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Sorry, this time I'll post Chinese first.
鉴于今天收到了一个让人不太舒服的信息,我觉得需要写一个这样的介绍放在页面上置顶。希望你在支持前可以了解一下这个项目。
1. 这游戏是否好玩?
我觉得很难讲一个游戏是否好玩,youtube和Twitter包括b站上有很多相关视频,去搜索一下就可以了解到这个游戏(或者说模拟器)在做什么。你觉得这是坨垃圾也没问题,但是请不要来恶心我。
2. 这游戏最低配置是什么?这个游戏为什么优化这么垃圾?
我一直在努力将游戏的最低配置优化为3060+16G+i5。实际情况是这个配置可以维持20-30fps的不太流畅的基本运行,可能需要你在菜单的设置中调试画质。至于为什么不能流畅运行,你可以骂我水平不足,但是确实Matrix这个UE5的官方demo有最低限制,我突破不了。如果你想要玩的稍微开心一些,请参考这个最低配置: i7, 3070及以上,16G内存。
如果你是上述配置但玩着很卡的话,请尝试更新显卡驱动,这个通常可以解决问题。
还有一个非常重要的点!!!Mac系统以及 Intel的显卡还有Arc系列显卡无法运行游戏,请谨慎支持。
3. 这游戏为什么2年来没有变化?
如果你在关注这个项目的话,我每个月都有在努力更新和修复新的内容,比如加入新的动作,地图,交互方式,自定义动作,制作新的车辆破坏系统等等。但是对不起团队一直都只有我一个人,直到这个月(2024/12月)Micah才加入我,并且他主要在负责解决一个好的破坏系统(我们的目标比较远大,但是一旦实现的话,也许可以做到目前UE5的最夸张的场景破坏效果)。所以我的答案是,游戏一直在优化,但是可能达不到某些人的目标,我向你道歉,且你可以选择不支持这个项目。
4. 这鬼项目为什么要一直付费?
因为实话说,我没打算把这个游戏上架STEAM或发布。我做这个项目的初衷是因为之前的GTS simulator因为种种原因没有达到我的想法,所以我想做一个画质尽可能高,且有自由度的游戏。为了这个项目,我一直在投入时间和精力还有金钱。用了两年时间,我也从完全不会开发游戏到现在可以大概做出个游戏的框架了。如果你有看过我的更新的话,我购置了动作捕捉服,多块硬盘,VR设备,以及非常贵的各种插件。所以你的支持更多是为了这个项目可以持续发展。可能在我没有耗尽兴趣前,这个项目都不会停止更新。
5. 有没有游戏性?
好问题,这也是我一直在思考的,GTS游戏到底需要什么?圈子里有非常多很好的RPGMaker游戏,比如多年前的缩小学院/如今的巨研社/SAO等等,他们拥有很好的剧情,优秀的CG。在我看来,3D游戏如果想要实现这样的效果,需要更好的剧本/动作/模型/场景来配合进行演绎。实话说我目前的水平有限,我之前有尝试过制作一款RPG游戏(大概去年的时间),第一关用了我将近1个月,其实效果也一般般,而第二关更是拖了2个月还没能上线(最后因为考虑到学校场景的问题被迫搁浅了)。我认为像Resize Me,或者Glitter Invitation的这种游戏,对于独立开发作者而言,确实都已经是比较高水准的表现了。但是我担心如果我走同样道路的话,可能更新效率会变得很低。于是我当下的计划是,先量大管饱,再考虑内容。我一直在完善游戏的基本功能,比如更精确的交互,自定义动作,以及最近在研究的场景破坏功能。我会在后面尝试加入具有游戏性的内容。不过目前,我认为这个项目起码满足,在任何无聊的时候我都可以打开,拍拍照,玩个五分钟,他可能没有任何剧情,但是我自己并没有觉得很无聊。
实际上我已经在着手搭建一个新的场景,并计划做一个真正的游戏了。不过那个项目会和Playground一起制作,在没有打磨好前我并不打算公布。
6. 操作说明?
实在抱歉我没办法像3A大作一样做操作指引,这个很浪费时间,我在游戏的菜单里,和每个下载的链接内手写了操作说明,花点时间就可以看懂。如果遇到操作问题的话也可以问一下我。
7. 支持这个项目将获得什么?
首先感谢你避开了各种盗卖和盗版找到这里并选择支持我。赞助这个项目会让我有继续开发下去的动力,我并不以开发游戏为生,实际上日常的工作本身就很忙了,写游戏通常是晚上加班回来后进行的事情,但是我还是尽量维持每个月都有一些更新内容。其次,制作游戏期间会有大量的投入,比如购置各种设备或者需要付费让其他人帮忙配音/动画/开发。这也会让我们游戏有更丰富的内容。
当然你也可以给我提出你的需求,我会考虑是否加入到Playground的游戏中。
8. 未来计划?
我认为Playground最后遗留的就是无法做到大规模的较好的场景破坏效果。而Micah的加入帮我把这块拼图拼好了。他很贵(字面意义,我给他的费用花掉了大概开发游戏至今1/6的总收入,且我们还存在后续的分成条款),但是我认为是值得的。我们这个月一直在磨合怎么把他的系统和GTS这么大体型结合起来,虽然目前进度有限,但是我相信总会有所突破。一旦成功,我们将拥有一个完全不影响游戏性能的破坏效果(效果应该和去年那个卡到不行的demo差不多,甚至更好),以及建筑内部场景生成系统,你甚至可以在小人模式下进入建筑内部探索,也可以让GTS和建筑进行更精确的破坏交互,这个在以前是完全不敢想象的。
除此之外,我还在计划做一个新的游戏,它将会有GTS主题,但是我希望它在脱离GTS内容外同时具备游戏性。等我有比较好的进展后会发布一个demo给大家看。
9. 是否有国内支持渠道?
首先国内对于游戏发布有限制,版号这个限制让独立游戏本身就不能存在了。我尝试过开放2次QQ赞助的方式。2次的结果都非常糟心…… 大概只有7-8个人通过qq支持,但是分享的链接被浏览下载了3位数的次数。所以实在抱歉目前还是不计划开放其它赞助渠道。
总之还是感谢大家能够来这里看到这篇帖子。作为一个开发者感谢各位的支持,也希望这个游戏可以尽量让大家满意。祝大家工作/生活愉快。
First of all, thank you for thinking about supporting this project! I recently received a message blaming me which made me write this post. I guess there are some facts you need to know before supporting.
Is this game fun to play?
It's hard to say whether a game is fun or not. There are many related videos on YouTube and Twitter. You can search to understand what this game (or simulator) is doing.
What is the minimum configuration for this game? Why is the game optimization so bad?
I have worked hard to optimize the game's minimum configuration to 3060+16G+i5. The reality is that this configuration can maintain a basic operation of 20-30fps, which is not very smooth, and you may need to adjust the graphics in the menu settings. As for why it can't run smoothly, you can blame my insufficient skills, but indeed, the Matrix official demo of UE5 has a minimum limit that I can't break through. If you want to play a little happier, please refer to this minimum configuration: i7, 3070 or above, 16G of memory.
If you have the above configuration but still experience lag, please try updating your graphics card driver, which usually solves the problem.
Another very important point! Mac systems, Intel graphics cards, and Arc series graphics cards cannot run the game, so please support cautiously.
Why hasn't this game changed in two years?
If you have been following this project, I have been working hard to update and fix new content every month, such as adding new animations, maps, interaction methods, custom actions, creating a new vehicle destruction system, etc. But I'm sorry that the team has always been just me until this month (December 2024) when Micah joined me, and he is mainly responsible for solving a good destruction system (our goal is ambitious, but once achieved, it may be able to become the most exaggerated scene destruction effects of all UE5 games currently). So my answer is that the game has been optimized, but it may not meet some people's goals. I apologize to you.
Why does this project require continuous payment?
To be honest, I didn't plan to put this game on steam or publish it. The original intention of this project was that the previous GTS simulator did not meet my ideas for various reasons, so I wanted to make a game with as high quality as possible and freedom for fun. For this project, I have been investing time, energy, and money. It took two years, and I have gone from not knowing how to develop games at all to being able to make a game framework. If you have seen my updates, I bought motion capture suits, multiple hard drives, VR devices, and very expensive various plugins. So your support is more for the continuous development of this project. It may not stop updating until I exhaust my interest.
Is there any gameplay in the current game?
Good question, this is also what I have been thinking about, what does the GTS game need? There are many good RPGMaker games such as The Shrink School years ago/today's The Giant Research Club/SAO, etc., they have good plots and excellent CG. In my opinion, if a 3D game wants to achieve such an effect, it needs better scripts/actions/models/scenes to perform. To be honest, my current level is limited. I tried to make an RPG game last year, and the first level took me nearly 2 months, and it was just so-so. However, the second level was delayed for 3 months and still couldn't be launched (finally shelved due to school scene issues). I think games like Resize Me or Glitter Invitation are indeed high-level performances for independent developers. But I worry that if I go the same way, the update efficiency may become very low. So my current plan is to first be abundant and then consider content. I have been improving the basic functions of the game, such as more precise interaction, custom actions, and recently studying scene destruction functions. I will try to add gameplay content later. But for now, I think this project is at least satisfying in that I can open it at any boring time, take a photo, and play for five minutes, it may not have any plot, but I don't feel bored myself.
In fact, I have already started building a new scene and plan to make a real game. But that project will be made with Playground, and I don't intend to announce it before it is polished.
Instructions of control?
I'm really sorry I can't make operation instructions like a 3A masterpiece, it's very time-consuming. I have operation instructions in the game menu and with each download post. Please feel free to ask if you still encounter problems.
What will you get by supporting this project?
First of all, thank you for avoiding the pirate version finding me here, and choosing to support me. Sponsoring this project will give me the motivation to continue development. I don't make a living by developing games. My daily work is already very busy, and writing games is usually something I do after working overtime at night, but I still try to maintain some updates every month. Secondly, there will be a lot of investment during the game production, such as purchasing various equipment or paying others for dubbing/animation/development. This will also make our game have richer content.
Of course, you can also give me your needs, and I will consider whether to add them to the Playground game.
Plans?
I think what the game finally leaves behind is the inability to achieve large-scale good scene destruction effects. Micah's joining has helped me put this puzzle piece together. He is very expensive (literally, the fee I pay him has spent about 1/6 of the total income I have made so far, and we still have profit-sharing terms), but I think it is worth it. We have been running this month on how to combine his system with the large size of GTS. Although the current progress is limited, I believe there will always be a breakthrough. Once successful, we will have a destruction effect that does not affect the game performance at all (the effect should be similar to last year's demo or even better), as well as a building interior scene generation system. You can even enter the building interior to explore in the tiny mode and also let GTS and the building have a more precise destruction interaction, which was completely unimaginable before.
In addition, I am also planning to make a new game, which will have a GTS theme, but I hope it will have gameplay while being separated from GTS content. I will release a demo for everyone to see when I have made good progress.
Anyway, thank you again for supporting me! I hope you have fun with this project.