インタビュー

今年の初めに、長年のKAMコミュニティメンバーダークロードはKaM.net上の記事のためKAMリメイクについて教えてインタビュー。インタビューが公開された今日では、あなたはそれをここに読むことができます:

https://www.knightsandmerchants.net/information/kam-remake/developer-interview

そのサイトには、KAMリメイクの開発についての興味深い情報が含まれていますので、ご興味のある方は、開発履歴セクションをお読みください。

追伸: ボランティアは現在、今後のKAMリメイク·リリースの翻訳を更新している、と我々は最後のいくつかのバグを修正している。更新は、2週間以内にリリースされる予定です。我々は、遅延のために、私たち開発者は私たちの個人的な生活に忙しかった、今までのプロジェクトに多くの時間を捧げることができていない謝罪。

インタビュー」への13件のフィードバック

  1. CallindorCray

    Hi guys,

    the advantage of your project is that it is so well established already. Previous versions run very smoothly (at least for me …^^) so waiting for the new release is not a such heavy burden. What I like to know is, if the upcoming version will be some kind of ‘patch’ or if it has to be a delete and reinstall of the programm. Aside of that, keep up the good work you are doing here.

    • Thanks for asking!

      Upcoming version will be a usual “big” version. Meaning that it is a whole build, not a patch.

      Regards

  2. Thanks for the efforts you all put into this project!

  3. I love how dedicated you guys are to this project. Hopefully we will some some newer stuff in the future, but besides that, I can’t wait for this newer version, finally sit back and relax and enjoy some time against the AI. Is there any other things listed that might be coming out? new houses, units etc? Just asking, I was told before that you guys want to keep to the original and follow a lot of TSK version. But it doesn’t hurt to ask lol.

    • Hi Martin,
      There are not many gameplay changes, as you said we are trying to keep it similar to the original game and improve aspects like multiplayer and modding/mapping.

      Multiplayer improvements include spectators, file transfers and voting to return to the lobby (to allow replacement players to join). Singleplayer improvements include new maps and new campaigns. There’s also some general improvements like a rally point for the barracks.

  4. CallindorCray

    I read the article and was thinking about the townhall and this chest-spamming. Is it possible for you to make the costs for every unit from there to 6 (so theese units are not producable with only putting 5 chests max into it, right?) except the barbarian who is put to 5 chests. With that the player still is forced to produce leather or iron for ranged units but the barbarian would be available to be produced. And maybe a new house, where the barbarian (at that point fresh from townhall still no army unit, maybe a farmer-like unit appearance) would collect his 2 axes (for one two-bladed axe) he needs. In theory quite interesting I think, but is that doable?

    • Balance is only one part of the problem. As we said in the interview, we don’t think the townhall fits well into the KaM economy/gameplay, and we like barbarians being “special” warriors which cannot be produced by the player.

      • CallindorCray

        Do you at least consider to give peasant allies in general the ability to recrut a barbarian once in a while instead of only militia, like it is done (scripted?) in Vas’ campaign ‘The federation of Neryn’ in Mission 5.

        • Producing barbarians is possible through scripting, but I don’t think it will ever be a core game feature.

  5. Jest nareszcie nowa wersja! Jupi!

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