摘要:各位!欢迎来到这个全新专栏,在这里我会畅谈《跨界》的设计构思、创作历程与开发进度。我把这个专栏称为:鸭语闲谈。首先来聊聊大家最关心的问题:第四章的当前进度。截至撰写本文时,完成度为71%。第四章将成为开篇以来篇幅最长的章节,剧情将紧接第三章结尾——没有时间跳跃
嗨,各位!
欢迎来到这个全新专栏,在这里我会畅谈《跨界》的设计构思、创作历程与开发进度。我把这个专栏称为:鸭语闲谈。
首先来聊聊大家最关心的问题:第四章的当前进度。
截至撰写本文时,完成度为71%。第四章将成为开篇以来篇幅最长的章节,剧情将紧接第三章结尾——没有时间跳跃。没错,你们没看错:没有时间跳跃。目前第四章最大的挑战在于其庞大的体量,不仅篇幅超越第三章,更包含了密集的动作场景,这意味着我必须精密规划执行才能达成心中的截止期限。
但即便有周密计划,兼顾游戏开发的本职工作后仍难保持稳定产出。
正职工作是我日程表中的不稳定变量。能投入《跨界》的时间完全取决于工作效率。这正是第三章耗时七个月的主因——原本五个月即可完成,但2025年初公司项目突发状况导致我经历了数月艰难时期,甚至一度被迫中断《跨界》制作近三周。
而今临近2025年底,公司新项目又进入发布阶段,意味着接下来3-4周我会异常忙碌。是否会再次暂停制作?但愿不会。但若坚持同步开发,进度势必放缓,预计每周仅能推进2%。
圣诞档期能否如期发布尚难断言。我必当全力以赴,但也希望大家对可能出现的短暂延期做好心理准备。
好了!负面消息就此打住,现在聊聊第四章的优化升级。
首先,章节篇幅本身就该算个好消息吧?
其次,渲染质量实现了突破。我在HS2与虚幻引擎中探索出新技术,第四章的视觉效果将显著提升,特别是场景背景与特效表现(文首渲染图便是力证)。
不仅如此,我还精细调整了角色模型比例。这个改动虽细微,却在复杂服饰场景与动态镜头中效果卓著。
好啦!今日「鸭语」暂且至此,就此搁笔。
感谢诸位对游戏的支持,我们下期鸭语闲谈再会!
致亚洲粉丝们:中秋快乐!
DuskDuck
原文:
Hi y'all!
Welcome to a new section where I yap about how I design, create, and track the progress of making Cross Realms. I call this section: Duck Quacking.
So first, let’s talk about what y'all are most interested in: the current stage of Chapter 4.
As of writing this, I’m at 71%. Chapter 4 will be the longest chapter since the beginning. It picks up right after the events at the end of Chapter 3 - no time skip. Yep, you read that right: no time skip. So far, the biggest challenge with Chapter 4 is its sheer length. It’s longer than Chapter 3 and packed with more action sequences, which means I have to plan and execute everything tightly to meet the deadline I’ve set in my mind.
But even with a plan, it’s tough to maintain consistent productivity since I also work a daytime job as a game dev.
That job is the unstable variable in my schedule. The time I can dedicate to Cross Realms depends entirely on how efficiently I finish my tasks at work. That’s exactly why Chapter 3 took 7 months. Honestly, it could’ve been done in 5 but I had a rough couple of months early in 2025 when a company project went sideways. There was even a point where I had to abandon Cross Realms production for almost 3 weeks.
And now, as we approach the end of 2025, another company project is entering its release phase, which means I’ll be extra busy for the next 3 - 4 weeks. Will I have to pause production again? I hope not. But if I can keep working on Cross Realms, progress will definitely slow down, expect around 2% per week.
It’s hard to say if the Christmas release is still possible. I’ll do my best to hit that goal, but I want y’all to be mentally prepared for a small delay.
Well! Enough with the “not-so-good” news, let’s talk about the improvements I’ve made in Chapter 4.
First off, I think the length itself is good news for y’all.
Secondly, the render quality has taken a step forward. I’ve discovered some new rendering techniques in both HS2 and Unreal Engine, and the visuals in Chapter 4 will definitely be improved, especially the backgrounds and VFX. (The render above is a good example)
And that’s not all, I’ve also fine-tuned the character model proportions. It’s a subtle change, but it makes a huge difference in scenes with complex outfits and action-focused shots.
Alright! I guess that’s enough “quacking” for now, I’ll wrap it up here.
Thank you all for supporting the game, and I’ll see you again in the next Duck Quacking section!
To my Asian fans: Happy belated Mid-Autumn Festival!
DuskDuck
来源:文学诗