

嘿,超级动物们,我们正在为《超级动物世界》开发的最后冲刺做准备,并且很高兴终于能带回许多玩家一直要求的东西:过往赛季的启动包! 这些启动包将分两波推出,让新老玩家在今年晚些时候游戏正式发布前,有机会再次收集它们。本月我们在游戏扩展内容方面也取得了重大进展,迫不及待想和大家分享开发团队的成果了。 本期驼鹿通讯内容包括: - 启动包回归 - 《超级动物世界》开发进度 - Pixile AMA(开发者问答) - 超级粉丝艺术展示 - 启动包再次上架

在接下来的六周内,往期新手包将分两波限时回归。我们收到了大量相关请求,正如我们在7月的《驼鹿通讯》中所提及的,我们一直在寻找合适的回归方式。 计划如下: 第五至第九赛季新手包率先上线,时间为今日至9月16日(周二) 第零至第四赛季新手包随后推出,时间为9月16日(周二)至10月7日(周二) 每个新手包售价7.99美元,你也可以选择捆绑购买 你可以在此处购买第一波完整捆绑包或任意单个新手包: https://store.steampowered.com/bundle/57887/Super_Animal_Royale__Starter_Pack_Bundle_Seasons_59/ 我们为何让它们回归 长期以来,你们一直希望新手包能够回归,而我们也想找到一种公平的方式来实现这一点。我们一直不喜欢制造“错失恐惧”(FOMO)的做法,即将内容永久锁定,这也是为什么节日活动物品每年都会回归,而过往的动物通行证也始终能在档案馆中获取。将新手包束之高阁有违这一理念。 定价机制说明 就像动物通行证在赛季结束后会从550 SAW票调整为750 SAW票一样,我们希望为在赛季期间购买新手包的支持者提供一点小小的奖励。因此,我们将复刻版新手包定价为7.99美元,而未来的新手包在其所属赛季期间仍将以4.99美元的价格首发。 我们也一直在考虑未来让过往新手包回归的其他方式,例如在SAW商店推出捆绑包,我们很想听听大家对这个想法与当前DLC复刻形式的看法。复刻活动结束后 当这些活动浪潮结束时,相关礼包将回归宝库,但并非永久下架。我们希望建立一种长期机制,让它们能更定期地回归,但目前仍在确定最佳方案。现阶段,我们的重点是完成《超级动物世界》的核心功能! 非常感谢大家一路以来的支持,无论是购买新手礼包,还是单纯游玩游戏并与朋友分享。这些都有助于维持游戏的运营,并让我们有机会通过《超级动物世界》这样宏大的项目实现更大的发展。 《超级动物世界》最新进展 我们上一次进度更新就在几周前,但团队本月依然努力工作并取得了显著进展!让我们直接深入了解最新的、极具科学性的进度条:

《超级动物大逃杀》的整个用户界面(UI)将在“超级动物世界”中焕然一新,本月我们已完成游戏内几乎所有界面元素的升级工作。这项工程规模庞大,但我们对其目前的进展感到非常自豪,并已开始着手对新设计进行打磨和微调。 内容方面,我们本周将完成主线剧情的收尾工作,并填充最后的支线任务。新的好友功能也已投入运行,看到所有功能逐步到位并正常运作,我们感到十分兴奋。我们迫不及待地想向大家展示这一切的运作方式! 下个月,随着开发进入最后冲刺阶段,我们将迈出重要一步,开始进行本地化工作。除了本地化工作外,我们还将在9月对该资料片的所有新系统进行测试和优化,确保其在上线时一切都能流畅运行。有问必答!

Every month, we put out a call for questions on Pixile’s Twitter and Bluesky and answer them right here in the Mooseletter! If you're curious for more, you can browse past Q&As: https://store.steampowered.com/news/app/843380/view/498328557405077864 https://store.steampowered.com/news/app/843380/view/498325386812195997 https://store.steampowered.com/news/app/843380/view/498322850680145537 https://store.steampowered.com/news/app/843380/view/498320313411437016 https://store.steampowered.com/news/app/843380/view/498317142563750061 https://store.steampowered.com/news/app/843380/view/506195274633314529 Each one covers a wide range of questions, and you might just find something you've been wondering about too. Make sure to follow us so you don’t miss the call next month, and as always, feel free to also share your feedback in the SAR Discord or start a discussion right here on Steam. :) Question: The Idea of SAR From: MooseDaFox45 How was Animal Royale pitched? Like what were some of the inspirations to stand out from other battle royale games and why animals? Hope that makes sense The project began when Clogg and I (Michael) were having a lot of fun playing H1Z1 Battle Royale and started wondering how well the genre could work from a top-down perspective. As fans of battle royales, we had plenty of opinions about what we liked and didn’t like, and we wanted to create our own take that streamlined the genre and made it more accessible without losing what made it so compelling. We’ve always loved designing multiplayer games that both hardcore and casual players can enjoy, so friends who don’t usually like the same games have something they can play together. On the art side, I’ve always loved animals and colorful, minimalist aesthetics. A few years before SAR I actually prototyped a game about exploring a forest as a bear in a similar style. When I began working on the assets for SAR’s prototype, I wanted to revisit that look, but with the juxtaposition of deadly weapons contrasted against adorable animals that made us laugh. None of my prototype art is still in the game, but it established the direction we wanted to take the game in. We also drew from loose influences like Conker’s Bad Fur Day and Happy Tree Friends, but we didn’t want to go nearly as mature. From there we started imagining the backstory of a world where genetically modified animals fought to the death, and it was hilarious to explore how such a place might actually exist and come to be. We pulled inspiration from all over, from Jurassic Park to Pokémon, The Hunger Games, and the film Battle Royale. When Ruben joined the project very early on, he helped expand those rough ideas into a full backstory, and turned them into a detailed lore bible. That gave the whole team a foundation to build on, so every new region and character would fit consistently into this absurd yet strangely believable world. Question: Animal Pass Themes From: Cinovel What sorts of factors have inspired the different themes of Animal Passes? I've always been curious about the creative process behind everything. Animal Pass themes often grow out of whatever the big content of that update is. For example, the “Sense of Scale” pass introduced lizards and the Giant Star-nosed Mole, Twinkle, while the “Dragon’s Loot Pass” synced up with the debut of Super Dragons. That is not always how it works, though. Sometimes the theme idea comes first and ends up inspiring content, or we sometimes use a pass to explore a fun aesthetic or idea that feels right for the season. Question: Live-Service Battle Royale From: P&MFieryFlakes Just curious. Why did you decide to make a live service battle royale game for Super Animal Royale? When we first launched SAR it was a paid game, but we always knew a battle royale would need to be free-to-play to reach enough players. For a small indie studio, that was especially true because keeping 64-player matches full would only work if the game was easy for anyone to jump into. That’s why even at launch we included the “Super Free Edition” demo, a simpler version of what eventually grew into the full free-to-play live service game. We also understand why some players are cautious about live service games, and we share many of those hesitations ourselves. The model has had its rough spots across the industry, but when done right it can be one of the best ways to support a multiplayer game because it lowers the barrier to entry for friends to play together. Our approach has been to try to improve the model and make it as player friendly as possible, with things like Animal Passes that never expire. Our hope is that if we can find the right balance, our designs can not only sustain our team and keep the game growing, but also show that healthier approaches to live service can work. Looking back, making SAR a live service was definitely the right call. It has let us keep learning and improving, and it has helped us foster an incredible community that has guided the game in directions we never could have imagined at launch. Question: In-game Friends & Chat From: Odyssey Will we have an in-game friends and chat system for all platforms so players can socialize much easier? Yep, there will be an in-game friends system, and we’re aiming to support it across all platforms! We’re also working on cross-platform chat so players can connect more easily, but some social features may roll out gradually across updates as we work through the quirks of each platform during porting. We’re holding off on showing how it all works until the new UI is ready to share, but it’s shaping up nicely and we’ll be talking more about it before Super Animal World launches later this year. Super Fanart Showcase We have another round of incredible fanart from the community to share! Thanks to all of you who keep filling our feeds with so much creativity every month.

美术:NekoSan

美术设计:I Love BTS
插画:Kom JJi

美术:Squirrelhunterz

美术设计:Foxander 如果您在社交媒体上发布同人作品,请使用标签#superanimalroyale或标记我们!您也可以在我们的Discord服务器中分享同人作品,那里有专门用于粉丝创作和艺术讨论的频道。 我们即将分享更多关于《超级动物大逃杀》世界的激动人心的消息,我们已经迫不及待了。同时,如果您希望我们在下次Mooseletter中涵盖某些特定内容,请告诉我们! 要获取《超级动物大逃杀》世界的所有最新消息,请订阅我们的新闻通讯并在以下平台关注我们:




你也可以在Facebook、Instagram、Reddit、TikTok和Threads上关注我们。 岛上见,超级动物们! ——迈克尔、洛根及社区团队
2026-02-13 09:00:43 发布在
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