《浮島物語》額外內容文本翻譯

How I Made Forager - 我做浮島物語的歷程

I kept skipping classes to make toys and games.
This had my dad very very worried about my future.
我小的時候,是個問題學生,經常性地逃課去做一些玩具和游戲,這讓我爸對我的未來發(fā)愁。

Before he did, he made sure to tell me he wasn't disappointed and that I could achieve my dreams if i learned to focus and work in a team.
幾年后,我爸得了場大病去世了。在他離開之前,真誠地對我說,他并不對我感到失望,反而他覺得如果我學著去專注、去融入到團隊中努力工作,那我將成就我自己的夢想。

My family and friends were worried and thought it was a terrible idea!
我退學了,去追求我的夢想,去開發(fā)電子游戲。我的朋友和親人都很擔心我,覺得這不是一個很的主意。

Learned as much as I could and did my absolute best.
接下來的一年里,我非常努力,盡我所能地持續(xù)學習。

但沒有人對我做出來的東西感興趣。

My mom welcomed me with open arms and invested her live savings in my dream, barely knowing what a video game even was.
最終,我的錢花完了,我不得不返回家里。沒想到我媽不但歡迎我回家,甚至在對電子游戲知之甚少的情況下,把她節(jié)省下來積蓄資助我來完成夢想。

I started to feel like a failure.
Could I even do this? Had I made the wrong choice?
又過了一些年,壓力和焦慮不斷侵蝕著我,我開始有了些挫敗感。我產生了懷疑:我能做到嗎?我的選擇是正確的嗎?

Unfortunately, I was running out of money again...
我參加了一場游戲制作馬拉松(限時制作出一款游戲),在這兩周內,浮島物語的第一個版本完成了。壞消息是,我又花完了積蓄。

I somehow managed to win a prize at this small event!
The prize was a trip to the USA to showcase Forager!
我打算在徹底放棄之前參加最后一次比賽。然而我竟然在這個小型賽事中得獎了!獎品是讓我去美國展示浮島物語這個游戲!

Including my only laptop blowing up before the showcase!
But I met lots of great people who helped me out.
這一路上我經歷了許許多多的麻煩... 包括在展示游戲的前夕,我的筆記本電腦罷工了!但我也遇見了很多幫助我脫離困境的人。

The person he was meeting with had to come and find him!
我的一個在展示大會上結識的朋友,他因為玩浮島物語忘記了時間,錯過了與某人的見面,而要見的那個人直接來找他了!

He knew I had social anxiety and pitching the game in English was very hard for me.
他一邊道歉一邊向他的友人介紹浮島物語以及這款游戲是多么的好玩,而他原先自己準備的項目卻只字未提。他知道我有社交恐懼癥,用英語來推銷自己的游戲對我來說太難了。

He liked the game, and offered Forager a publishing deal!
后來才知道他在Humble Bundle(浮島物語的發(fā)行商)工作!他超級喜歡這個游戲,并給提供了一份浮島物語的發(fā)行協(xié)議!?

Working hard all alone to build something amazing, something fun.
To build the future I wanted for myself.
我開始意識到,我自己就是一個搜尋者(浮島物語英文名的原意)!獨自努力創(chuàng)造令人驚奇、有趣的東西。創(chuàng)造我自己想要的未來。

I wasn't alone anymore!
隨著越來越多的志愿者參與到浮島物語的開發(fā),游戲也變得完善。我不再是一個人!

經過幾年的努力 ,我們一同完成了浮島物語這款游戲。

We start from the bottom and work hard to craft and build the things we feel passionate about.
我開始明白,我們都是搜尋者(浮島物語英文名的原意)!我們從底層開始,努力打造我們所熱愛的東西。

Thousands of people started to add their own ideas and support to the project.
浮島物語建立了一個非常友好和包容的社區(qū)!成百上千的人們開始往游戲中添加自己的想法,并持續(xù)支持這個項目。

The game even launched on several platforms!
經過一段長時間的等待,浮島物語發(fā)布了!這個游戲終于在多個平臺上架了!

She said she just wanted me to invite her to dinner... and that dad would be very proud.
我想要支付給我媽他之前所出的三倍的資金做為回報。但她說她只是想讓我邀請他共進晚餐... 爸爸一定也為你而驕傲。
Forager Comic #1 -?漫畫1
整體漫畫比較意識流,所以很難翻譯,可能與作者要表達的意見有出入,酌情參考。另外漫畫中作者分段較多,翻譯可能不能與英文一一對應。

Jon Nielsen的漫畫

如果你在一個陌生地方醒來,
...If you woke up...
身邊你所熟悉的、
...In a strange place...
所愛的,
...Surrounded not by your loved ones...
都不見了,
...But by nothing?
你會怎么辦?
A lot of nothing.
空無一物。
You probably wouldn't take it well.
你可能無法接受。

你尋找一些你所熟悉的東西。
A small comfort.
找到一個提示條,
A reminder.
一個小小的安慰。
Something pointless...
無意義
...But priceless
但無價的東西。
When everything you love is gone...
當所有你所愛的都已消失不見
...What is left...
留下來的
...But your memories?
只?;貞??

但記憶并不可靠。
They morph and shift.
他們飄忽不定。
With every recollection...
隨著每一次回憶
...they become something new.
它們卻都變成了新的東西。
Does that mean our memories aren't reliable?
這不就說明我們的記憶并不可靠?
It's not a pleasant thought.
這不是一個令人舒服的想法。
It's scary
他令人害怕
...
Is this what you think about when you're alone?
這就是你在獨處的時候所想的東西嗎?

當你發(fā)現(xiàn)你只與記憶獨處的時候,你會做什么?
Do you seek to relive them?
你想重溫它們嗎?
Or do you seek new ones?
還是去尋找新的?
Is there a wrong answer?
這個問題是否有標準答案?

如果你醒來時周圍都是新的和舊的記憶,
...new and old ...
卻不得不再次失去了它們,
...only to lose them all again?
你會怎么做?
What would you do?
怎么做才好呢?

你會放棄嗎?
It'd be understandable if you do .
選擇放棄也是能理解的。

你會去尋找過去美好的回憶?
Would you return to a time...
你會回到那個時候
...when all you knew...
那個你所熟悉的人
... Was happiness?
都幸??鞓返臅r候?
"This is good enough." you'd say
"這樣已經很滿足了。" 你說
"My memories..."
“我的記憶”
"...are all I need"
“就是我需要的全部”

如同過去一樣
...your dream would crumble and end.
你的夢想也會崩塌或者終結。
You'd find that you're unsatisfied...
你將會發(fā)現(xiàn)你不會滿足于
...with the remnants of your previous life.
之前人生所留下的余輝。
Perfect as it was ...
雖然他是完美的
...pure and real...
是純潔和真實的
...it's over.
但也都過去了。

“如果我全都要呢?”你這樣對你說
This thought gives you strength.
這樣想著你也充滿了力量。
It gives you the resolve...
它給了你決心
...to forge your own path.
去開辟自己的道路。
And most helpfully it keeps your busy.
更重要地,他讓你保持忙碌。

如果你
...if you lost everything...
不斷地
...over...
失去
...and...
再失去
...over?
你會怎么辦?
You'd keep trying.wouldn't you?
你要繼續(xù)努力。不是嗎?
No mather how long it took...
不管要花多長的時間
...you'd build a new future...
你終將在過去的記憶之上
...on the foundations of your memories.
建立一個新的未來。

更多內容可以訪問 hopfrogsa.net
Find more of Jon Nielsen's work on twitter @encifer
可以在Twitter @encifer 上找到Jon Nielsen的更多作品
Concept Art -- 概念創(chuàng)作圖

在最開始的時候,浮島物語要做成一個大型的開放世界游戲。
This is the very first tileset concept Gaz came out with back then.
There were going to be secrets hidden all over the place.
這是 Gaz 當時提出的第一個瓦片集(Tileset,游戲制作用語)概念圖。
這里面到處都隱藏著秘密。
Eventually I came up with the idea of buying islands to expand territory, and that was just so much more fun!
最終我想到了購買島嶼來擴大領土的想法,這個玩法將帶來更多的樂趣!
In the end I am glad I made that choice, especially since BoTW came out shortly after and basically did the whole open world thing much better than whatever Gaz and I could have done!
很高興我們最終選擇了購買島嶼的想法,特別是曠野之息不久后就發(fā)布了,并且基本上在整個開放世界方面做得比我和 Gaz 能做的要好得多!
Broken bridge leading to another biome
去往其它群落的受損的橋
zelda-like grass fields
塞爾達式的草地

Gaz為初始的草原地區(qū)畫了這張令人驚嘆的概念圖
That evil looking tower on the right was supposed to be a puzzle in which you had to figure out how to destroy it before a death laser was fired at you from the top for an insta-kill.
在圖片右邊看起來邪惡的塔是一個謎題,你必須在被來自塔頂?shù)乃劳黾す饷霘⑶罢业酱輾姆椒ā?br>I eventually scrapped the design but used this idea for the Watchers in the Desert biome and in the Ancient Tomb.
我最終放棄了這個設計,而是將這個想法放在了沙漠群系中上古墓地的守護者身上。

You can even see the Ancient Tomb dungeon on this one!
這是沙漠群系早期的概念設計圖
你甚至已經可以看到上古墓地這個地牢已經出現(xiàn)在圖中!

這是我最喜歡的概念創(chuàng)作圖!
Gaz made this so we could start exploring Graveyard biome ideas after I played Minish Cap for way too long one night.
某天晚上我玩了很久的縮小帽,之后Gaz創(chuàng)作了這張圖,我們又開始探討墓地群系的想法。
Ghosts were supposed to be the main enemy of this area, but when Gaz drew the first ever Ghost in sprite art it looked so cute that I just NEEDED to have him as a little friendly NPC.
幽靈被設計為這個區(qū)域的主要敵人,但當Gaz將幽靈的sprite設計(游戲術語,類似于人物/物品圖)創(chuàng)作出來時,他看起來如此可愛,我想我必須將他做為友好NPC中的一員。
I thought it would be funny for the little guy to try to get your help to get a bit... scarier. Too cute!
我想如果將這個小幽靈設計成需要玩家?guī)椭兊糜幸恍┛膳逻@將會很好玩。想想簡直太可愛了!

星露谷物語讓我覺得在博物館里收集一些罕見的物品這一主意很不錯。
I told Gaz we should do something like that,and he almost immediately came up with a bunch of super cool designs for it!
我告訴Gaz,我們也需要這樣的東西,他幾乎馬上就為此想出了一系列超級酷的設計!

是的,這是花瓣壓縮機。
After the closed beta was playable for a while, we realized we had a realy bad Iron Ore shortage problem. Iron deposites would just randomly stop spawning and players would run out of it quickly.
當測試版本玩了一陣子之后,我們意識到鐵礦石短缺非常嚴重。鐵礦石的生成會隨機停止,玩家就會很快用完。
The game needed an industrial structure that would turn flowers and herb surplus into basic minerals.
游戲需要一個能將剩余的花和草轉化成礦物質的工業(yè)裝置。
I asked Gaz to come up with a weird building that would allow players to "recycle" flowers into iron ore, and the crazy genius came up with this "Flower Press", that would crush flowers into iron ore.
我找Gaz創(chuàng)造一個能讓玩家將花回收成鐵礦的奇怪裝置,這個瘋狂的天才想出了這個花瓣壓縮機,能將花轉化為鐵礦。
I am not a scientist but that sounded about right.
我不是一個科學家,但這聽起來蠻正確的。
?Eventually the Iron shortage bug was fixed, but the Flower Press was here to stay.
最終鐵礦短缺的問題被修復了,但花瓣壓縮機也被保留了下來。

And also, everyone's favorite poop collecting Fox!
這些是叫做憤怒野豬的敵人的早期概念設計,還有每個人都喜歡的便便收集者狐貍!

這是上古墓地Boss的第一版概念設計圖,這個Boss一直是我在浮島物語中最喜歡Boss。
The Ancient Tomb was actually the first ever dungeon I designed, and you can tell this by the several mistakes and inconsistencies you can find.
上古墓地實際上是我設計的第一個地牢謎題,你可以發(fā)現(xiàn)這個迷宮有一些錯誤以及與其它謎題不一樣。
I bet you get stuck here AT LEAST once!
我敢打賭你至少被困在這里一次!
Despite it's faults, it still holds a special place in my heart as my first ever attempt at a zelda-esque dungeon!
雖然他有一些錯誤,但他仍然處于我心中的重要地位,因為這是我第一次嘗試塞爾達風格的地牢!

這是Jon Nielsen發(fā)給我的頭兩張概念設計圖。
I found out about Jon by randomly browsing Twitter, he had made flinthook fanart that blew me away! the colors. I loved it !
我是在瀏覽Twitter時注意到的Jon,他創(chuàng)作的Flinthook同人作品給我留下了深刻的印象!特別是他的色彩,我太喜歡了!
I knew I had to hire that guy to work on the cover art for Forager.
我知道我得請他為浮島物語制作封面設計了。
At the time I was running out of money and this was WAY before the patrecn donations.
那個時候,我的錢也花光了,距離眾籌還有很長的一段時間。
Luckily Jon agreed to work with me at a VERY reasonable price, I promised myself I would hire him more if Forager ever became a financial success...
幸運的是Jon同意以非常合適的價格與我一起工作,我下定決心,如果浮島物語取得成功將會更好的價格雇傭他。
We have been working together ever since!
從那時起我們就一直在一起工作!

我們非常努力地完善這個游戲。以至于我?guī)缀醵紱]有注意到浮島物語正在變得越來越火。
More and more people were interested in my little dream game,
越來越多的人對我的游戲感興趣
The project I had been working on for years.
我多年來一直致力于這個項目。
Eventually, I realized we needed a proper game logo, so I asked Gaz to draw a concept.
最終,我覺得我們需要一個合適的游戲標志,所以我請 Gaz 畫一個概念圖。
This is what he made. It was almost perfect! Some where along the way, we got rid of the Hammer, so we replaced that one with a Sword in the logo.The rest is history.
這就是他做的。 這幾乎是完美的! 一路上錘子并不是一直都在使用,所以我們使用劍取代了錘子。剩下的事情大家就都知道了。
Forager Comic #2 - 漫畫2

啊~ 搞什么

啊~~
Aaaaaahh
啊~
Hello friend
你好朋友
You are perfect and I love you forever.
你看起來好完美,我會永遠喜歡你。
Goodbye friend
再見朋友
I'll remember you until I die
我會一直記得你,直到我死去

啊~
This is the end
我要完蛋了
Thank you friend?
謝謝你朋友
You are my favorite thing ever
你是我的最愛

我會想你的
Being away from you is hard
離了你很難

生活好苦啊

哇哦,太不思議了
Thank you friend
謝謝你朋友
I don't deserve your kindness
你太好了,我受之有愧




我愛你我的朋友