[閒聊] Kay Yu: 有HoloCure相關的問題可以問
https://twitter.com/holocuredev
Kay Yu(HoloCure作者)表示他想讓自己原本的帳號主要還是以貼圖為主
所以他創了這個新帳號,有任何關於HoloCure的問題都可以在這裡問
狀況允許的話他就會回答
以下抓一串最長的
(網友質疑Okayu的設計應該不只有吃東西這個部分)
作者:我每個成員的直播都有看,算是對每個成員都有一定的了解
以Okayu為例,他知道Okayu不是只有吃東西這個特色
但畢竟這是遊戲,他認為遊戲設計會是最重要的部分
https://twitter.com/holocuredev/status/1667421350229835777
I've watched nearly every member, and I'd say I have a decent understanding
of everyone. I also do additional research before designing a character.
I'm well aware Okayu is more than just her eating. But the thing is this is agame, and for me, game design DOES come first
我更著重於一個角色的機制與其合理性
有些哏對遊戲設計更方便,有些就是無法表現,
而如果想把無關的哏全部混再一起,那就會變成一團亂
https://twitter.com/holocuredev/status/1667421556241473536
what I mean by that is I have to consider what makes sense as a game
character and mechanic. Some references make for better game design than
others. Some straight up doesn't translate. And if you try to mix in all
sorts of unrelated references, it becomes a mess of design
Okayu有他的飯糰,以及他的聽眾也叫做飯糰
這已經夠跟食物有直接關係,他的原創曲也更加緊密連結
連結與易懂對於遊戲設計很重要,因為這是個遊戲
https://twitter.com/holocuredev/status/1667421912979603457
Okayu has her thing with Onigiris, and her fanbase is onigiriya. It's alreadyskewed towards food. and her original song about eating just ties it togethereven more.
Coherent and simple-to-understand game design is the most important thing,
since this is a game
其他成員也同理,不只Okayu是這樣,我會盡我全力讓最適合的哏可以發揮
但多數時候,這比起我用單一角度來設計整套有核心概念的技能還要難處理
https://twitter.com/holocuredev/status/1667422320804364288
This is the case for other members too, not Okayu. I try my best to use
references that best represent them, but a lot of times they don't work AS
well as having 1 unified angle of design where the kit is focused
我也完全理解不是所有玩家或特定成員會完全滿意角色的設計
我也對那些不滿意感到抱歉,但我沒辦法取悅所有人,
尤其當這是關係到表現個別成員的設計時
https://twitter.com/holocuredev/status/1667422528351137798
And I 100% understand that not all players or fans of certain members will behappy with how the character is designed, and I'm sorry for those who aren't
as into it, but I will never be able to please everybody, especially if
game-design conflicts with how to best rep the member
給你一個我個人的舉例,我目前為止看最多、最早開始看得Hololive成員是Pekora
但Pekora身上有太多要素,老實說很難有個統一的設計可以代表他
https://twitter.com/holocuredev/status/1667422940386979840
To give you my own personal example, the member I watch BY FAR the most,
since the very beginning of me learning about Hololive, is Pekora.
But Pekora has soo many different things about her, that it's honestly reallyhard to find a unifying design.
如果我想把Pekora設計成一個好角色,我沒辦法用到比方說80%的哏跟特色
單純就是做不到,所以這代表我必須犧牲很多,
以讓他不僅是個好角色,還看起來夠像Pekora
https://twitter.com/holocuredev/status/1667423370844176385
If i want to design Pekora to be a good character, I won't be able to use
like 80% of her references and traits. It just can't happen. This means I
will have to sacrifice things for the sake of making them feel like a good
character in a game, while hopefully feeling like Pekora
--
所以他有沒有被鐵匠威脅
沒收錢就是可以老子最大,不爽別玩
技能也就那幾個,真要玩梗大概也只能在道具上下手吧!
真的是梗太多 你說以前梗現在梗又要統一又會很亂
作者是一隻大野兔啊 那我看兔兔族長的角色要被虐了
太認真回不重要的問題了吧
梗太多真的很難取捨
就像AZKI很多人希望加入GUESS也同樣道理吧?
AZKi是作者目前唯一想重作的角色
麥克風人是誰的粉?
有些人的梗就不適合遊戲腳色 更重要的是免費作者最大
麥克風人原本是AZKi粉的暫定形象,畢竟粉絲形象是最近
母親節才生出來的
作者回這問題其實也挺有意義的,遲早要找個機會說一下
的
免費仔真的沒啥好嫌
Azki的梗都是後來出來的,就看他要不要改了
有這種好事.jpg
期待下下版 全力製作的pekora
重點不是只有擺一推特色 做成一個難用的角色就本末倒置
麥克風人好解決吧 以前草原的怪也有改過
爆
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