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「官方信息」给大家带来魔兽怀旧服的开发者日志

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1楼给百度!!


IP属地:上海1楼2018-06-26 17:46回复
    Greetings! Development of World of Warcraft Classic is underway, and we’re very excited to share some of the challenges and solutions we’re working on. As we mentioned last BlizzCon, the process of restoring the classic game is not straightforward, and it’s important to us to take the time and effort to get it right—this includes poring over numerous game versions, data, and code; meticulously scrutinizing all the changes we’ve made over the years. Rest assured: The WoW Classic team is hard at work making it a reality, and we’re at a point in development where we’re ready to share some of the things we’ve been working on.
    WOW CLASSIC: FIRST PROTOTYPE
    The first—and among the most important—decision we had to make was which version of the game to focus on. As many of you have noted, the classic period was two years long and full of changes. Core features like Battlegrounds were introduced in patches after WoW’s original launch, and class design similarly changed over time. After careful consideration, we decided on Patch 1.12: Drums of War as our foundation, because it represents the most complete version of the classic experience.
    Once we had our starting point, we began taking stock of what we had in the source code and what we could make available, which included restoring the original development database from archival backups. After stitching various key pieces together, we had a locally rebuilt version of Patch 1.12 running internally. The team could create characters and do basic questing and leveling—and dying, which we did many times. For testing purposes. Obviously.
    Our initial runs exposed a few (expected) issues: the game sometimes crashed, didn’t recognize our modern video cards, and was incompatible with our current login system. That first pass also couldn’t support any of our modern security and anti-cheating capabilities. Clearly we had a lot of work to do to make WoW Classic live up to the Blizzard standard of quality, and deliver the experience players want.
    THE PATH FORWARD: SECOND PROTOTYPE
    Speaking of engineering, World of Warcraft is a very data-driven game, which means the basic code is flexible and the specific way it behaves is controlled by information contained in databases. Things like quests, monsters, items, and the rules for how these all interact are defined by the designers and artists in data.
    So we asked ourselves, would it still be possible to deliver an authentic classic experience if we took our modern code, with all its back-end improvements and changes, and used it to process the Patch 1.12 game data? While that might seem counterintuitive, this would inherently include classic systems like skill ranks, old quests and terrain, talents, and so on, while later features like Transmog and Achievements would effectively not exist because they were entirely absent from the data. After weeks of R&D, experimentation, and prototyping, we were confident we could deliver the classic WoW content and gameplay without sacrificing the literally millions of hours put in to back-end development over the past 13 years.
    While our initial effort helped us determine the experience we wanted to provide, this second prototype really defined how we’d get there. Starting from a modern architecture—with all its security and stability changes—means the team’s efforts can be focused on pursuing an authentic classic experience. Any differences in behavior between our development builds and the patch 1.12 reference can be systematically cataloged and corrected, while still operating from a foundation that’s stable and secure.


    IP属地:上海2楼2018-06-26 17:47
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      2025-08-26 02:00:57
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      问候!魔兽世界Classic的开发正在进行中,我们很高兴能分享我们正在开发的一些挑战和解决方案。正如我们最后提到的BlizzCon,恢复经典游戏的过程并不简单,我们需要花时间和精力去做正确的事 - 这包括了无数的游戏版本,数据和代码。仔细审视了多年来我们所做的所有变化。放心:WoW Classic团队努力工作使其成为现实,我们正处于开发阶段,我们已准备好分享我们一直在努力的部分工作。
      魔兽经典:第一个原型
      我们必须做出的第一个也是最重要的决定是关注哪个版本的游戏。正如你们许多人所指出的那样,经典时期长达两年,充满变化。核心功能像Battlegrounds是在WoW最初发布后的补丁中引入的,并且类设计随着时间的推移也发生了类似的变化。经过仔细考虑后,我们决定选择1.12版:战争之鼓作为我们的基础,因为它代表了经典体验的最完整版本。
      一旦我们有了我们的出发点,我们就开始评估我们在源代码中所拥有的东西以及我们可以提供的东西,其中包括从归档备份中恢复原始开发数据库。将各个关键部分拼接在一起后,我们在内部运行了一个本地重建版本的Patch 1.12。这个团队可以创造角色,并进行基本的探索和练级 - 而死亡,这是我们做过的很多次。出于测试目的。明显。
      我们的初始运行暴露了一些(预期的)问题:游戏有时会崩溃,无法识别我们的现代视频卡,并且与我们当前的登录系统不兼容。第一轮也无法支持我们现代的安全和反作弊能力。很明显,我们需要做很多工作才能让WoW Classic达到暴雪的质量标准,并提供玩家所需的体验。
      前进道路:第二个原型
      说到工程学,魔兽世界是一个非常数据驱动的游戏,这意味着基本代码是灵活的,其行为的具体方式是由数据库中包含的信息控制的。诸如任务,怪物,物品以及这些全部互动规则都是由设计师和艺术家在数据中定义的。
      所以我们问自己,如果我们采用我们的现代代码及其所有后端改进和变化,并用它来处理Patch 1.12游戏数据,是否仍有可能提供真实的经典体验?虽然这看起来可能违反直觉,但它本质上将包括经典系统,如技能等级,旧任务和地形,天赋等等,而后来的特征如Transmog和Achievements实际上并不存在,因为它们完全没有数据。经过数周的研发,实验和原型设计,我们相信我们可以提供经典的魔兽世界内容和游戏玩法,而不会牺牲过去13年来数百万小时投入后端开发的时间。
      虽然我们最初的努力帮助我们确定了我们想要提供的体验,但第二个原型确实定义了我们如何达到目标。从现代建筑开始 - 所有安全和稳定性变化 - 意味着团队的努力可以专注于追求真实的经典体验。我们的开发版本和补丁1.12参考资料之间的任何行为差异都可以进行系统编目和修正,同时仍在稳定安全的基础上运行。


      IP属地:上海3楼2018-06-26 17:48
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        直译可能有点不太准确,大家凑合着看哈!欢迎英文大神来反应!!
        【大概关键信息】
        1、怀旧服的版本,应该是选用1.12了;
        2、研发正在努力解决各种适配/兼容问题:老代码和新代码的交替工作比较多;对于新型显卡不识别;暴雪战网登录器无法兼容等等。
        3、看样子已经做过一次技术封测,但是不太理想,主要问题是来自各种莫名原因的崩溃,目前能让老版本稳定的运行是一件很难的事情;
        4、翻了翻之前的日志,老的技能运算逻辑和新的逻辑不同,需要从新制作(估计是D3团队搞的鬼);
        5、将要到来的新版本与怀旧服版本,很难同时上线,如果需要让步的话,暴雪研发将优先保证“艾泽拉斯之战”的版本,毕竟全球同步发行。
        给大家搬运过来哈,毕竟大家都等的很焦急,有点新内容,总比木有强咯!


        IP属地:上海4楼2018-06-26 17:55
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          加精!


          IP属地:辽宁5楼2018-06-26 19:19
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            棒棒! 谢谢楼主带来的消息


            IP属地:上海来自iPhone客户端6楼2018-06-26 19:47
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              我最想知道的“关键点”是否是用新的物理引擎和画面加之1.12版本内容?


              IP属地:浙江来自iPhone客户端7楼2018-06-26 23:49
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                问个问题,开服了还会有以前的服务器名字吗?比如我十年前就是阿扎达斯的,还想回去,还是怀旧服就一个服务器?


                来自iPhone客户端8楼2018-06-27 01:29
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                  2025-08-26 01:54:57
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                  我就想知道啥时候出。。。。


                  IP属地:安徽来自Android客户端9楼2018-06-27 09:44
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                    要是能修正一下奥山就好了。


                    来自iPhone客户端10楼2018-06-30 14:03
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                      楼主好人,持续关注中,想想也是,的确不可能原样照搬,那和私服没啥区别,当年和现在的硬件区别差太多了


                      IP属地:安徽12楼2018-07-16 11:12
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