Template:PatchDiff/June 3, 2011 Patch/team fortress 2 content.gcf/tf/resource/closecaption portuguese.txt

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6969"[english]#commentary\tf2-Comment028.wav" "[Kerry Davis] Games usually approach stats by comparing the player to everyone else in the world. This is only really of interest to those who are near the top. With TF2 we decided that a better approach might be to compare stats to the player's previous successes, turning them from a worldwide comparative system into a personalized motivational one. The beginning player gets encouragement and acknowledgement that while they're not highly skilled yet, they're getting better all the time. The veterans get to see when they've managed to come close to their previous record, which encourages them beat that record. The personal stat system also acts as a validation system. When a player feels like they've had a really good run, the stats system pops up and essentially says, 'You're right, that was a great run.'"
7070"#commentary\tf2-Comment029.wav" "[Andrea Wicklund] Quanto mais se usam representaes visuais bem compreendidas, menos trabalho ter para explicar os elementos do jogo. A verso mais antiga do TF2 tinha uma direco de arte bastante realista. medida que o tempo passava, fomos descobrindo que esse facto estava a levantar vrias questes. As diferenas entre as nossas classes de jogadores eram difceis de expor satisfatoriamente. As armas que disparavam outro material que no balas eram difceis de visualizar. Os nossos mapas no faziam muito sentido no mundo real, onde duas foras adversrias raramente constroem bases a 15 metros do inimigo. Para alm disso, o jogo no era distinto visualmente dos nossos outros produtos. Um mundo estilizado no possui nenhum destes problemas. Se colocarmos o Heavy junto do bem vestido Spy, os jogadores compreendem a diferena radical de nvel energtico e estilos de jogo das duas classes. O feixe curativo do Medic era facilmente compreendido pelos jogadores de teste quando viam os \"sinais de mais\" vermelhos a flutuar em direco ao alvo. Uma fico estilizada pode explicar facilmente por que motivo as bases da equipa so construdas junto uma da outra. Por fim, uma imagem de ecr do TF2 facilmente reconhecida, garantindo que ningum o confundir com outro dos nossos jogos."
7171"[english]#commentary\tf2-Comment029.wav" "[Andrea Wicklund] The more your art direction can use well-understood visual representations, the less work you have to do to explain your game elements. The earliest version of TF2 had a heavily realistic art direction. As time went on, we found this was causing us a lot of issues. The differences between our player classes were hard to expose satisfactorily. Weapons firing anything other than bullets were hard to visualize. Our maps didn't make a lot of sense in the real world, where two opposing forces rarely build bases within fifty feet of one another. In addition, the game wasn't visually distinct from our other products. A stylized world had none of these problems: Put the massive Heavy next to the pinstripe-suited Spy, and players understand both the numerical health differences between the classes and their very different gameplay styles. The medic's healing beam was easily understood by playtesters when they saw the floating red plus symbols streaming into the target. A stylized fiction can easily explain why the team's bases are built right next to each other. Finally, a TF2 screenshot is easily recognizable, ensuring that no one will confuse it with another of our games."
72N/A"#commentary\tf2-Comment030.wav" "[Moby Francke] Aps optarmos por uma direco artstica estilizada, experimentmos vrios estilos antes de adoptarmos o exemplo de J.C. Leyendecker, um ilustrador muito conhecido do incio dos anos 90. A forma como Leyendecker representa o vesturio e o material constitui um excelente exemplo de como adicionar detalhes a uma personagem, mantendo as formas limpas e precisas do perfil, elementos essenciais para a identificao da nossa classe. Utilizmos grficos de mapeamento normais para representar as dobras do vesturio, o que ofereceu um preciso nvel de detalhe quando visto ao perto, sem desviar as atenes dos valores cromticos destinados a atrair a ateno dos jogadores para as armas."
N/A72"#commentary\tf2-Comment030.wav" "[Moby Francke] Aps optarmos por uma direo artstica estilizada, experimentmos vrios estilos antes de adotarmos o exemplo de J.C. Leyendecker, um ilustrador muito conhecido do incio do sculo XX. A forma como Leyendecker representa o vesturio e o material constitui um excelente exemplo de como adicionar detalhes a uma personagem, mantendo as formas limpas e precisas do perfil, elementos essenciais para a identificao da nossa classe. Utilizmos grficos de mapeamento normais para representar as dobras do vesturio, o que ofereceu um preciso nvel de detalhe quando visto ao perto, sem desviar as atenes dos valores cromticos destinados a atrair a ateno dos jogadores para as armas."
7373"[english]#commentary\tf2-Comment030.wav" "[Moby Francke] Having decided on a stylized art direction, we experimented with a variety of styles before settling on the example of J.C. Leyendecker, an enormously popular illustrator of the early 1900s. Leyendecker's rendering of clothing and material provided a great example of how to add detail to a character while keeping the clean, sharp silhouette shapes that were key to our class identification. We used normal maps to craft folds of clothing, which provided a fine level of detail when seen up close, without detracting from color values meant to draw the player's eyes to the all-important weaponry."
7474"#commentary\tf2-Comment031.wav" "[Ariel Diaz] As personagens so os componentes mais importantes num jogo multi-jogador, por isso foi a que concentrmos mais esforos. Desenvolvemos uma hierarquia de elementos de identificao dos modelos de jogador, dando prioridade s informaes bsicas que permitiam que os jogadores se identificassem visualmente. A nossa hierarquia foi a seguinte: primeiro, em que equipa se encontram, segundo, em que classe esto a jogar e terceiro, com que tipo de arma esto a lidar. A identificao da equipa foi abordada adoptando uma paleta de cores geral para cada equipa, escolhendo cores quentes para o Vermelho e cores frias para o Azul. A identificao da classe foi abordada atravs do perfil da personagem. O perfil nico e as formas de animao so mais fceis de identificar a grandes distncias e atravs de uma gama mais ampla de nveis de luz do que quaisquer outros detalhes visuais do modelo. Por fim, a arma foi realada atravs das texturas. As reas de maior contraste, que atraem os olhos dos jogadores, concentram-se na rea do peito dos nossos modelos de personagens, no local onde seguram a respectiva arma. Para alm disso, a subtil gradao de tons escuros em torno dos ps da personagem, at s reas brilhantes na rea do peito, tambm ajudam a atrair o olhar dos jogadores para as armas."
7575"[english]#commentary\tf2-Comment031.wav" "[Ariel Diaz] Characters are the most important piece of art in a multiplayer game, so that is where we spent most of our effort. We developed a read hierarchy for player models, prioritizing the information that players needed to be able to read merely by looking at the model. Our hierarchy was this: first, what team they're on, second, what class they're playing, and third, what weapon they're wielding. Team readability was addressed by adopting an overall color palette for each team, picking warm colors for Red and cool colors for Blu. Class readability was addressed through the character's silhouette. Unique silhouette and animation shapes are more identifiable at far distances, and across a broader range of light levels, than any amount of other visual detail on the model. Finally, the weapon was highlighted through the textures. The areas of highest contrast, which attracts player's eyes, are all focused around the chest area of our character models, right where they hold their weapon. In addition, the subtle gradient from darkness around the character's feet, to the bright areas around the chest, also helps draw the player's eyes to the weapons."