安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Also, the jump feature seemed very useful and should've been available without it.
Thanks for the guide to figure that out!
这些成就大多是自我描述的(如果名称和描述有中文的话)。 与技能相关的就是拿下一个守卫,分散一个守卫的注意力。
对于收藏品,只需按照我的截图。 即使没有向导也很容易找到它们,我首先自己找到了它们。
最后一个是Konami Code,你可以谷歌它并找到BA后面的箭头方向。
对不起语法不好,我希望你能明白我在说什么。
The loading screen was an early temporary drawing by our lead programmer (programmer art). The jump was cut at some point of the development, but the code was still there. I amped it up quite a bit for fun. The stamina was just a fun QOL switch I sneaked in last second.
We were limited in what the code does because if it were to impact the game too much, it would have been removed from the game for sure. To make sure it was kept secret, the programmers kept it secret from the rest of the team (minus the artist who drew the icons and the lead narrative director who proofread the names and descriptions). It did leak to the rest of the team on release day ahah.
Fun fact: it actually did get removed but we marched (figuratively, in a discord call to be accurate) to discuss and it was reinstated before release.