视频描述

在城区快速扩张的同时,众多问题随之产生。在早期生存模式的建设中,为节省土地与材料并减轻玩家负担,城区设施尺度偏小,且公共绿地不足,城市肌理过密。城区道路多数不宽于3米,在城区村民较多的情况下难以保持行人舒适的活动范围,且慢行系统与主干道未分离,对于马匹等快速交通工具产生了阻限,降低了街区的可通达性。缺乏统一规划的建筑沿街立面凹凸不一,破碎感强,视野的遮挡使通透感减少并不利于街道屋顶轮廓的展现;且街道D/H比多小于1,空间封闭感、压迫感强,不利于空间的营造,且缺乏公共空间进行集会等事项。此外,不同的玩家建造的风格大相径庭,再加之众多生存时期的仅考虑实用的建筑以及自然生成的建筑,如何缝合不同的城市肌理成为一个难题。在游戏层面上,在城市规模疾速增进的同时,如何将分散在地图各处的其他玩家拉回市区,耦合不同玩家,实现服务器相对于单机游戏的特有价值,也是一个值得探讨的问题。

Many problems arose as the city expands. In order to save the lands and materials in the survival mode, the scale of the facilities was too small and enough public spaces were not inserted into the crowded urban fabric. A number of main roads were not wider than 3 meters.
Many problems arose as the city expands. During the early survival mode period, the urban size was limited and facilities were in small scale to save the land and materials usage so that players could construct buildings in an enjoyable pace. The green space wasn’t considered properly, therefore the urban fabric was too densified. Most of streets in urban zone have a width of less than 3 blocks, making it difficult to keep a comfortable space whilst many villagers present in the area. We hadn’t yet considered the separation of pedestrian paths and principle traffics, and this will limit the speed of fast travel methods such as horses and wagons and limit the accessibility. The facades along streets haven’t been designed with a masterplan, thus creating lots of broken patterns. The blocking views decrease the transparence making it difficult to display the outline, especially the roofs. What’s more, in many case the D/H ratio is less than 1, creating a closed and oppressive space, disadvantaging the creation of space, therefore there aren’t many public space possible for different usages such as party and relaxing. Considering the variety of players’ architectural taste and the presence of many facilities made for survival mode or natural structure, the coherence of different urban fabrics has become a challenge for us. As for the gaming experience, there are also questions on encouraging scattering players to visit the downtown and promote the coupling of players to realize the specific value of a server versus a single game mode.


项目介绍

About

本期视频所介绍的UBW Hikari市民中心(Civic Centre of UBW Hikari)是本次建筑期的重点项目之一。该建筑将以服务器的出生点为其首要功能,同时它将担当市区与郊区的交流枢纽,便利玩家往返于郊区住所与市区设施。为此,我们将该建筑的基地选在东浦新村与卯月旧邸之间的协和半岛中心。该基地位于大都市圈核心,东邻由卯月主要建设的区域,西与爱丽丝为主导的城区以铁路桥为界。坐拥下界枢纽、养鸡场、公共田地、公共储存区及数个大型商场,且位铁路换乘车站,同时是玩家除了自宅以外唯一一个可以通过命令直接瞬移抵达的位置。
考虑到出生点区块有保持命令方块处于加载状态的作用,在本项目中出生点建筑将会加上尽可能大的存放命令方块的区域。但是该基地没有任何完整的命令方块区块,最终我们只得选定其中重合最大的西北侧区块作为出生点区块。为此,该建筑西北侧必须紧贴道路放置大体量体块。且由于老城道路宽度较窄且楼房密集,我们必须尽量减轻该建筑在窄马路上的体量感,在致密的城市房屋之间如何尽可能加入公共空间、引导玩家交流也成为一个问题。另外,鉴于该建筑需要作为换乘铁路交通的枢纽,由出生点前往车站的流线应尽量简单。

This video is intended to present the Civic Center of UBW Hikari, the core part of constructions during this period. The site serves as the spawn point and the transport interchange for traffics between the downtown and expanded zones, to facilitate players to travel around the server. To this purpose, we had chosen the core area of Concordia peninsula between Dongpu Nova village and Maoyue’s residence as the location. As an urban kernel, it’s surrounded at east by the districts constructed by Maoyue and at the east by old town built by Alice, divided by the elevated railway line. It consists of the interchange to the Hell rapid transit system, a chicken farm, public plantations, a warehouse and some shopping centers, and of course a railway station with interchange to metro. It’s designed to be the only location that players could arrive directly with commands besides their home.
Considering the chunks around the spawn is always activated, we will designate a building which has enough room for command blocks. However there aren’t any complete command block chunks in the base, at last we had to choose the northwest area where most of the chunks match the space. The building therefore had to be near the road to place big volume. However, as streets in the downtown are narrow, the volume should not be too massy, and it raised a question on how to insert public space and invite players’ interaction in densified urban houses.
The flow from the spawn area to the railway station was intended to be simple as possible.