我们用单个表情符号预热更新的开端。当时我们一心打磨内容,很少运营社交媒体平台。我们当时还开玩笑说只发一个表情符号当作预告......没想到效果完全足够!

本次更新首次加入了深空物体,这些物体会在玩家启动脉冲驱动器时随机生成,而不是太空中固定的永久存在。
对照英文原文
Most of our updates start with an idea from one of the team. An artist had this idea to create a Living Ship, using our procedural ship system to essentially piece together a huge variety of space whales. We had a lot of fun teasing this update by putting a mysterious egg in the Quicksilver shop and watching players puzzle over it. This was sort of the beginning of teasing updates with emojis. We really just enjoyed focusing on the work, and kind of ignored social media. What's the minimum we could get away with posting? A single emoji we joked - but turns out it was just enough!

This update also saw the first version of deep-space objects, which were spawned as random encounters when the player engaged pulse drive, rather than existing as persistent locations in space.
14外星机甲UI_S23_BUILD_MECH_LOG
UI_S23_BUILD_MECH_LOG游戏中文
“外星机甲”更新版本同样由美术设计主导开发。一位美术设计一直想制作机甲,这套科幻画风深得团队认可,作为全新外星载具品类十分契合游戏世界观,整体开发推进十分迅速。

“外星机甲”开发中期,英国政府发布了新冠疫情相关预警。三月初,数名员工率先居家办公测试,两周后全体团队转为远程线上办公。我们本是长期同处一间办公室紧密协作的小型团队,远程办公的转变十分突兀,但我们顺利适应了该工作节奏,开发效率未受影响,后续我们接连推出了多个更新。我们晚上会定期组队玩《Among Us》来维系团队氛围,每周固定观影会也持续开办了70周。
对照英文原文
Exo Mech was another artist-led update. One of our artists just really wanted to make a mech! The aesthetic appealed to the rest of the team, and it seemed like a good fit for a new style of exocraft. It all came together really quickly.

In the middle of development on Exo Mech, the UK government started releasing information and warnings about the outbreak of a new coronavirus. At the start of March, a few volunteers from the team "trialled" working from home. Within a fortnight the entire team was fully remote. It was a weird transition for a small team who were used to working very closely together in the same space, but we made it work. Somehow we stayed just as productive as before, and a very busy year of updates followed. We kept socially connected with regular evening games of Among Us, and a weekly film club that kept going for 70 weeks.
15荒凉之境UI_S23_DO_ABAND_F_LOG
UI_S23_DO_ABAND_F_LOG游戏中文
“荒凉之境”是我们为《No Man's Sky》制作过的、氛围最压抑的版本,深度挖掘了科幻中的太空恐怖元素。想来当时居家隔离的状态也潜移默化地影响了我们的创作思路!我们反复迭代了巨型废弃飞船的程序化生成逻辑,让探索太空变得有趣,同时又不会让玩家因为没有小地图而迷路烦躁。所有飞船内部结构会在玩家解锁气闸门的瞬间实时生成。

“荒凉之境”上线后,我们推出了跨平台联机功能,让全平台旅行者能以“《No Man's Sky》好友”的身份一起游戏,并新增了跨平台好友系统。当时极少游戏实现该功能,其工程量巨大。

《No Man's Sky》依靠算法生成游戏内容,但各平台硬件运算逻辑存在细微偏差。例如,在本次更新前,算法差异会导致空间站在不同平台生成位置会略有不同!
对照英文原文
Desolation might be the darkest update we've made for No Man's Sky, leaning into the space horror side of sci fi. Perhaps we were feeling the effects of being locked down after all! It took a bit of iteration to get the rules for the procedural generation of these huge space hulks feeling correct. Making the spaces interesting to explore without being frustrating to navigate without a mini-map is a fun problem. All the generation happens behind the scenes, in the moment you unlock the airlock door.

Just after Desolation, we added cross-play support, to let Travellers across all platforms play together, and added a custom system for adding players from other platforms as "No Man's Sky friends". Not many other games were doing this at the time and it was a huge undertaking.

No Man's Sky is generated using maths, and each platform has different hardware that results in tiny differences in how their maths are calculated. For instance some maths differences between platforms meant the space stations had always been generated in slightly different positions before this update!
16起源UI_S23_ORIGINS_LOG
UI_S23_ORIGINS_LOG游戏中文
《No Man's Sky》的核心一直是探索与发现,玩家持续呼吁丰富行星地貌并新增探索区域。但我们需要平衡新内容与老玩家的情怀:过往调整生成算法后,不少玩家来信倾诉,他们曾为纪念亲人命名行星或搭建基地,然而改版后星球气候、地形或植被全都改变了,这让我们十分愧疚。

因此在“起源”版本,我们采用了双重方案更新宇宙:一方面重构现有生物群系组合逻辑,大幅提升已知行星地貌多样性;另一方面新增一批全新行星,在不破坏玩家基地的前提下,打造极具冲击力的全新地貌。该版本新增了全新生物、建筑,丰富度堪比初见游戏的新鲜感。我们还加入了巨型沙虫,它们自由漫游行星地表,多年来无数主播与玩家都分享过和沙虫相遇的精彩瞬间。
对照英文原文
No Man's Sky has always been a game about exploration and discovery, and players were often asking us to give them more variety on planets, more places to explore. But the difficulty is balancing that against players who are attached to existing planets. It broke our heart in the past when we changed generation and had people write in to say that they've named a planet or built a base in memory of a family member, and now that planet has a different climate or terrain shape or grass colour.

So in Origins we took a two-pronged approach to refreshing the universe: we "remixed" existing biomes, vastly increasing the variety of landscapes players could encounter, and we added brand new planets so we could create dramatic new terrain shapes without disrupting anyone's bases. With new creature types, new buildings, and a huge injection of variety it really felt like stepping into a new universe for the first time. We also introduced huge sandworms, roaming the landscape, which have gone on to create some of our favorite moments with streamers and players over the years.
17同伴UI_S23_GOT_PETS_LOG
UI_S23_GOT_PETS_LOG游戏中文
《No Man's Sky》中程序化生成的生物总能带给我们惊喜,并总能带给我们欢笑。团队成员至今看到奇特、唯美或滑稽的生物,还都会互相分享截图视频。我们希望拓展玩家与生物的互动方式,让各种生物更鲜活、更有羁绊感。

“同伴”版本的设计历经了多轮修改。最初方案是采集野生生物的DNA样本,在实验室培育全新生命体,但实测后发现,亲自寻觅和收养心仪野兽的体验更有成就感,和搜寻完美飞船的乐趣相通。我们十分爱看玩家分享自家千奇百怪、独一无二的宠物截图。
对照英文原文
The procedurally-generated creatures in No Man's Sky are an ongoing source of joy. They still make us laugh. The team still sends screenshots and videos around when we find a particularly beautiful, surprising or funny animal. We wanted to add more ways for players to interact with them, to make them feel more connected and alive.

The design for Companions went through several iterations. At one point, the concept revolved around collecting DNA samples from wild creatures to grow new life in a laboratory setting, but in playtesting we found it was more satisfying to hunt down and adopt a pet, similar to hunting down the perfect ship. We love seeing players sharing images of their weird and wonderful pets.
18远征队UI_S23_PIONEERS_LOG
UI_S23_PIONEERS_LOG游戏中文
《No Man's Sky》玩家平均游玩时长十分可观,这是我们倍感自豪的一点。时常有玩家给我们发来存档,累计游戏时长高达2000甚至3000小时!但从零起步、飞船坠毁在陌生星球、一无所有重新求生的体验,有着独一无二的魅力......这也是所有沙盒游戏最动人的核心乐趣......我们希望让所有玩家都能重温这种体验。

远征系统是多年社区任务和周末任务的自然演变,既能凝聚全体玩家,也能让老玩家重温流落陌生星球、艰难求生的开局时光。

我们推出的第一场远征名为“先驱”。后续的远征企划不断突破,加入更多猎奇、实验性设计......远征模式的火爆程度远超我们预期,衍生出无数我们未曾设想的精彩玩家故事。
对照英文原文
The average playtime is really high on No Man's Sky, and that's something we're proud of. Sometimes players send us saves that are 2000 or 3000 hours long! But there's something special about starting from the beginning, starting from nothing, with a crashed ship on an unfamiliar planet - that's the best bit of any sandbox game - and we wanted to find a way to give that moment back to players.

The Expeditions system was a natural evolution of the community missions and weekend missions we'd been running for a few years - bringing players together - and it also encouraged seasoned players to re-experience those first steps stranded on a strange planet.

The first expedition we launched was called "Pioneers". Subsequent expeditions have become more experimental and weird as time has gone by... We've been surprised and delighted with how popular they are amongst players, and have gone on to create some incredible moments we couldn't have predicted.
19棱镜UI_S23_PRISMS_LOG
UI_S23_PRISMS_LOG游戏中文
《No Man's Sky》的根基是我们自研的引擎,每一次版本更新我们都在持续拓展与优化它。

除了要应对跨两代主机运行无限程序化生成宇宙所带来的内存与性能难题,引擎团队还在不断突破画面表现的上限,让这片宇宙愈发瑰丽。

部分渲染改进来自美术团队的需求,其余则由引擎团队内部驱动。在“棱镜”版本中,我们集中展示了大量画面升级:加入体积光、屏幕空间反射以及生物毛发等效果。驱动我们日复一日开发《No Man's Sky》的,既有技术探索的热忱,也有那份科幻幻想。
对照英文原文
The backbone of No Man's Sky is our custom engine, which we continue to expand and improve with every update.

As well as handling the memory and performance challenges that come with an infinite, procedurally-generated universe running on two generations of consoles, our engine team are constantly pushing graphical limits to make that universe just a little more beautiful.

Some of our rendering improvements come from art team requests, and others are driven from within the engine team itself. In Prisms, we tried to gather and showcase a bunch of graphical improvements all at once: adding things like volumetric lighting, screen-space reflections, and furry creatures. We work on No Man's Sky every day motivated by the technical endeavour as much as that sci-fi fantasy.
20边界UI_S23_FRONTIERS_LOG
UI_S23_FRONTIERS_LOG游戏中文
我们开始尝试将波函数坍缩算法与基地建造系统结合,程序化生成结构复杂的建筑。这套技术方案设计历经多轮迭代,才敲定最终落地形式。我们起初尝试设计废弃基地供玩家清理重建,但最终,我们打造出了充满莫斯艾斯利风格、遍布异星住民的定居点。

这便是“边界”版本。创建并渲染这些定居点是一项浩大工程,凝聚了数年的开发成果,充分挖掘了引擎的性能潜力,也为未来开辟大量可能性。

历经多年评价沉淀,我们的游戏评价从“褒贬不一”变为“多半好评”。对整个团队而言这是重大里程碑,我们还为此定制了印着“多半好评”的T恤发给团队,说白了就是在T恤上印一句好话。
对照英文原文
We started experimenting with an algorithm called wave function collapse, in combination with our base building system, to procedurally generate complex buildings. The design went through several iterations before we landed on exactly what we wanted to do with the technology. We started making abandoned bases for players to clean out and restore, but in the end what appealed was creating Mos Eisley-feeling settlements populated by aliens.

This became Frontiers. Creating and rendering these settlements was a huge undertaking, the culmination of years of work and really pushed what was possible with our engine. It opened up a lot of possibilities for the future.

After years of positive reviews, our rating progressed from "Mixed" to "Mostly Positive". A huge milestone for the team, we made "Mostly Positive" t-shirts for everyone, which is basically just a good message on a tee.
21浮现UI_S23_MINIWORMS_LOG
UI_S23_MINIWORMS_LOG游戏中文
远征模式是我们测试新创意的绝佳载体,很多有趣但不适合并入游戏主线核心的设计,都能放在远征里落地。它们几乎就像是一个个小型实验或平行现实。“浮现”是一封致敬《沙丘》的情书,同时我们为该版本打造了独有的肉体恐怖风格背景设定,创作过程充满乐趣。科幻作品中这份诡谲的特质,探索起来非常有趣。
对照英文原文
Expeditions are a great way for us to try out new ideas that we think players would enjoy, but wouldn't necessarily fit with the core game. Almost little experiments or alternative realities. In some ways, Emergence is a love letter to the likes of Dune, but we had a lot of fun making our own body-horror themed lore for this. There is a creepy side to sci-fi that is so fun to explore.
22护卫UI_S23_RAID_HIVE_LOG
UI_S23_RAID_HIVE_LOG游戏中文
《No Man's Sky》是一款以探索为核心的游戏,战斗并非重点,但护卫遍布每一颗行星。我们希望对战护卫的过程更具策略性、趣味性。

“护卫”更新版本新增了多款护卫无人机:维修无人机、重型单位和召唤型单位。我们推出了大量全新能力与技术,全面优化了地面战斗手感。我们还新增了剧情任务,玩家可打造专属无人机同伴、升级外星机甲!本版本原本计划为小型更新,最终更新改动条目多达250余项!
对照英文原文
No Man's Sky is a game about exploration and combat may not be the main focus, but Sentinels patrol almost every planet. We wanted to make fighting them feel more tactical and interesting.

The Sentinel update added different varieties of Sentinel drones - repair drones, heavies, and summoners. We improved the feel of ground combat across the board with lots of new abilities and tech. We even created a new story-based mission for players to construct their own drone companion, and upgrade their Exo-Mech! This was supposed to be a smaller update but in the end the patch notes amounted to more than 250 items!
23亡命之徒UI_S23_OUTLAWS_LOG
UI_S23_OUTLAWS_LOG游戏中文
我们的更新经常这样诞生。有人制作出了一艘带有全息帆的飞船......太阳能飞船;有程序员实现了布料物理效果,那么是不是可以加入飘逸披风?另一位美术制作了一座充满地下黑港氛围的空间站......

我们知道不少玩家向往太空海盗题材玩法。披风?帆船样式飞船?地下空间站?不如做一个海盗主题更新版本?于是“亡命之徒”就诞生了!

这个构思极大地释放了团队创造力,产出了大量新内容与玩法。
对照英文原文
Our updates often come together like this. One person had made a ship with holographic sails - the Solar ship. A programmer had gotten cloth physics working, perhaps now we could have flowing capes? Another artist was making a cool underworld themed space station...

We were aware that some players really liked to engage with the space piracy fantasy. Capes? Sail ships? Underground space station? What if we made a pirate focused update? And so Outlaws was born!

This idea unlocked so much creativity in the team, with tons of new content and gameplay.
24巨兽UI_S23_LEVIATHAN_LOG
UI_S23_LEVIATHAN_LOG游戏中文
我们的许多社区远征活动都与命名的更新同步上线:“制图师”、“异星生物学”和“瘟疫”分别对应“边界”、“护卫”和“亡命之徒”。巨兽远征视觉设计极具冲击力,玩法独树一帜,我们专门为它制作了独立宣传短片并单独推出。

企划灵感源于两方构思:美术团队希望设计活体护卫舰,设计团队想打造肉鸽类玩法的远征,二者结合便诞生了“巨兽”。它是我们风格最为迥异,同时也是人气最高的一次远征,也激励我们未来继续拓展远征模式。
对照英文原文
Many of our community expeditions ran alongside named updates - Cartographers, Exobiology and The Blight were concurrent with Frontiers, Sentinel, and Outlaws. The Leviathan expedition became so visually striking, and the gameplay was so unique that we felt it needed its own trailer, and we released it standalone.

The idea came together from the artists wanting to make a biological frigate, and the designers wanting to craft an expedition around roguelike gameplay. It was our most different, but also our most popular expedition - exciting us to go further with expeditions in the future.
25EnduranceUI_S23_ENDURANCE_LOG
UI_S23_ENDURANCE_LOG游戏中文
“Endurance”大幅拓展了货船基地建造上限,这套自“地基”版本上线后几乎未做大改的玩法迎来全面革新。最令人欣喜的是新增外部走道与观景平台......这在之前完全无法实现......

在太空环境下渲染窗户与外部走道是一个难度极高的技术难题。当我们第一次站在甲板上望见那片景色时,就确定一定要实现这项功能。

事实上,货船最初的实现大量依靠取巧的技术手段,这导致很难兼容上述大部分新功能。举个例子,新玩家或许不知道,曾经无法从货船机库直接传送至舰桥......这是一项体验提升巨大的功能!即便是这么简单的功能,背后也需要大量精妙的技术处理才能正常运行。
对照英文原文
Endurance hugely changed the scope of building a base on your freighter, a feature which had been largely untouched since introduced in Foundation. It was especially exciting to be able to build exterior catwalks and observation decks - something not possible before...

Rendering windows and exterior walkways in space is a particularly hard technical problem. The moment we first saw the view from the deck, we just knew we had to support it.

In fact the way we built freighters initially used a lot of smoke and mirrors and this made it particularly hard to support most of these new features. For instance, newer players might not remember a time before you could teleport from the freighter hangar to the bridge... such a great quality of life improvement! Even just that simple feature required some real technical wizardry going on behind the scenes to make that work.
26航路点UI_S23_WAYPOINT_LOG · 平台差异

游戏标记此记录有平台差异;下方保留通用文本,尚未核实各平台变体。

UI_S23_WAYPOINT_LOG游戏中文
到2022年,《No Man's Sky》已经发展了六年,我们新增了大量内容与多层玩法。对我们而言,保证新玩家能够轻松上手始终十分重要。我们希望玩家踏入游戏时,能为宇宙的无限可能感到兴奋,而不是被繁杂内容压得喘不过气。“航路点”版本重点优化信息展示,让玩家在探索过程中能够更清晰地获取宇宙相关情报。我们整理了游戏内目录,并新增了日志式记录,方便玩家留存主线剧情的推进历程。

我们还彻底重构了游戏模式体系,自“探路者”版本推出永久死亡模式之后,这套体系就未曾改动。我们希望玩家可以完全按照自己的喜好游玩,专注于自己喜爱的内容......基地建造、探索、资源收集、剧情、战斗、生存......这款游戏对于不同的人有着截然不同的意义。
对照英文原文
By 2022, No Man's Sky had been evolving for six years, and we had added a lot of new content and new layers. It was always important to us to keep the game accessible to new players. We wanted folks to be able to jump in and be excited by the possibilities of the universe, but not feel overwhelmed. Waypoint was a concentrated effort to more clearly surface information about the universe as you discovered it. We cleaned up the in-game catalogue, and added journal-style records of progress through the core narrative.

We also completely unpicked the concept of game modes, which had remained the same since the introduction of Permadeath back in Pathfinder. We tried to allow players to play exactly as they wanted, letting them focus on whatever their favourite area of the game was - basebuilding, exploration, resource acquisition, story, combat, survival - the game means a lot of different things to a lot of different people.
27分形UI_S23_FRACTAL_LOG · 平台差异

游戏标记此记录有平台差异;下方保留通用文本,尚未核实各平台变体。

UI_S23_FRACTAL_LOG游戏中文
“分形”版本是团队对《No Man's Sky》进行又一轮打磨优化的契机。我们提升了画面表现、优化了无障碍体验,同时推出了“乌托邦”远征。我们还新增了“奇观”功能,用于收录玩家旅途中发现的万千世界里最震撼的奇观景象,这是我们筹划已久的功能。
对照英文原文
Fractal was an opportunity for the team to give No Man's Sky another scrub and coat of polish. We improved graphics, increased accessibility, and launched the Utopia expedition. We also added "Wonders" to showcase the most remarkable discoveries among the thousands players would amass on their journeys. This was something we'd wanted for a long time.
28INTERCEPTORUI_S23_INTERCEPTOR_LOG
UI_S23_INTERCEPTOR_LOG游戏中文
假如你能夺取并驾驶护卫飞船会怎样?

“INTERCEPTOR”版本的构思便源于此,玩家可以从无情的星系当局(我们内部戏称其为“太空警察”)手中夺取装备。这个想法很快拓展成了更大的更新。设计师与美术构思出了不谐星球的设定:神秘的机器人头颅、空无一人的营地,还有被异界紫色水晶侵蚀腐化的护卫部队。这次更新开发推进格外顺畅......各项工作水到渠成。这种开发体验十分美妙。

《No Man's Sky》现在有了七个以上平台版本。维护工作量巨大,对于小型开发团队而言负担很重,而我们的工作还远未结束......
对照英文原文
What if you could commandeer and fly a Sentinel ship?

Interceptor started with that idea, allowing players to take something back from the relentless system authorities (who we affectionately refer to as "the space police" internally). It soon grew into something much bigger. The designers and artists dreamt up the concept of dissonant planets, with mysterious robot heads, apparently empty campsites, and Sentinel forces corrupted by an otherworldly purple crystal. This update came together especially quickly - everything just flowed and fell into place. It's an amazing feeling when that happens.

No Man's Sky now had more than seven platform variants. It was a lot, especially for a small team, and we weren't done yet...
29回响UI_S23_ECHOES_LOG
UI_S23_ECHOES_LOG游戏中文
“INTERCEPTOR”版本、“奇点”远征(玩家协助保罗专家建造机器人),再到最终的“回响”版本,三者构成线索链条,逐步引出我们一直在筹备的全新外星种族:机械自噬体。

在叙事设定上,这些源自科尔瓦克斯的生命体早已存在于宇宙中,因此我们设计了“扫描显形”机制,让旅行者可以探测并发现它们。我们还在“回响”版本中推出了“模块化自定义”系统,玩家可以打造属于自己的多用途工具。该系统通用性极强,底层代码后续还支撑“轨道”版本的模块化飞船建造,以及“遗迹”版本的化石组装。

“回响”版本还加入了无畏舰货船对战,借鉴经典科幻IP名场面,设计了穿越炮火壕沟的战斗循环。我们很欣慰《No Man's Sky》既可以承载沉静的探索,也能够演绎科幻题材的这种动作场面。
对照英文原文
Interceptor, the Singularity expedition (where players helped Specialist Polo construct a robot) and now finally the Echoes update were all designed as a sort of breadcrumb trail to introduce a new alien race we had been working on: the robotic Autophage.

Narratively, these Korvax-derived lifeforms have always inhabited the universe, so we came up with a "scan to reveal" mechanic to unveil them to Travellers. We also introduced the "modular customisation" system in Echoes, allowing players to construct their own staff Multi-Tool. That system proved to be very versatile. The same underlying code enabled modular ship construction in Orbital, and fossil assembly in Relics.

Echoes also brought in Dreadnought freighter battles, with a trench run gameplay loop inspired by a favourite scene in one of our favourite sci-fi franchises. We love that No Man's Sky can support this action side of sci-fi as well as more reflective exploration.
30ORBITALUI_S23_ORBITAL_LOG
UI_S23_ORBITAL_LOG游戏中文
“ORBITAL”、“欧米茄”以及“漂泊”远征均在2024年初接连快速上线!

“欧米茄”是开发难度格外高的更新版本。我们实质上以免费远征的形式制作了一份演示内容,该内容在不同平台有着不同的技术要求,同时还需要充当新玩家教程的作用。我们还实现了从享有存档开启远征的功能......这是社区期盼已久的功能......该功能需要对游戏存档数据进行精细的数据屏蔽与上下文处理。但凡涉及存档数据,我们都会格外谨慎。如今许多玩家已经拥有数千小时的游戏进度。

“ORBITAL”版本推出了两项筹备已久的重磅功能:空间站的全面重新设计,以及可建造飞船。

长久以来,不少玩家一直希望能够自定义飞船,但搜寻飞船是《No Man's Sky》的核心玩法之一,我们不能直接移除该机制。于是我们实现了收集模块从零组装全新飞船的玩法,同时原生生成的飞船会带有“官方认可”徽章。

我们决定不对废弃空间站进行重新设计。保留旧版设计的遗迹感,反而别有一番韵味......
对照英文原文
Orbital, Omega and the Adrift expedition all released in fairly quick succession in early 2024!

Omega was an especially challenging update. We essentially built a demo in the form of a free expedition, which has different technical requirements on different platforms, and which also had to serve as a sort of tutorial for new players. We also allowed players to start expeditions from existing saves - something the community had been requesting for a while - which required some delicate data-masking and context-handling of save games. We always feel extremely cautious around anything related to save data. Many of our players have thousands of hours of progress by now.

Orbital introduced two massive features we'd been working on for a while: a complete redesign of space stations, and constructable starships.

Some players have been wanting to customise ships forever, but ship-hunting is such a core part of No Man's Sky that we couldn't simply remove that feature. Instead, we implemented the ability to collect modules and construct new ships from scratch, while acknowledging naturally-occurring ships with an "authenticated" badge.

We decided not to redesign the abandoned versions of space stations. It feels somehow fitting that they are a relic of the old design...
31缤纷世界IUI_S23_WORLDS1_LOG
UI_S23_WORLDS1_LOG游戏中文
“缤纷世界I”和“缤纷世界II”原本规划为一个大型更新。我们希望彻底重制宇宙的视觉效果与物种多样性,以此革新探索体验。

和我们过往的更新一样,而这次尤为明显......更新体量急剧膨胀。团队每个人不断冒出新想法,想要塞入更多功能。于是我们决定将版本一分为二,让玩家可以尽早体验部分内容。“缤纷世界I”侧重优化现有行星,全新行星内容留至“缤纷世界II”推出。

多年的技术积累,让我们得以将水体从固定球体改造为动态可交互网格。与此同时,我们从零重写云层生成系统。那些总在社交平台留言“修复云层”的玩家终于可以如愿。
对照英文原文
Worlds Part I and Part II were originally conceived as one big update. We wanted to refresh exploration by completely overhauling the visuals and diversity of the universe.

As often happens with our updates, but with this one in particular... it got huge. Everyone on the team had more and more ideas, and more features they wanted to cram in. We decided to split the update in half, and get features to players sooner. Part I focused on improving existing planets, saving adding entirely new planets for Part II.

Years of work came together to allow us to transform water from a fixed sphere to a dynamic, responsive mesh. Meanwhile we rewrote the cloud generation system from scratch. Finally the person who constantly replied to every social media post with "fix clouds" could rest.
32水瓶座UI_S23_CATCH_RARE_FISH_LOG
UI_S23_CATCH_RARE_FISH_LOG游戏中文
我们在Hello Games的开发节奏很快,氛围类似游戏开发马拉松。其他工作室过来的新成员经常感慨新功能落地速度之快。钓鱼玩法就是其中一例!我们看到玩家发帖畅想钓鱼玩法,仅仅数周之后,钓鱼主题更新版本便正式发布!我们围绕这套玩法设计了“水瓶座”远征,这是一种十分松弛的多人游戏方式,玩家可以一同在行星上消磨时光。看到大量玩家并肩垂钓的截图,我们由衷感到欣喜。

万圣节期间,我们推出了诡谲风格远征“被诅咒者”,其最初构思是将星际旅行限制于传送门网络,后续又加入幽灵乌贼、加速昼夜循环等内容。

2024年11月,我们的全球用户评价从“多半好评”升至“非常好评”。我们还为团队定制了“非常好评”主题袜子,只有兴致高涨的时候才会穿上。
对照英文原文
We work very quickly at Hello, with more of a game jam kind of vibe. New team members who join us from other studios often comment how fast new features come together. Fishing was one of those features! We saw a fan posting about how cool fishing would be, and just weeks later our fishing update was releasing! We designed the Aquarius expedition around it and we love that it's a very chill way for people to spend time together on a planet. Seeing screenshots of lots of players fishing side-by-side makes us so happy.

For Halloween, we put together a spooky expedition called The Cursed, which started with the idea of limiting interstellar travel to the portal network, and grew to introduce elements like spectral squids and a sped-up day/night cycle.

In November 2024, our global user rating progressed from "Mostly Positive" to "Very Positive". We got some "Very Positive" socks made for the team, which you only wear when you are really feeling it.
33缤纷世界IIUI_S23_WORLDS2_LOG
UI_S23_WORLDS2_LOG游戏中文
当初把“缤纷世界”更新版本拆分为两部分时,我们计划在“缤纷世界I”发布后很快推出“缤纷世界II”。但“缤纷世界I”收获了玩家大量好评,于是我们决定倾听反馈,投入更多时间打磨“缤纷世界II”。可想而知,它的内容体量进一步扩大!

我们新增了大量生态群系与生物,进一步优化了水体渲染。我们将“漂泊”远征首次引入的“废弃模式”完善为了完整游戏模式。最重要的是,我们加入了全新恒星系......自游戏发售以来从未做过的改动......这给叙事团队带来了构建全新故事的绝佳机会。我们得以加入全新地形形态与水世界,终于实现了发售之初就梦寐以求的气态巨星。

与此同时,我们也在开发野心勃勃的新游戏《Light No Fire》。这款新游戏研发出的部分关键技术现在......几乎像是来自未来......反向赋能《No Man's Sky》,支撑宇宙持续拓展。
对照英文原文
When we split Worlds into two updates, we had intended to release Worlds Part II shortly afterwards. The player response to Part I was so positive that we thought actually, we want to listen to feedback and spend longer perfecting Part II. Of course, that meant it grew even bigger!

We added a bunch of new biomes and creatures, as well as even more improvements to water rendering. We made "abandoned mode", an idea first introduced in Adrift, into a complete game mode. Perhaps most significantly, we added entirely new star systems - something we hadn't done since launch - which gave the narrative team a really exciting opportunity for building a new story. It gave us the freedom to add new terrain shapes and waterworlds. Finally we could add gas giants, something we had dreamt of since launch.

In the background we are also working on an ambitious new game, Light No Fire. Some key tech developed for this was now being sent back - almost from the future - for No Man's Sky, allowing us to keep expanding the universe.
34遗迹UI_S23_GOT_FOSSILS_LOG
UI_S23_GOT_FOSSILS_LOG游戏中文
“遗骸”更新版本的灵感来自团队一名成员陪女儿游《动物森友会》。那个收集化石搭建骨骼博物馆的构想,和《No Man's Sky》的诸多特质高度契合:探索、收集、程序化生成生物,以及“回响”版本奠定的模块化自定义系统。

视频游戏媒体经常报道《No Man's Sky》,而该版本还收获了一篇博物馆行业杂志的戏谑文章。作者写道:“遗迹固然有趣,但身为博物馆从业者,有不少地方令我感到顾虑。”“我感到费解的是,这些出土遗物转眼就被运回你的母星,陈列在私人(无资质认证)博物馆之中。”
对照英文原文
The idea for Relics came from one of our team playing Animal Crossing with their daughter. The idea of collecting fossils for a bone museum fit perfectly with several elements of No Man's Sky: exploration, collecting, procedurally generated creatures, and the modular customisation system we'd established back in Echoes.

Video game publications cover No Man's Sky pretty regularly, but this update earnt us a tongue-in-cheek article in a museum industry magazine. The author noted that "While Relics is certainly fun, as a museum professional there is a lot that I found concerning." "I'm [...] troubled that said relics are then promptly shipped off to your home planet to be displayed in your own private (unaccredited) museum."
35信标UI_S23_BEACON_LOG
UI_S23_BEACON_LOG游戏中文
我们内部积攒了不少定居点的优化构想,同时也希望为全新的自噬体生命体打造定居点。“信标”更新版本将两项设计目标融为一体,完全出乎了社区预料。我们始终希望带给玩家惊喜!

该版本曾拟定过不少备选名称:“改良升级”、“更前沿边境”、“机器人都市”和“仿生人会梦见巨大紫色定居点吗”。所幸这些名字都没有被正式采纳。
对照英文原文
We'd had an internal wishlist of improvements for Settlements for a while, and we were excited by the idea of adding settlements for the new Autophage lifeforms. Beacon combined those two design objectives into an update that the community wasn't expecting at all. It's always our aim to be surprising!

Some of the proposed names for this update included "Betterments", "Frontierier", "Robotopolis", and "Do Androids Dream Of Big Purple Settlements". Thankfully, none of those were taken seriously.
36航行者UI_S23_BIGGS_BUILD_LOG
UI_S23_BIGGS_BUILD_LOG游戏中文
“航行者”是开发难度最高的更新版本之一。多人模式下,多人可在飞船内部自由走动,同时飞船进行光速航行,这是一项技术难题。要在已有游戏基础上改造实现,难度更是倍增。但功能初见雏形时,就能感受到它的体验会无比震撼。

实际上,我们当时是利用基地建造系统来建造飞船,然后让网络玩家身处飞船内部,一同跃迁穿梭于各个星系!有时玩家使用不同的游戏平台。上线前的数周里,我们遇到过各种奇妙的Bug:行星基地部件脱离地面飞向太空;IK系统让玩家的腿部在飞船间扭曲,如同克伦伯格电影画面;玩家驾驶满载好友的飞船曲速飞行,结果所有人四散流落太空。

团队拼尽全力解决了这一系列问题,版本上线后的反响远超预期。玩家在线规模创下发售之后的新高!玩家的创意也让我们惊叹不已:精细复刻经典科幻飞船,还巧用各类基地部件打造浮空森林、古帆船,甚至长着眼与肢体的奇异飞船。所有的艰难付出都变得值得!
对照英文原文
Voyagers was one of our most challenging updates to develop. Having multi-crew star ships you could walk around in, in multiplayer, while travelling at light speed is a very hard problem. Retrofitting it to an existing game is even harder. From when it was first working though, you could just tell how incredible it would feel.

Effectively we were using the base building system to create the ships, then flying those ships through space with networked players inside, sometimes on different gaming platforms, warping between systems together. We had some fantastic bugs in the weeks before launch. Planetary base parts were taking off and flying into space! Our IK system was warping players legs between ships like a scene from a Cronenberg film. Players would warp their ship full of friends to new systems, and accidentally scatter them stranded throughout space.

The team worked incredibly hard to solve all these issues, and more - and the reception when we released was genuinely unexpected. We saw the highest number of players since launch! We couldn't believe some of the wild creativity we were seeing from players. Meticulous reproductions of favourite classic sci-fi ships, but also using unusual base parts to create flying forests and galleons and ships with eyes and limbs. It made all that challenge worth it!
37遗物UI_S23_REMNANT_LOG
UI_S23_REMNANT_LOG游戏中文
在“航行者”版本打磨出物理技术之后,我们迫切希望为《No Man's Sky》的玩法加入更多物理相关要素。“遗物”版本最初的构想,是利用多重物理世界技术将货物装载至强化艇......正是这套技术,让玩家能够待在护卫舰内部,飞船移动时不会被抛射入太空。

我们尝试过这套方案......效果尚可......但之后我们找到了趣味性高得多的方向。我们引入重力枪,拥抱物理系统带来的不确定性,货物会随着巨人强化艇的行进晃动、弹跳,贵重货物甚至会不慎掉落。开发阶段就出现过不少有趣场面,贵重货物在最后一刻顺着山坡滚落,这类情景在版本上线后也频频上演。
对照英文原文
After the physics tech we'd developed for Voyagers, we were hungry to add more physical elements to the gameplay of No Man's Sky. Remnant was originally conceived with the plan to use multiple physics worlds for loading cargo into your exocraft - the same technology that allows players to stand inside a Corvette and not get jettisoned into space when it moves.

We tried that... it was ok... but we struck upon something much more fun. Introducing a gravity gun we embraced the chaos of physics and allowed the cargo to jiggle and bounce with the movement of the Colossus - and sometimes have precious cargo fall out. As we saw at launch, there were some great moments during development of precious cargo rolling down hill at the last moment.
38异星竞技场UI_S23_PET_BATTLES_LOG
UI_S23_PET_BATTLES_LOG游戏中文
团队中有一位成员十分热爱回合制多人游戏,并且拥有大量相关开发经验。我们看到回合制游戏可以很好适配现有的多人模式,“游戏桌”的概念就此诞生。我们希望能有一款小游戏,供玩家在休闲时刻一同玩游戏。

“异星竞技场”的灵感源自宠物对战类游戏,以及《No Man's Sky》当中形形色色的生物。我们一直希望《No Man's Sky》中让玩家收集的宠物发挥更多作用,何不把二者结合起来?

开发初期,我们手动制作每一套战斗招式,但很快意识到,想要让对战拥有重复游戏乐趣,就需要海量招式,远非我们小规模团队手工能够完成。于是我们搭建一套程序化生成系统,为每种生物分配独有的招式,最终产出数百种技能,造就了这款拥有惊人深度的迷你游戏。
对照英文原文
One of our team had a passion for turn-based multiplayer games, and a bunch of experience with developing them. We could see how turn-based games would fit with our multiplayer model, and so the concept of "game tables" was born. We loved the idea of having a game for players to play in more chill moments together.

Xeno Arena came from that love of pet battler games, and the creatures in No Man's Sky. We had always wanted to make more of the pets you collect in No Man's Sky, maybe we could combine the two?

At the start of development, we were hand-crafting every possible battle move, but it quickly became clear that we would need a vast number of moves to make battles fun to play repeatedly - far more than our tiny team could author by hand. So we built a procedural generation system to assign unique moves to each creature, and the result is hundreds of abilities, and a mini-game with a surprising amount of depth.
39征程再续UI_S23_FUTURE_LOG
UI_S23_FUTURE_LOG游戏中文
我们最新的更新版本是“宇宙”,汇集了大量玩家呼声极高的功能,同时也包含不少我们内部构思的创意:空间站所有权、飞船拆解,还有数量繁多的太空兴趣点!

本作自始至终都是一款太空游戏,但太空本可以拥有更鲜活的面貌。十年已然过去,依旧还有如此多尚未涉足的开发方向,这让我们感到无比振奋,也十分庆幸能够拥有这样的机会。

我们热爱制作这款游戏。十年前,那张“黄金母盘”纪念照片里的大部分成员,如今依旧在Hello Games并肩工作,对此我们倍感珍视。同样珍贵的是,许许多多玩家从游戏发售之初就陪伴我们踏上这段旅程,也不断有新的旅行者加入进来。

万分感谢各位。

我们的旅程,仍在继续。
对照英文原文
Our most recent update is Cosmos, bringing together a number of highly-requested features, and some we dreamt up internally: space station ownership, shipbreaking, and lots of points of interest in space!

All this time we have been a space game, and yet space felt like it could be much more alive. It's wild to us that ten years in, there are still so many unexplored areas of development like this, and they are still so exciting to us. We feel lucky to have that opportunity.

We love making this game. It means so much to us that most of the people in that "gold master disc" photo from a decade ago are still at Hello Games. It means so much that so many of you, our players, have been on this journey with us since day one - and that newer Travellers are joining us all the time.

Thank you. So much.

Our journey continues.
来源:游戏故事索引与语言文件 · 快照 2026-09-17保留原始文本 ID · 数据随插件版本更新
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