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报告翻译问题



Now, because there is now a penalty to the player dying in the recent build, the intention behind Crow's Field is that the player can always go into this level empty-handed to grab some low tier weapons, ammunition and parts for the garage with little to no risk.
It might appear with a bunch of concrete barriers…
Or it might have no barriers at all.
Moving to the northern part of Crow's Field around this destroyed building, a box might appear in one of three places. You might find this box in front of the building…
You might find it to the west of it…
Or you might find it in the corner behind the building.
(Those of you scrutinizing the images above carefully may also have noticed slight differences in rubble arrangement.)
Placed on the map are two blue icons and a purple icon, which are the spawn locations of the boxes mentioned earlier. The blue boxes contain parts, which are used in the Fabricator back at the garage. Meanwhile the purple box contains ammo. Other box types exist, but more on that later.
Seen in this image are both the concrete barriers and the junk barricades, but in-game they are not visible at the same time. The reason is because of a third type of layer, called a group layer. Functionally, a group layer is like a folder that you can put other layers into (even another group layer if you like). Looking at the layer list a little more closely…
If the player returns to the level and, assuming the level rolled the same box position as before, the contents might instead look like this.
Now remember: the positions of these three boxes are static in the Tiled editor. In addition, they all have the same inventory .json file attached to them, so how can one box produce different results? The answer is by opening up the inventory .json file, and taking a look. This specific inventory file is called salvagechest_parts_t0_sm_01.json, and this is what's inside.
In the middle of the map at the right angle turn of the road, there are three potential appearances. This area is either clear…
Occupied by a heavy police presence guarding a large weapons crate…
Or that same police blockade but the large crate is gone and instead it's strewn with corpses and there are now Corvids about.
The idea here is, when the player revisits this level, they get the sense that some kind of turf war has taken place between these two factions, though the player is never told explicitly. You may know this phenomenon better as "environmental storytelling", which is when a level's physical layout is used to tell a story, instead of a wall of text, as if to evoke the question in the player's head of "what happened here?"





















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