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Game版 - SimCity 5 终于支持离线模式
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话题: simcity话题: game话题: offline话题: cities话题: player
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1 (共1页)
c********l
发帖数: 8138
1
Offline has come to SimCity!‏
You asked, we listened: You can now play SimCity offline with the latest
game update*.
No Internet connection needed! Play the game offline in a new Single-Player
Mode and save it locally to your computer.
Single-Player Mode enables you to experiment with your cities and regions.
Regret that Sci-Fi Casino or Statue of Liberty landmark? Reload your game
and start over!
Single-Player Mode also gives you the opportunity to make gameplay
modifications. Learn more about Modding in SimCity.
Check out the SimCity Blog to learn more about Single-Player Mode, plus read
about the engineering work that enables Offline play.
Hi, I’m Simon Fox, lead engineer on the Single Player Mode for SimCity, and
I’m here to tell you more about how we engineered Offline gameplay for
SimCity.
When the game released, our fans were calling for Offline. I rallied the
team to start making that happen as soon as practical after launch.
REENGINEERING A CREATIVE VISION
The original creative vision for SimCity was to make a game where every
action had an effect on other cities in your region. As such, we engineered
the game to meet this vision, setting up the player’s PC (client) to
communicate all of its information to the servers. That means that our
entire architecture was written to support this, from the way that the
simulation works to the way that you communicate across a region of cities.
So yes, while someone was able to remove the “time check” shortly after
launch, they were unable to perform key actions like communicating with
other cities that they had created locally, or with the rest of their region
(s), or even saving the current state of their cities.
My team did, however, see a path forward towards Offline, one that would
maintain the integrity of the simulation. Lucy once said that Offline wouldn
’t be possible “without a significant amount of engineering work”, and
she’s right. By the time we’re finished we will have spent over 6 ½
months working to write and rewrite core parts of the game to get this to
work. Even things that seem trivial, like the way that cities are saved and
loaded, had to be completely reworked in order to make this feature function
correctly.
REWRITING KEY PIECES
I wish it were as simple as flipping a switch and telling the game to
communicate with a dummy client rather than our server, but it’s more than
that. Entire calculations had to be rewritten in order to make the game
function correctly.
SimCity was written to rely on the servers. The game routinely pings the
servers for critical pieces of data (region status, workers, trading etc.)
and it relies on that information to keep the simulation moving. This meant
rewriting the entire system, which previously existed in Java, and putting
it into C++. We’ve had to knock out the internet pipe stuff. There’s lots
of code that hits the servers looking for information. We’ve had to write a
lot of code to produce that data locally, specifically for region
information.
Our game routes pieces of data from one city to another as data flows
through the regions. All of that code exists on the server, and now we’ve
brought all of that down into the client. The client processes the region
box, which is what all of the cities pushes their data into. We’ve brought
that down into the client as well.
And now, all of the regional simulation needs to be done locally. The
algorithms governing trading between cities needed to be retuned in order to
make the behavior between cities more responsive for this type of play.
This in itself required major optimizations in order to run the simulation
locally. We have an obligation to make the game fun and functional on all
specs of machines. We wouldn’t want someone who was enjoying the
Multiplayer game to find the Single Player game crippled due to poor
optimization.
And it’s not just adding, we had to remove parts of the game for it to
function properly as well. This means removing lots of code integral to
Multiplayer include code and UI supporting Trading, Social Features, Global
Market, Leaderboards and Achievements. And, all without crippling the
Multiplayer game.
So where are we at right now? We’ve been working on this since August and
now, we’ve hit Alpha and are in the final stages of testing before we
release it as part of Update 10 in the future. On behalf of the engineering
team, thank you for your patience on this one. We know you want Offline play
in SimCity and we are really happy that we are finally getting ready to
deliver it to you.
玩家赢了 《模拟城市5》正式加入离线模式
在经过一番斗智斗勇之后,EA Maxis终于就《模拟城市5》加入离线模式的问题向玩家
妥协。据官方消息,包含离线模式的10号升级补丁已经与今天早些时候通过服务器向玩
家推送,玩家在下载并安装之后,重新登陆游戏便可以开启自己的本地游戏之旅了。
《模拟城市5》正式加入“离线模式”
制作方披露的信息显示,玩家能够在离线模式中得到之前在线游戏中所有已解锁或建成
的城市数据,今后包括玩家存档在内的所有游戏数据都将被存放至本地。
至此,玩家们终于可以和讨厌的服务器延迟与在线登陆问题说再见了!
d****m
发帖数: 1008
2
刚出的时候就买了。。当时服务器不停当机还回档,游戏体验很差,那时候玩家强烈要
求离线。结果现在都没什么人玩了终于出离线了,意义不大了
r*********g
发帖数: 11078
3
可以下盗版了?
c********l
发帖数: 8138
4
结果现在都没什么人玩了终于出离线了,意义不大了
太对了

【在 d****m 的大作中提到】
: 刚出的时候就买了。。当时服务器不停当机还回档,游戏体验很差,那时候玩家强烈要
: 求离线。结果现在都没什么人玩了终于出离线了,意义不大了

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相关话题的讨论汇总
话题: simcity话题: game话题: offline话题: cities话题: player