CaesarZX:
对于RTS游戏《横扫千军》的制作,Geoffrey Keighley的文章已经不足以全面讲述那段历史,而加入一个亲自参与此游戏制作的人物的视角,我们就可以看到一个更完整的横扫千军诞生史。 这篇连载作者是《横扫千军》制作人员之一Clayton Kauzlaric,他从去年9月开始在自己的Blog上连载自己在Cavedog参与制作《横扫千军》 的经历。本连载由我与游戏编年史的主人无声畅游合作翻译推出。
Clayton Kauzlaric 文

横扫千军史记
序章:一次愉快的下岗
CaesarZX 译
这篇本该是《横扫千军史记》连载的第一篇的,因为这里的几张图片比《横扫千军》的第一张正式官方截图早出现了几个月。现在还能看到些图,你可以把这归功于命运,巧合,宿命或者随便你把瞎猫碰到的死老鼠叫成什么。

在Humongous Entertainment开始工作并与Chirs合作拼命地打造一个“绝对酷的战争游戏”之前,我在位于Redmond的史克威尔公司(Squaresoft, Inc.)工作。那个工作室为SNES(Super Nintendo Entertainment System 超级任天堂系统)制作了Secret Of Evermore《艾薇莫的秘密》,但16位主机已经即将退出舞台。在我们的命运即将被决定的时候,我们中的一些人正在构思一个未来可能的游戏名称。有一小组人开始散播一些即时战略游戏的点子。当时Warcraft 2《魔兽争霸2》风靡整个办公室,我们迫不及待地想要开始制作一个RTS游戏。
这个构想被暂时叫做Alien Reign“异形王朝”,讽刺的是,这个名字与后来被认为是《横扫千军》的竞争者的Dark Reign《黑暗王朝》如此相似。这个构想没有能够付诸实施,但是一些有趣的东西一直伴随着后来的开发。
我们只是在史克威尔公司完成《艾薇莫》那段时间里瞎搞了一阵子的3D技术,我当时在找一些简单易用的工具能够使美工能够迅速进入状态并学会使用。KPT Bryce(CaesarZX:好东西啊!)似乎可以。我不想看上去和其他大多数RTS游戏一样明显地像用瓦片一样堆砌起来。我希望我们的背景能由更大,更精美地渲染过的地形组成。
这些1996年6月的图片就是结果。我做了地形。这些建筑物和机器人是由我们的艺术总监Daniel Dociu设计的,并由史克威尔的Alias(著名3D制图软件公司)大师Brad Clarkson完成建模和渲染。

这个构想再也没进一步的发展,但是它让我对自己想要什么心里有了个底。有一些相同的元素对我制作《横扫千军》的艺术部分有帮助。史克威尔的美工组几乎没有3D经验——最初的TA制作组的经验更少。有些甚至从来没有接触过3D。Bryce和Lightwave这样易用的工具才让制作TA成为了可能,并且大大提高了制作速度。
这点小小的实验在其他方面也有帮助。1996年春天,史克威尔关闭了他们在Redmond的办公室,我们都被解雇了。有些非常有才华的人在找工作,包括我们的配乐师,Jeremy Soule(CaesarZX:我只能叹气说,没有能和他比的游戏配乐师。)。我怀疑要是Jeremy没有鼓励我去Humongous去实地查看一下的话,我还真不会去那工作。那次实地查看最终把一堆前史克威尔的员工都拉进去了,最后都为《横扫千军》的制作作出了很大的贡献。他们包括程序员Bartosz Kijanka,Rick Saenz,Jeff Petkau以及美工John Baron,Rebecca Coffman,Jarrett Holderby和Peter Fries。所以,史克威尔损失的恰恰正是《横扫千军》所获得的。
世界真是小小小。我在Redmond呆坐着,思考着如何让3D技术融入一个RTS游戏。而就在离我几英里远的地方有一个家伙正在制作一个让RTS游戏有3D高度的游戏引擎。这两样东西一相遇,一切都美好起来了。
TA-ncient History
Part .05: The Happy Layoff
This should have been the first post in the TA-ncient History series since these pictures predate that first TA screen by a few months. What we have here is one of those things you can chalk up to fate, coincidence, kismet, or whatever you choose to call blind stupid luck.
Before coming to work at Humongous Entertainment and hammering away on Really Cool War Game with Chris, I worked nearby at Squaresoft, Inc. in Redmond. That studio created Secret of Evermore for the SNES, but 16-bit consoles were on the way out. While our fate was being decided some of us worked on concepts for possible future titles. A small group of us started tossing around ideas for a real time strategy game. Warcraft 2 was a huge craze around the office and we were pretty thrilled about the notion of working on an RTS game.
The concept was tentatively called Alien Reign, which is ironic given how similar that is to Dark Reign, a much anticipated competitor to Total Annihilation. The concept never got past the early half-baked zygote stage, but some interesting things occurred along the way.
We were just ramping up on 3D at Squaresoft during the completion of Evermore, and I was interested in finding tools that would be simple and easy for artists to pick up and learn quickly. KPT Bryce seemed like it had possibilities. I also wanted a look that wasn’t obviously made of tiles like most RTS games. I hoped our backgrounds could have larger pieces of nicely rendered terrain.
These pictures From March of 1996 are the result. I did the terrain. The buildings and robot were designed by our art director Daniel Dociu then modeled and rendered by Square’s resident Alias guru Brad Clarkson.
This concept never went anywhere, but it helped get my brain in gear for what was to come. Some of the same factors would help my approach to building the art for Total Annihilation. The art crew at Square had little 3D experience — most of the original TA crew had even less. Some had never worked in 3D at all. Accessible tools like Bryce and Lightwave helped make TA possible, and reasonably quick to produce.
This little thought experiment helped set the stage in more ways than that. Squaresoft laid us off and closed their Redmond office in the Spring of 1996. There were some very talented people looking for work, including our staff composer, Jeremy Soule. I doubt I would have given Humongous a shot if Jeremy hadn’t encouraged me to check them out. Our presence there eventually helped to pull in other former Squaresoft folks, like programmers Bartosz Kijanka, Rick Saenz, Jeff Petkau (inspiration for the Jeffy) and artists John Baron, Rebecca Coffman, Jarrett Holderby and Peter Fries, all of whom contributed a lot to the Total Annihilation products. So, Squaresoft’s loss was definitely TA’s gain.
It’s a small world. I was sitting in Redmond thinking up ways to incorporate 3D art into an RTS game. It turns out there was a guy just a couple miles away working on an engine for an RTS game with 3D height maps. Once those two thing met up, very good things started to happen.































