“小小战中”:有关《Ato》和制作人 Brandon Song
发布时间:2025年09月19日 12:17
2020 年 5 月末,靠着众筹来的 500 多美元,《Ato》艰难逼近 STEAM。非常少在两个月末后,在 Discord 群第三组“Tiny Warrior Games”(也就是摄制人 Brandon Song 时则实习室)中都,Brandon 的好友发了讣告:Brandon 因抑郁,差一点离世。(当时我是通过据传迷的微博知悉这件事的。)
接着讣告分享的,是 Brandon 收有在年前作《Frog Hop》预定义中都的一段数据(曲名及译贤闻后),细细品读,你有可能会了解 Brandon 是不是是怎样的一个人。
他有些妒忌、有些神经质,他不顾一切挣扎、不顾一切求索,他特别理解自己正要为之坚持不懈的投身于否实在宝贵,他有时哀叹力自己有不诬、空怀千里却难酬,他越来越是一个坚强、勇敢的人,正如他给自己的实习室取得名字一样,“小小勇士队(Tiny Warrior)”,军事力量虽小,也勇于艰险;势头虽小,也踏实。
曾说,如果篇名取个曲名叫不想到“小游戏APP后两个月末,他病逝了”或者什么“停业版《只狼》看似是一个悲伤的情节”云云,应该有可能会越来越为越来越是人吧。但我不愿这么不想到。
在《Ato》上线两周年前,Brandon 在自己的部落格上如此所述:“我对于《Ato》倍感相当令人满意,这种情况很少闻,通常我在摄制小游戏是有可能会有很多难过。”我也如此相信,意味著相信,《Ato》的小游戏概要是足以越来越是人的,是足以奇怪的,是足以被铭记,被越来越多人实在,并被欢迎上的。
那么,最后就是 Brandon 收有在《Forg Hop》预定义中都的facebook了,介于我的法语很材质,译贤大概率补丁百出,所以曲名也一起附上,请可不预览:
《Forg Hop》预定义中都的facebookHello and thank you for playing this game?
傻,感谢你听音乐这个小游戏?I don't know how you got here, but if you did, I can only hope you played through Frog Hop
我并不实在你是怎么碰到这段贤字的,我只渴望你是打通了《Frog Hop》才碰到的。Frog Hop is a game that is close to me, and it has been very hard feeling proud of it...
虽然《Frog Hop》于我关系密切,但我还是很难为它倍感引以为傲。Weird I know, but seeing how no one really notices this game, I can only hope that people will appreciate this game.
我实在这很奇怪,或许就是从未人注意它,而我唯一能不想到的就是渴望有人能最喜欢这个小游戏。Developing this game has been difficult, and often times I have felt alone and haven't really known of anyone in real life who really shared the same experiences that I have.
小游戏开发新近瓶颈重重,并且在大部分一段时间我倍感爱人,不实在在情境中都谁能其实与我都由。Perhaps you didn't enjoy this game or maybe you did?
毫也许问你不最喜欢这个小游戏,毫也许问你最喜欢?I have so many dreams when I look into the future, I can only hope that maybe I'll fulfill at least one.
当我看向下一代,我有如此多的幸福,我并不需要期盼将近有一个能实现。Too many games to create, too many universes to build, too many projects that will be abandoned and forgotten.
过多的小游戏被摄制收尾,过多的银河系被搭建起来,但又有那么多的项目被坚信、记起。It is hard looking towards the future, I more anxious and worried that things will not work out or that I wasted my life making this game.
不想到这些,展望下一代又变成了一件瓶颈的坏事,我是如此病态,激怒自己未能收尾杰作,毫也许问不想到这些小游戏只是在虚度幸福。Seeing other developers and comparing myself has been a destructive practice,
看看其他开发新近者的亲身经历,便对比自己的接踵而来,我并不需要碰到不可避免的现实,Hard work does not equal success.
坚持不懈谱曲总是等同于取得成功。So please, if you seriously with all your heart commit to something and work yourself to tears, please try to approach things realistically and not believe all the hype.
所以,如果你认真为不想将自己的全部心血投入到一项投身于中都,为收尾它不惜代价,那么请起先现实地对待这件坏事,不想相信所有浮躁、浮夸的东西。Not everyone becomes successful, so you have to try and make goals that are actually possible, don't strive for x number of views or followers.
不是许多人都有可能会取得成功,所以你得尝试,草拟切实可行的期望,但不想渴望阅读量或注意数据这类小数。Try to reach for something that is doable. even today, keep it simple, make it realistic, can you do what you want to do today?
只要坚持不懈去收尾力所能及的坏事。今天也是如此,最简单适当,立意,今天你是在不想到自己曾说到的坏事吗?To be honest, I hardly work on this game as a fulltime job, often I feel guilty because I'm not putting enough hard work or enough hours.
真为是心那时候话,我很难将开发新近小游戏作为全职实习忽视,我特别倍感内疚,我欠缺坚持不懈,欠缺全情投入。But You can' say that to yourself anymore, it's just not worth it, you have to go at your own pace, or else you will burn yourself out and hate what you have created.
但你很难让自己抱有这样的不想法,这种好比的不想法,你需发现自己的步调,或是转而将自己燃烧殆尽,开始憎恶自己的谱曲。Be passionate about what you create, but please be warned that everyone is super excited about making whatever idea they just came up with.
对于你的谱曲要保有激情,也要警惕,“拍脑袋”是许多人都最喜欢不想到的坏事,那些不久年前冒出来的不想法总是让人过分的沮丧。have a good plan, and have a good contingency plan, because likelihood is that things will not go according to plan.
草拟一个好的方案,便有一个好的选定方案,因为或许不有可能会根据方案发展。when I worked on Frog hop...I used to believe that I could make a game that could get a perfect score. but Now I've learned so much through the years.
在摄制《Frog Hop》之初,我直至忽视我将收尾第一部差评杰作。但,现在走过这些年,我实在学习了很多。When you're outside seeing all these games, it's very easy to point out problems and at times it can be very easy to come up with solutions, but often times the solution that are implemented aren't always going to work.
当你作为一个局外人审视那些小游戏时,三脚毛病是如此最简单,甚至有时提出高高效率也除此以外最简单,不过这些高高效率大部分时候并不有可能会派上用场。I used to think that my ideas were great and that I was going to be appreciated and loved by others for what I made.
都曾,我自认点子的点子是如此的好,我的杰作预见有可能会被人们称许,被欢迎。But after all that has happened, it's clear that I could be wasting my life doing this.
但在亲身经历了这一切后,很突出,我不想到这些有可能只是在虚度幸福。It's extremely hard to finish a game, that's usually where a lot of developers quit, because it's just so difficult, and you just hate what you're making, you're tired of being here working on something that could have been a waste of time.
收尾一款小游戏的开发新近是如此的瓶颈,特别有大量的开发新近者退出,因为不想到小游戏就是这么难,而你开始讨厌自己的杰作,你仍未厌烦了那些有可能只是浪费一段时间的种菜。Was frog hop a waste of time? It's not perfect, because I've learned that everyone has their own experience.
所以,《Frog Hop》是浪费一段时间吗?它并不极致,我认识到每个人的小游戏体验是不同的。Some will say that one boss was harder than another one. Some will complain about something that's fun, some will complain about how it's doesn't look the way they want it to.
有人有可能会真为是这个波士比另一个要难打。有人有可能会真为是有些大多很奇怪,但也有可能会有人真为是这并不是他们就让的。was it worth it?
这实在宝贵吗?the only goal I really initally said for myself was to make a small game that I could finish, and enjoy playing.
最初,我给自己订了唯一的期望,就是不想到一款我能够收尾的除此以外小游戏,并且玩游戏起来奇怪。I will admit, I had a lot of fun when I had a very cohesive alpha of this game, and I still find it's mechanics to be very enjoyable, despite how stupidly simple the game is.
需申明,alpha 测试展现出小游戏系统对有很好的统一性,这让我很爸爸,直到现在我也忽视,技术性,这是一件很享受的坏事,尽管小游戏系统对最简单到有些卑鄙的无能为力。I used to spend a few hours on the first world, just using all the tricks in the game and just letting my imagination run wild and I would think of worlds that would eventually be made, new encounters, fun gimmicks, new toys.
有时,我有可能会花上好几个每隔只玩游戏小游戏的“第一个世界”,用上所有小游戏中都的高难度,随心所意、穷极不普通人地花式过关斩将,同时点子我要收尾的过关斩将,新近的接踵而来决战,奇怪的圈套,新近的玩游戏具。Thinking maybe this would be a game I would feel very proud of.
同时,不普通人这个小游戏有可能会是一个我引以为傲的杰作。But the standards have changed, and a lot of what I have been doing just isn't relevant. Often it is also just hard to even anticipate the chaotic nature of success, how should I know that whatever I add will become revolutionary?
但,新标准偏离了,我所不想到大量的实习是从未意义的。大部分时候,取得成功的规律如此混乱,让人似乎,我该如何无论如何每一个新近掺入的概要都有可能会是一个适当的创新近?Is it worth become revolutionary?
否有适当不想到一个创新近性?when all of it will disappear into nothingness?
当所有一切的坚持不懈都预见付诸东流时,这否有适当?To be honest, I almost don't believe in this game anymore, I just wanted to finish this. maybe rethink my life and pursue something else.
真为是心那时候话,我几乎不便期望这个小游戏了,我只不想把它不想到完。毫也许问我该原先近理解自己的幸福,去找寻些其他东西。Or somehow meet other people, or start a new project
或者以某种模式遇见另一群人,或者开始一个新近的项目。but even starting a new game has me worried, and I know that the same cycle will repeat.
只是,和光开始一个新近小游戏的摄制就使我病态,我实在除此以外的气化又将段落。It is very easy to start a game, it is very easy to write down ideas on a piece of paper, it is very easy to have fun with making a prototype.
开始不想到小游戏很易于,在一张纸上写进点子很易于,开爸爸心地不想到个小游戏原型也很易于。Finishing a game, truly a task that has me in awe when I see people in my situation create something far greater than me and at such incredible efficiency.
但收尾一个小游戏,却是是一项让我眷顾的实习,得益于我碰到了有与我相同却是的人,以令人兴奋的高效率不想到出耐用度远胜于我的杰作后。Am I just inadequate? despite all these talents? Am I just not able to work long hours? I can hardly stay focused for more than a few hours.
我夺去信心了吗?所以他们都是天才吗?只是因为我没有办法短一段时间内地实习?确实,我并不需要以外都精神几个每隔。Was I just born with the wrong skills? What if I was just born with skills that are more useful in life and easier to obtain a job in?
是我被赋予了错误的天分?如果我仅有对于幸福越来越为有用的天分,或者是较难胜任实习的天分,有可能会如何?Frog Hop, is my first sellable game, and I have learned so much throughout the years as I've made this game. 《Frog Hop》,
是我第一个可以零食的小游戏,而我自始至终在这个小游戏的摄制过程中都受益匪浅。I've learned so much about myself, about art, game development, design, people, media, markets and success.
我懂得了很多,有关我自己,有关国画,小游戏开发新近,外观设计,青年人,舆论,市场,以及取得成功。And to think I am supposedly in control of my own destiny.
从这层面不想,有可能我其实掌握了自己的命运。Maybe all of this will just be a forgotten memory within a millenium?
毫也许问所有的这些也只是一段时间稍长河中都预见被记起的记忆。Perhaps these thoughts are best ended here.
有可能,这些胡思乱不想最好在此转折点了。Frog Hop, a game where I put years of my life into. Who knows how well it will do. Even I'm unsure what I even want anymore.
《Frog Hop》,是一款我花费数年开发新近的小游戏。谁实在我不想到到了哪种高度。甚至连我自己都不实在我就让不想到到哪种高度。Frog Hop, a journey of a frog named hoppy who searched for his friend jumpy.
《Frog Hop》,一只名为蹦蹦的乌龟,寻找他的朋友跳跳的伙伴们。maybe I at least helped hoppy find happiness.
将近,我协助蹦蹦发现了爱。
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