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报告翻译问题


1) No 'Mouse Sensitivity' setting and the default makes me feel rather nauseaus as there is little control.
2) Unable to adjust sound no matter how much I clicked on the bars provided
3) Mouse was not locked into the game which meant I was clicking outside of it and minimising the game.
Wow, what a list, I encountered also many bugs.
Many of them you already listed.
So to help Jonathan, I am not critizing him, we are only mentioning these things to make the final game beter,
after all, we are the beta testers now, :-)
I will add some things I saw.
I do this from memory, so I have to play it again and take notes for accurate description.
At first I will say I was impressed by the graphic quality and atmosphere,
and many things we could not do yet indicate it to be a large game with many puzzles.
So Kudos to Jonathan, in spite of the movement problems, I think the right mouse for movement is a good idea,
it worked better for me than other games with 3D movement, I hate games with only wasd...
Why the hell wasd, for the lefthanded???
1/ subtitles: in the last part of the demo suddenly the subtitles did not synchronize with the audio anymore,
and they vanished quickly
maybe because of reloading? I did a lot of saving and reloading...
2/ So, saving slots, we like to have more than 8, is not really a bug, but more of a wish...
3/ Sometimes Nigel walks through a tree, or a sheep walks through him.
4/ When you look at the pictures of the choir, double action icons appear.
5/ When in the church the second comparison of photo's appears,
and you click on enlarge of the left, the previous comparison appears.
6/ Not a bug, but I did not understand why Nigel suddenly took pictures, first time, while there was not any indication to do that, outside the church...
7/ Also not a bug, but I did not understand the function of the radio antenna, the radio of the vicar.
The weather report seems to be right one, accordig to the vicar, and the antenna did not change anything.
8/ I do not understand the function of the snow globe, suddenly the game was over and I could not do anything with the snow globe, just close it...
but maybe that will be clear in the final game...
9/ The wall at the Gurney place:
I can look at the top and the bottem of the woman, but not the middle point.
10/ I had seen the pile of logs and heard the woodcutter, but Nigel almost refused to go searching for logs
11/ Inventory not always correct, but I guess this will be OK when we have the full game with point & click feature.
12/ Wish: I liked the old typewriter font
13/ Nigel said: I will unpack when I have found shelter,
But he also says when first seeing the church: "I can find shelter there, or something like that, but you are never able to unpack,
When the time changes his scooter is Dead, but he has his gadgets anyway.
Also strange is, why has he the camera and takes pictures? Camera is part of his bagage on the scooter I suppose...
Well, for now, keep up the good work Jonathan!
Pretty sure the gear he leaves in the scooter's cargo bin is the surveillence system with those four miniature cameras, not the gadgets he carries around with him in the original game. There's a pillar in the church which you can look at, and it makes Nigel remark that it would be a good place to set up one of those cameras.
A few of my own:
1) The rooftop cross that was evidently knocked down c. 2017 and may have been what killed the new vicar should still be on the roof in the opening 2007 scene, but wide-angle views of the churchyard show the crow there instead. This is a discrepancy, as the cross itself isn't visible in the snowdrift in 2007, and would be under the 2017 snow if it'd fallen ten years previously.
2) For that matter, why is there a gap in the 2007 snow at all? Did Mr. Russet try to dig an eariler snowdrift out, and give up at exactly the same stage of the process as the new vicar would, ten years later? If so, at the very least they ought to have left their shovels in a different position.
3) The vicar says "she if she" instead of "see if she" in the subtitles when Nigel first meets her and she thinks he's winding her up for being female.
4) Nigel seems downright flabbergasted by the "Air Ambulance" poster, even though helicopter medical transport services had been operating in the rural UK for several years before he fled his job at Hadden Industries.
5) After discussing the vestry's painting of Thomas Ager, a creepy voice murmurs "Ulcolme". This voice keeps saying that word every time Nigel approaches the painting, the sound even overlapping other, unrelated conversations.
6) There's a floating key above the Saxton Council placard, that's presumably left over from before that location is altered by the time-jump. It's right where the bird was perched on the key to the map cabinet earlier.
7) During the flashover-effect when Nigel travels into the future, the "Thieves Will Be Prosecuted" sign appears too early, showing up incongruously clear and crisp against the blurry/icy surroundings.
8) There's a spot along one of the horizontal-pole fences where another short segment of fence seems to pass through it. This superfluous section of extra fence does not block movement, and it appears and disappears as Nigel walks alongside the fence that's supposed to be there.
9) Although I can't click on it, the green-plastic-and-wire bird feeder still appears on the stone fence in the 2017 graveyard, even if I'd already found it in 2007. Is it even meant to be available before the time-jump?
10) Nigel walks right through his rusted-out scooter, and even stands right in the middle of it when you click the eye-icon for "Doris".
O yes, the four cams, that is the luggage on the scooter...
Points 3,4,5 I saw too,
Anyways Jonathan has a lot of debugging to do...
I remember an interview, already more than a year ago, where Matt states, more or less jokingly,
Blackenrock could be released october 2017.
I think Matt is more than a year now busy with cleaning up the Blackenrock mess with coding, debugging, playing the game and testing.
So I think in the meantime Jonathan was working on Silent night on his own, to have something
released in december 2018, because the work of Matt appeared to be a hell of a job, not being done in a few months.
What I don't understand is why they are working on Blackenrock, Glastonbury, Bracken Tor, Barrow Hill 2, Dark Fall the pier and Silent night at the same time
instead of focussing on just one game to be released.
It would drive me crazy to have so many projects at the same time...
For instance Blackenrock, Matt coding and both playing and testing, or ask a few friends to play and test.
As I understand Blackenrock is finished, Jonathan has all written down, the storyboard, all audio has been recorded,
but Matt has to tie all the pieces together.
I am no gamemaker, but I can understand it is lots lots and lots of work.
But just one game at the time seems to me more convenient, without distraction.
Anyways, we will see what happens in the new year.
Now a lot of debugging has to be done with Silent night too, assuming Jonathan has most of the work of Silent night done...