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halo的由来,翻译帖

http://en.wikipedia.org/wiki/Bungie_Studios
来自维基百科
Bungie's first "release" was Gnop!, a clone of Pong (notice that the word "gnop" is "pong" backwards), which was distributed for free. This was followed by the tile combat game Operation Desert Storm. For much of the 1990s they developed a series of increasingly technically detailed first person shooter (FPS) games for the Macintosh. Their first big break was 1993's Pathways Into Darkness, the first true FPS for the Mac.
大意,做了一系列游戏给mac,有个是mac上真正意义上的fps

Bungie would then follow with the groundbreaking Marathon series, which introduced a number of new concepts into the FPS genre. Marathon 2 was Bungie's first game that was released for Windows as well as Mac (though the Windows version was released a year later, in 1996). Many of the following titles would be dual platform as well, but Bungie was still considered a Macintosh publisher by many, producing some titles on the Macintosh platform first, or on Mac only.
重点,bungie被视为mac出版商,以mac游戏为主,游戏要么mac独占,要么mac首发

Bungie's success gave rise to a large third-party developer community as well as a short lived newsletter published through BBS. Following the success of Marathon, Bungie released the Myth series of games, which stressed tactical unit management as opposed to the resource gathering model of other combat strategy titles. The Myth games won several awards and spawned a large and active online community (which is still active on the fan-supported playmyth.net), receiving cult status.
bungie是成功的

Bungie was seen as a significant member of the Macintosh developer community in the 1990s. The mid-1990s, in particular, was a dire time for the Mac platform, with many rumors circulating about Apple's low sales, poor financial performance, and the impending death of the Macintosh platform in an industry dominated by Microsoft Windows. Bungie was one of the few publishers to develop primarily for the Mac platform during this time, rather than port PC-platform games, or not publish for Mac at all.
bungie被视为mac开发社区的重要成员之一,90年代中期,mac销售低迷,各种不好传言盛行,bungie是少数几个仍然主要为mac平台开发游戏的工作室之一(患难见真情

In 1997, Bungie expanded and formed Bungie West, a studio in California. Bungie West created Bungie's first multi-platform game, Oni, to be released in 1999 for the Mac, PC, and Playstation 2. Oni was Bungie West's first and only game. The final version of Oni lacked multiplayer, significantly affecting the game's success. In 2000, Bungie West was closed, and the rights to Oni were sold to Take-Two Interactive.
没什么重要的,oni出现了

In 1999, Bungie announced their next product, Halo, which featured a world-beating physics and AI system. Halo's public unveiling occurred at the Macworld Expo 1999 keynote address by Apple's then-interim-CEO Steve Jobs (after a closed-door screening at E3 in 1999). However, on June 19, 2000, (also known as Black Monday), Microsoft announced that they had acquired Bungie Software and that Bungie would become a part of the Microsoft Game Division (subsequently renamed Microsoft Game Studios) under the name Bungie Studios. As a result, the Mac and PC versions were delayed, and the game was re-purposed for Microsoft's Xbox, on which it became the console's killer app. Bungie's sale to Apple's long-time rival Microsoft was seen as a betrayal to the Mac community at the time. Mac and Windows versions of Halo were eventually released two years later.
halo来了!先进的物理和ai系统!在macworld expo 1999上公布,被湿地付。瞧不死着重提到,
历史性的一刻来了!!!!
2000年bungie被ms买了!halo戏剧性的成为xbox上杀手级软件!!(真情还是敌不过钱


The Xbox version of Halo received the "Game of the Year" and "Console Game of the Year" awards for 2002 from the Academy of Interactive Arts & Sciences and topped video game bestseller charts for almost two years. Halo has been one of the most critically acclaimed games of all time.

Prior to the release of their next game, Bungie oversaw and 'signed off' on the Haunted Apiary puzzle, an alternate reality game revolving around a 'hacked' bee-keeping website, the address for which appeared in the Halo 2 theatrical trailer. Bungie provided the Haunted Apiary designers with the "Halo Bible", allowing them to develop the story according to Halo canon, but did not directly contribute to the game.

On November 9, 2004, Halo 2 was officially released. It was a huge hit, making more than $125 million on release day and setting a record in the entertainment industry.

In September 2005 Bungie moved into its new studio in Kirkland, Washington, in order to support the growing size of the staff and resources in use.

On May 9, 2006, Microsoft announced Halo 3, Bungie's next installment in the Halo franchise, which will come to the Xbox 360 in 2007. On September 27, 2006, they announced two partnerships with Ensemble Studios and Wingnut Interactive to produce two games: Halo Wars and an untitled project trilogy, respectively. This will take the total number of Halo games coming to the Xbox 360 to a speculated five (three being another trilogy). Only two games have been officially announced: Halo 3 and Halo Wars. It is currently known that they have over 100 employees working actively on current projects[citation needed], and that most of them are working on Halo 3, which will be one of the key titles that Microsoft hopes will win them the "Console War" for the Xbox 360. Bungie has also announced a number of beta and alpha tests for the public and gaming writers, prior to its release, this is so that they can make sure every detail of the game, especially online multiplayer, is up to scratch as this is set to be one of the biggest game releases of all time.[citation needed]

这都是些后话了,有兴趣的看看吧


所以,ff13,mgs4,你们准备怎么做呢??


[ 本帖最后由 chovosky 于 2007-5-30 12:23 编辑 ]


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囧。

ff13,mgs4,你们准备怎么做呢??



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其实世界上有这么一篇文章
http://article.ali213.net/viewfile.asp?id=837&page=2


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翻译的很精辟~~~~~~~~~~~~~~你Y多翻点会死啊!!!!!!

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谁说的?养育之恩很重要哦:D

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原来有人翻译过了,游侠那东西有人看么

不是嘲笑...从没去过那里

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引用:
原帖由 icefei 于 2007-5-30 12:34 发表
翻译的很精辟~~~~~~~~~~~~~~你Y多翻点会死啊!!!!!!
我语言不好,翻多了会惹人笑,重点看到了就行了:D :D

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:D 偶顶HALO3的

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同顶Halo3!!!

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Halo3……华丽的破千万吧……

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其实,他们做的oni不错的,我买过正版

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“神话”溯源——《神话》系列回顾

作者: 游侠创作室 天弈

发表于《计算机与生活》 2002年 第4期

(The Seventh God)描绘四个王国抵御goblin大军侵略的故事,引入了精灵、德鲁伊、龙这样的魔幻生灵;还有的干脆改变奇幻风格,改投历史题材门下,比如著名的二战系列就是以第二次世界大战时的步兵和坦克等部队作为作战单位的!必须要提的是,神话3的开发商Mumbo Jumbo的主力人员就曾制作过二战背景下的一些战役。显然,如果你见到半科幻背景的神话2资料篇,也不会奇怪了,对吧?如此庞大的神话2资料篇群发展至今,不啻于一座宝库,因此发行商Take 2整理出一些精华的单人关卡和多人地图等内容,在神话3问世前发布了容量达3CD的《神话2:世界》(Myth II: Worlds),并提供免费的bungie.net帐号。相信这套高价的收藏品又从那些呕心沥血制作关卡的骨灰级爱好者那里赚了一笔良心钱!这一招相对国内一些RPG换汤不换药的所谓“新”作,不知高明到哪去了!

图myth2worlds_ss3.jpg:瞧,一名德鲁伊跟在战士们的后面
图myth2worlds_ss2.jpg:弓兵们围攻两条龙
图myth2worlds_ss1.jpg:日本武士与和尚保护弓兵
图myth2worlds_box.jpg:《神话2:世界》的包装盒


神话的创造者Bungie

神话系列的成功使开发商Bungie获得了PC游戏界的认可和尊重。而在《神话》之前,人们几乎根本没听说过Bungie这个名字。那么是什么促使名不见经传的一支小团队在类C&C的RTS游戏泛滥成灾的那一年独辟蹊径、创造了震动业界的“神话”呢?

时光回溯到1991年5月,Alexander Seropian创建了Bungie Software,定位于为相对先进的Mac平台开发游戏。当时海湾战火未熄,一款精心研究的坦克战斗游戏《沙漠风暴行动》(Operation Desert Storm)成了Bungie的处女作。不久后,Alexander联合另一位游戏狂人、人工智能课上的同学Jason Jones,发布了《牛头怪:克里特岛的迷宫》(Minotaur: The Labyrinths of Crete)。包装盒是在Alexander的地下公寓里组装的,这是否有些象当年在车库里组装Msdos的微软呢?Bungie的第一部商品化游戏就这样摆上贸易展,并逐渐进入了分销渠道。即便当时还只是1992年,《牛》就已经是一款多人联线游戏,由两个或两个以上的人通过modem或一个AppleTalk网络来连接进行。这一不同寻常的方式造就出了一批忠实的Minotaur追随者。下一部游戏《黑暗之路》(Pathways Into Darkness,1993年),又实现了创造性的跳跃,它是第一个在MacOS上使用即时纹理贴图的游戏。平滑的3D效果、高度细节化的图形、环绕立体声和魔幻的背景,获得广泛好评,赢取了大量的奖项,包括MacWorld的年度名作奖,销往15个国家。《黑暗之路》的成功回报给Bungie第一间办公室和一支勤奋工作的小团队。

图minotaur_box.jpg:《牛头怪:克里特岛的迷宫》包装盒
图pidbox.jpg:《黑暗之路》包装盒

接下来的《马拉松》(Marathon),不仅对Bungie公司而言是一个里程碑,而且对Macintosh而言也是如此。游戏还未出,网上就已在线订购了数万套,而且早几个月前就付了款。作品发布于1994年12月,高速的动作、空前的移动自由和令人惊呆的细致图形没有辜负人们的期望,全球的办公室网络都充斥着多人模式的“马拉松”比赛,甚至吸引了电影公司的注意。随着Marathon的成功,Bungie第一次意识到有必要开发一个作品的续集,既因为程序师的头脑里已经拥有了实现许多额外特性及强化效果的方法,也因为压倒性的公众需要。于是《马拉松2:Durandal》在1995年11月面世。不同于许多公司的续集仅是前作的简单改头换面,《马2》以更快的引擎、加强的图形和声音、完全的网络支持和占山为王之类的多人模式场景等特性而几乎成为了一部新游戏,销量亦超过前作,并以英语、法语和日语发行。

1996年是Bungie大规模发展的一年。在每年销售额近500%递增的支持下,Bungie拥有了更多的美工、程序师、技术支持和市场人员,这样才有能力从为Mac单独开发转向为Mac和PC两平台同时开发。《马拉松2》首先被移植到PC平台,随后在10月,《无限马拉松》(Marathon Infinity)面世,它包括所有必要的制作工具,以便玩家制作自己的马拉松世界。这大概就是神话2编辑器的历史渊源吧。紧接着,Bungie扮演发行商,发布了两款第

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ONI我玩过 觉得一般般……

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引用:
原帖由 水無月 于 2007-5-30 17:26 发表
ONI我玩过 觉得一般般……
没玩过,我不知道,这里的重点是halo的由来:D :D

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好好期待你的HALO3吧,对FPS无爱的人飘过!
请一定要玩正版呦,不要改机呦,不然MS一定让你死在他前头!
还一定要买带硬盘的版本(最好是精英版呦),花钱开通金会员呀,不然MS可不让你网战!
最后请不要期待太长的游戏流程,因为就一张DVD吗!
总之,理解万岁

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