For years, I've strived to maintain a clean UI and minimal button layout in-game, displaying as little UI as possible.
(You know—the interface, inventory, crafting screens, etc. A notable example is Dead Space's design philosophy of near-zero UI.)
However, as content expanded, I inevitably added more elements. Especially now that the game's button count keeps growing, I feel it's time to manage these complex features.
多年来我一直试图保持,游戏内的UI界面与操作按键的简洁,尽可能显示少的UI
(游戏里的操作界面,背包,合成界面之类的,你懂得,在这方面比较著名的是死亡空间在无UI这方面的设计)
不过随着内容的增加我还是加了很多东西,尤其是游戏的按键现在也越来越多了,我觉得是时候管理一下这些复杂功能了
The game now includes a full keyboard layout in the initial room, providing detailed explanations for all functions, along with in-game icons showing key mappings for both keyboard and controller.
(Yes, this game actually supports controllers.)
游戏中现已在初始房间增加了全键盘表,对所有功能都做出了详细解释,并且增加了游戏内按键与手柄的对照图标
(是的这个游戏其实支持手柄)
The game now features a long press of the ESC key to return to the main menu, so you no longer need to press F12.
游戏现在增加了长按ESC回到主菜单的功能,现在终于可以不用按F12了
Within the game, you can now perform operations on saved files, such as moving, copying, or deleting them.
游戏内现在可以对存档进行操作,例如移动、复制、删除
I always say, what? You can't beat this level? Why not try pressing W?
But honestly, this feature has always been half-baked!
Now you'll see this slow-motion function finally slows down everything in the entire world. Scholar, do a Quicksilver—play Sweet Dreams.
我经常说,什么?你打不过这一关?为什么不试试按W键?
但其实这个功能一直是个半成品!
现在你可以发现这个慢动作功能终于能放慢全世界的所有东西了,学者做个快银吧,请播放sweet dreams
Tired of replaying the same story segment after repeated failures? Holding Ctrl to fast-forward through text dialogues? No worries—now you can hold Ctrl to skip through story sequences at double speed!
因为反复失败所以看腻了某段剧情?按住ctrl只快进文字对话?别担心,现在在剧情播放时你可以按住ctrl二倍速快速通过!
Still worried you'll forget the controls? You can pull up the game manual anytime during gameplay. Huh, what game's manual is this? (The manual feature is still in development, but you can look forward to this cover art—thanks to our art collaborator LEO volcano!)
担忧自己仍然会忘记操作按键?你可以在游戏中随意唤出游戏的说明书,真奇怪,这是什么游戏的说明书?(说明书功能仍然在开发中,但你可以期待这个说明书的封面,感谢美术外援Leo volcano)
What's Next?:
I plan to play a 2D animation when the game first launches. I'm currently seeking suitable animation outsourcing partners, but coordinating with teams is challenging right now. This might take a while.
After completing the game, players returning to the main menu may randomly encounter small Easter eggs—like a “Want to insert coins for a continue?” prompt—or even enter a completely glitchy bug world. I have plenty of ideas and creativity for this, so you won't be able to just hit F12 to restart the game after getting TF'd.
I plan to implement a super-hard mode with additional enemies and mechanics, though this will be challenging to develop and remains in the planning phase.
The manual! It's not just a rehash of the controls—it includes enemy blueprints, descriptions, and other fun tidbits, just like classic games used to have. There might even be some hidden secrets.
We plan to add voice acting to the game. To put it metaphorically, it'll be like Sans speaking over those beeps and boops in the dialogue!
未来还会有什么?:
我计划在游戏第一次打开时,播放一段2D动画,目前正在寻找合适的动画外包,但目前我很难有精力与团队对接,或许要很久之后了
我计划在游戏结束后,玩家回到主菜单时,有概率触发一些小彩蛋,例如“你是否要投币续关”,之类的,或者干脆进入一个完全错乱的BUG世界,我对此有很多想法与创意,这下你们就不能一旦被TF就马上按F12重启游戏了
我计划通过一些方式能够开启超难模式:一个拥有额外敌人与额外游戏机制的模式,但这会很难制作,目前仍在计划中
说明书!不仅仅只是让你重温操作指南,还附赠了敌人的设计图和说明等很有意思的东西,就像老游戏都会有的那样,可能还会有一些秘密的东西
计划在游戏中加入说话声音,要比喻的话就像sans说话对滴滴滴滴滴滴嘟嘟嘟那样的对话音!
All currently displayed features remain unimplemented, and numerous issues are still being investigated and addressed. Please bear with us! We extend our sincere gratitude to Guan Guan for their invaluable technical support!
目前已展示的功能全部仍未实装,还有很多问题在排查修改中,请等待!非常感谢技术援助:灌灌的支持!