Translate

2009年9月25日

【世界歷險記新消息】因果的課題:建造一個讓市民探險的世界

最近EA在各地的市民網站正式非正式的釋出了許多關於世界歷險記的消息。
老實說看了很想在地上打滾大叫~這不是模擬市民阿~~~~
今天Sims3 Nieuws收到了EA關於世界歷險記陵墓探險的第二封信。
(喵,都沒寄給伊娃妮與Amy,一年前在美國的約定放水流了~)
關於第一封信的內容上周Amy翻譯到凌晨兩點多,這周輪到伊娃妮熬夜~囧
上周的翻譯訊息請至Amy的部落格觀看:)



*******************************************************************************

Lesson in Cause and Effect—What You Can Build for Your Sims to Explore in The Sims 3 World Adventures
因果的課題:你可以使用世界歷險記建造一個讓市民探險的世界

翻譯:伊娃妮
敬告:本翻譯請勿轉載,也請不要移花接木當成自己的翻譯在別的論壇任意發表,感謝。
In The Sims 3 World Adventures, you can build like never before and share simple or complex tombs, hidden caves, and catacombs you’ve created with other Sims players. Building tombs is an entirely new way to enjoy Build and Buy Modes in the game and adds a new element to the adventure gameplay as a first for The Sims. To continue the lesson in adventure building, we’ve outlined additional objects that you can use and triggers that will activate behaviors—cause and effect style. Plus, we have more tips. We can’t wait to see what you’ll create!
在世界歷險記裡,你可以建造一個前所未有的,簡單或複雜的陵墓、被隱藏的洞穴,或者是你與其他市民玩家共同建立的地下墓穴。建造陵墓是一個讓玩家享受建築與購買模式樂趣的新玩法,也是模擬市民系列當中的第一個探險遊戲元素。
繼續我們的冒險建造因果課題,我們增加了一些額外的物件讓玩家們使用---造一個受到不同行為的影響而觸發不同效果的物件型態。
除此之外我們也提供了更多的建造提示。我們等不及要欣賞各位的創造了!

*以下翻譯涉及許多遊戲專有名稱,僅供參考,正確名稱以EA遊戲發行翻譯為準

Additional New Objects + Tweaks to Existing Objects
新增物件+現有物件的轉換
Note: Triggers and Activated Behaviors are set up using the Ctrl + Shift + Left Click Buy Mode interaction described above.
注意:觸發器與觸發器行為設置為是在購買模式中使用Ctrl + Shift + 滑鼠左鍵點擊物件來做設定。
Hole in the Wall and Floor: The Hole in the Wall and Floor objects are small, rune inscribed holes in which Sims can seek treasure or hidden switches. Beware, as bugs may come flowing out! The Hidden Switch Trigger can be used to set off Activated Behaviors. Holes in the Wall and Floor can be set to Appear or Disappear. Furthermore, treasure can be hidden inside them for Sims who take the time to look!
牆壁與地板上的洞孔:
牆壁與地板上的孔型物件是寫著符咒的小洞孔,市民們可以用來尋找寶藏或隱藏機關。請小心,蟲蟲們可能傾巢而出!(我在想是不是神鬼傳奇裡面那種聖甲蟲XD)被隱藏的觸發器可以被用來開啟觸發行為(比如說按到某一個孔就有火噴出來?),牆壁與地板上的洞孔可以被設定為被隱藏或是看得到的。此外,寶藏可以被藏在這些洞孔裡讓市民們去探索。
Keystone Panel and Keystones: Every tomb should have keys! Keystone Panels have the Insert Keystone Trigger, which can be used to set off Activated Behaviors. Most commonly are opening of locked doors or treasure chests.
基石板與基石:
每一個墳墓都應該有鑰匙來開啟!陵墓的基石板上會有插入基石的觸發器,用來開啟觸發行為,最常見的就是用來開啟上鎖的門或寶藏箱。
Keystone Panels can be set to accept generic Heart, Star, and Crescent keystones. Keystones can be found in tombs, inside chests, underneath rubble piles, or anywhere in which a treasure can be hidden.
基石板可以被設定為接受心型、星型或新月形狀的基石。基石可以在陵墓中、箱子裡、瓦礫堆下,或者任何用來藏寶藏的地方被找到。og.yahoo.com/evanell.tw/
Ancient Coin Pile: Ancient Coin piles are a great reward for Sims. They can be used to buy Adventure Rewards from the special merchant. Ancient Coin piles can be set to be Very Small, Small, Large, or Very Large.
古錢幣堆:
古錢幣堆對市民來說是一個重大獎賞,可以用來跟特別的商店購買冒險獎勵物件。古幣堆可以被設定為非常小,小,大,或非常大。
Rubble Pile: Caves and ancient structures need cave-ins. You can block door ways, hallways, and rewards like Ancient Coins and Treasure Chests by placing a rubble pile on top of it. There are corner and flat wall rubble piles, as well as dark and light stone variants. Over time, Sims will hack away at them and clear them eventually to reveal switches or treasures. Tomb Designers are able to set the length of time it takes to clear the tomb.
瓦礫堆:
石窟與古建築需要坍方的瓦礫來製造氣氛。你可以用這些瓦礫堆來阻斷通往門與門之間的道路,並且在這些瓦礫堆中放置古錢幣或寶藏箱等獎勵品。有放置在轉角或平面道路上的瓦礫堆,並有深色與淺色的石頭樣式可以選擇。隨著時間的流逝,市民可以將他們清除並且揭開瓦礫堆下的開關或是寶藏。陵墓設計者還可以設定清除瓦礫堆的時間長度。
Hidden Doors: Hidden Doors are great for hiding secret areas and surprising the players. These can be set to Locked, Unlocked, Visible, or Invisible, or even “Non-Discoverable.” Visible ones must be opened by patient and strong Sims, whereas Hidden ones must first be inspected. If Locked, the doors can only be opened by a Trigger, as Locking, Unlocking, Hide, and Unhide are Activated Behaviors. Non-Discoverable doors cannot be inspected. In fact, they can only be found when the correct Trigger makes them appear!
被隱藏的門:
隱藏的門非常適合用來隱藏秘密區塊並且讓玩家們大大吃驚。這些門可以被設定為鎖住的、未上鎖的,可見的或是隱形的,甚至還可以是無法被發現的。可見的隱藏門只有有耐心且強壯的市民才能開啟,被隱藏的門首先需要經過檢查,如果它是上鎖的,就只能透過觸發器來開啟,因為凡是上鎖的、未上鎖的、被隱藏的,或被隱藏的門都是觸發器引發的結果。
Locking and Unlocking Doors: Doors can be set to Locked or Unlocked in tombs. This is a very straightforward way to gate Sims until they complete a puzzle. A simple example is to set the Unlock Activated Behavior on a Locked Door, that is Triggered when the Sim Steps On a Floor Switch.
上鎖與未上鎖的門:
陵墓中的門可以被設定為上鎖或是未上鎖的。這是一個非常直接的方式來引導市民們完成解迷過程。一個簡單的例子是在一個上鎖的門中設定一個解鎖觸發行為,讓市民在踩到地板上的觸發器開關來解開這道門。
Gigantic Boulder: These can be placed to block entrance to special areas, or an entire tomb. These huge boulders can only be destroyed with the mystical Pangu’s Axe, which can be found via an Adventure in China. The Gigantic Boulder is a great way to give players a reason to return to your tomb once they have Pangu’s Axe.
巨型大圓石:
巨石群可以用來阻斷某些特別區域或陵墓的入口。這些巨石群只能被神祕的盤古大斧(哇賽,盤古都來了)鑿斷,而盤古大斧可以在中國地區的冒險中獲得。當你獲得大斧之後,你就可以回到你原先去過但無法進入的陵墓區塊繼續探險(哇哩咧到底現在是在玩哪一款遊戲阿冏)

Trigger Flow and Content Examples
觸發器內容的範例

It is best to follow a specific order to design straightforward, intuitive tombs for others to experience. It’s possible to modify the process for what best fits your creative side, but this is a good method with which to begin.
最好是依循特定的順序來設計一個簡單明瞭、直觀的陵墓來讓市民們(或玩家)探險。當然你可以選擇最符合你的創意與需求的方式來修改這些步驟,但這裡提供一個好的方法來給第一次玩的玩家們參考:
1.) Design the Layout and Theme for your tomb. Is it going to be a tomb filled with fire? What about a watery graveyard with pools, fountains, and steam traps? Before you get caught up with individual puzzles, and tiny details, know where you’re going to place things and what you want the overall experience to be.
1.為你的陵墓設計外觀與主題。這是否是一個充滿火焰的陵墓?建造一個有水池、噴泉和蒸氣陷阱的水陵墓如何?在你花時間鑽研各別謎題與小細節之前,先確定你要設計的整體主題與要放置的物件。
2.) Build the Tomb and Place all objects: Make sure your traps fit in the tight hallways, there’s plenty of room for your dive wells, and be sure to confirm that there is room for statues to be pushed and pulled towards completion of the puzzle.
2.建造你的陵墓並且放置好所有的物件:確定你的陷阱與充滿緊張氣氛的走廊相符應,陵墓裡有很多空間可以設置水井,確認你是否保留了足夠的空間來設置可以推拉的雕像,以完成你所設計的謎題。
3.) Set up Triggers and Activated Behaviors: Depending on how much thought you put into your puzzles in the earlier steps, this part may be a breeze or quite complicated. There is a very specific flow that must be used here in order for things to work properly.
3.設置觸發器與觸發行為:視你所希望的謎題難度而定。這個部分可能很簡單也可能很複雜。這裡有一個特定的流程必須被使用,以確保所有的內容可以順利進行。

TIP: In order for the tomb to act like a tomb, you must set up a series of Triggers and Activated Behaviors on the placed tomb objects. It is possible to access these commands by entering Buy Mode, and Ctrl + Shift Left Clicking on objects. Examples will be provided on how to use these commands, but it’s important to explain how to access them in the first place!
提示:為了讓你的陵墓像一個真正的陵墓,你必須在陵墓物件上設置一連串的觸發器與觸發行為。這些指令要在購買模式中進行,並使用Ctrl + Shift與滑鼠左鍵在物件上進行設定。以下的例子將提供這些命令的使用方式,但首先先要解釋如何利用這些命令。

Triggers and Activated Behaviors
觸發器與觸發行為

When you want something to activate something else, essentially a cause and effect, you must first designate a Trigger, then Activate a behavior. For example, you want to make it so that when a Sim steps on a floor switch, a door is unlocked.
當你要讓某件事情觸發另一件事情,基本上是一個因果關係的效果,你首先必須指定一個觸發器,然後設定觸發行為。舉例來說,你要讓市民踩到某一個地板上的開關時,另一扇門就會解鎖。

Floor Switch to Unlock Door
有解鎖開關的地板
伊娃妮與模擬市民的部落格 http://tw.myblog.yahoo.com/evanell.tw/
1.) Place the Door
1.放置門
2.) Place the floor switch
2.放置地板開關伊娃妮與模擬市民的部落格 http://tw.myblog.yahoo.com/evanell.tw/
3.) Lock the Door using Buy Mode Interactions
3.用購買模式的互動指令來鎖上這道門。
4.) Use the “Link Triggers…Step On” interaction on the Floor Switch
4.在地板開關上使用「連結觸發器---踩上」互動指令。og.yahoo.com/evanell.tw/
a. Here, you are saying that the Trigger is Step On
a.在這裡,你的觸發器是「踩上」/evanell.tw/
5.) Use the “Link to Activated Behavior…Unlock” interaction on the Door
5.在門上使用「連結觸發行為...解鎖」互動指令。tw.myblog.yahoo.com/evanell.tw/
a. Here, you are saying that the Activated Behavior for the last Trigger is to Unlock
a.在這裡,你的觸發行為是「解鎖」。

TIPS: The “Link to Activated Behavior” interaction only appears once a Trigger is set. If you want to change what the current trigger is, simply click on an object and select “Reset Current Link.” If you want to see the Triggers current set from an object, hover over the object with the mouse cursor. Lines will be drawn to the connecting objects. If you want to see all triggers set up, select “Triggers…Draw All Links on Lot.” If you want to delete a Trigger, click the object, select “Triggers…” with the name of the Trigger. When doing “Link to Activated Behavior,” all available Activated Behaviors that have not already been selected from the Trigger object will be displayed.
提示:「連結觸發行為」互動指令在一個物件上只能出現一次,如果你想要更改現有的觸發器,你只要點選物件並選擇「重新設定現有連結」。如果你想要查看物件上現有的觸動器,就將滑鼠游標停留在物件之上,就會有連結線指出與之相關的物件。如果你想要查看所有的觸發器設置,點選物件選擇「觸發器...顯示用地上的所有連結」。如果你想要刪除一個觸發器,點選物件選擇「觸發器」與觸發器的名稱。當進行「連結觸發行為」時,所有觸發器上尚未被選擇的可用的觸發行為將會被顯示。

To further acquaint you with this building system, here are some common tomb object components and setups for you to use. Remember, these are just examples! Triggers and Activated Behaviors can be mixed and matched to create a huge variety of puzzles.
為了讓你進一步了解這個建造系統,以下有一些常用的陵墓物件與設置步驟讓你使用。請記住,這些只是範例!觸發器與觸發行為可以被混合與配對來創造非常複雜的謎題系統。

Keystone Panel to Unlock a Door
解鎖用基石板
1.) Place the Door
1.設置門
2.) Place the Keystone Panel on the wall near the door
2.在門旁邊的牆上放置基石板
3.) Place a keystone in the room
3.在房間裡的某處放入基石。
4.) Lock the Door
4.把門鎖上
5.) Use the “Link Triggers…Insert Keystone” interaction on the Keystone Panel
5.在基石板上使用「連結觸發器...置入基石」互動指令。
6.) Use the “Add the Ability to Add Triggers and Activated Behaviors” interaction on the Door
6.在門上使用「加入觸發器與觸發行為」互動指令。
7.) Use the “Link to Activated Behavior…Unlock” interaction on the Door
7.在門上使用「連結觸發行為...上鎖」

When inserting the keystone into the Keystone Panel, the door will unlock.
當在基石板上插入基石時,這道門就會解鎖。

Disable Fire Trap with Steam Trap
用蒸氣陷阱解除噴火陷阱
1.) Place a trap on the floor
1.在地上放置一個陷阱
2.) Place a trap as close as possible to the first one on the wall
2.在儘量靠近第一個陷阱的牆上放置另一個陷阱
3.) Place a Floor Switch
3.放置一個地板開關
4.) Use the “Set Trap Type…Fire” interaction on the floor trap
4.在地板陷阱上使用「設置陷阱類型...火」互動指令。
5.) Use the “Set Trap Type…Steam” interaction on the wall trap
5.在牆壁陷阱上使用「設置陷阱類型...蒸氣」互動指令。
6.) Use the “Set Trap State… Firing and Visible” interaction on the floor trap
6.在地板陷阱上使用「設置陷阱狀態...噴火且可見的」互動指令。
7.) Use the “Set Trap State…Armed and Visible” interaction on the wall trap
7.在牆壁陷阱上使用「設置陷阱狀態...武裝且可見的」互動指令。
8.) Use the “Link Triggers…Step On” interaction on the floor switch
8.在地板開關上使用「連結觸發器...踩上」互動指令。
9.) Use the “Link to Activated Behaviors…Fire Once” interaction on the wall trap
9.在牆壁陷阱上使用「連結觸發行為...噴一次火」互動指令。

The Sim cannot get past the fire trap. However, when the Sim steps on thefloor switch, it activates the steam trap which puts water onto the fire trap. The fire trap is now disabled and the Sim can pass!
市民無法越過噴火陷阱,但是,當市民踩上地板機關時,蒸氣陷阱同時也會對著噴火陷阱射出水來,噴火陷阱就被解除了,而市民就可以通過了!

Use Pushable Statue to Disable Trap
使用可移動的雕像來解除陷阱
1.) Place Pushable Statue
1.放置可移動的雕像伊娃妮與模擬市民的部落格 http://tw.myblog.yahoo.com/evanell.tw/
2.) Place trap on the floor
2.在地板上放置陷阱
3.) Use the “Make Visibly Movable – (Currently: None)” interaction on the Pushable Statue
3.在可移動的雕像上使用「使..成為可移動的」互動指令
4.) Use the “Set Trap Type…Electricity” interaction on the floor trap
4.在地板陷阱上使用「設定陷阱類型...放電」互動指令
5.) Use the “Set Trap State…Armed and Visible” interaction on the loor trap
5.在地板陷阱上使用「設置陷阱狀態...武裝且可見的」互動指令

The Sim probably doesn’t want to risk walking across this armed electrical trap. The Sim can now push the statue onto the trap, which will disarm it for safe passage!
市民們可能不想冒著危險穿越這個有著電擊陷阱的區域。市民可以將雕像推到陷阱處,將可解除陷阱並使市民可以順利通過!

Use Pushable Statue on Floor Switch to make Floor Switch Appear and unlock Door
使用可移動的雕像讓地板開關出現並讓門解鎖
1.) Place Pushable Statue
1.放置可移動的雕像
2.) Place two floor switches (Switch A and B)
2.放置兩個地板開關(開關AB)
3.) Place Door
3.放置門
4.) Lock the Door
4.將門鎖上
5.) Use the “Hide” interaction on Switch B
5.在開關B上使用「隱藏」互動指令
6.) Use the “Make Visibly Movable – (Currently: None)” interaction on the Pushable statue
6.在可移動的雕像上使用「使之可移動」互動指令
7.) Use the “Link Triggers…Step On” interaction on Switch A
7.在開關A上使用「連結觸發器...踩上」互動指令
8.) Use the “Link to Activated Behaviors…Appear” interaction on Switch B
8.在開關B上使用「連結觸發行為...出現」互動指令
9.) Use the “Link Triggers…Step Off” interaction on Switch A
9.在開關A上使用「連結觸發器...移開」互動指令
10.) Use the “Link to Activated Behaviors…Disappear” interaction on Switch B
10.在開關B上使用「連結觸發行為...消失」互動指令
11.在開關B上使用「連結觸發器...踩上」互動指令
12.) Use the “Add the Ability to Add Triggers and Activated Behaviors” interaction on the Door
12.在門上使用「增加觸發器與觸發行為」互動指令
13.) Use the “Link to Activated Behaviors…Unlock” interaction on the Door
13.在門上使用「連結觸發行為...解鎖」互動指令

If the Sim steps on Switch A, Switch B appears! However, it quickly disappears when the Sim gets off Switch A. The solution is to push the statue onto Switch A, which makes Switch B permanently visible. The Sim can now step onto Switch B to unlock the door.
當市民踩在開關A上時,開關B就會出現!但是,當市民的腳步離開開關A時開關B將會很快的消失。破關方法為將可移動的雕像推到開關A上,讓開關B能一直顯現。市民便可以踩在開關B上並讓門解鎖(恩,這個我玩羅拉還惡靈時好像有玩過)



4 則留言:

  1. <p>沙發欸~~一屁股做下去</p>
    <p>感謝娃大熬夜翻譯成順暢的中文,被英文包夾的現在~看到流暢的中文翻譯真是有夠開心的</p>
    <p>我個人滿能體會要將英文翻成&quot;非倒裝&quot;的中文,是多麼吃力的任務(看得懂跟翻譯得出來是兩回事)</p>
    <p>恩~</p>
    <p>感覺EA有點在往online games的路線邁進</p>
    <p>eg:魔獸---&gt;只差沒有相互廝殺或玩家互買兵器了...Orz</p>
    <p>不過至少EA有在推陳出新(雖仍要以玩家親身體驗遊戲為準~才知道是否與環遊世界資料片相仿)</p>
    <p>添加新的元素滿好的~但如果太過複雜,好像又喪失了原本SIMS以小人互動為主的意義</p>
    <p>總之,祝娃大和其他的玩家們玩得愉快---&gt;莫名像官方代表的說話語氣~哈哈</p>
    <p>娃大辛苦了~遊子隔海表示敬佩<img src="http://l.yimg.com/f/i/tw/blog/smiley/1.gif"/></p>

    回覆刪除
  2. <p>這樣的探險遊戲讓我想到了鬼武者&gt;&gt;&gt;&gt;&gt;&gt;XD</p>
    <p>EA大概是想別於之前</p>
    <p>作另一番嘗試吧</p>
    <p>謝謝娃大分享囉^^</p>

    回覆刪除
  3. 感覺很複雜 我應該沒有想要買

    回覆刪除
  4. <p>我很懷疑, 自己建造出來的墓穴, 自己知道機關和秘密的所在, 還會有什麼樂趣呢...</p>
    <p>就好像自己建了一個陷阱, 等待獵物趺入陷阱一樣, 等待會很無聊的吧 =.=+</p>
    <p>&nbsp;</p>

    回覆刪除

廣告或垃圾訊息我會刪除