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Here’s a game I’m currently working on with some friends. It was meant to be a quick project to get us up and running with Unity, but ended up taking slightly much longer. I don’t have much to show at the moment but it is close to being finished so I’ll leave a shot of the menu screen for now. Expect more to come!
最近和朋友在做一款小遊戲,本來只是想藉由它熟悉 Unity 不料卻變成比預期還要認真的作品,於是時間就跟著拉長了。雖然製作已經接近尾聲,不過現在還沒什麼完整的畫面,所以就先貼一張選單作為預告吧。盡請期待!

Here’s a game I’m currently working on with some friends. It was meant to be a quick project to get us up and running with Unity, but ended up taking slightly much longer. I don’t have much to show at the moment but it is close to being finished so I’ll leave a shot of the menu screen for now. Expect more to come!

最近和朋友在做一款小遊戲,本來只是想藉由它熟悉 Unity 不料卻變成比預期還要認真的作品,於是時間就跟著拉長了。雖然製作已經接近尾聲,不過現在還沒什麼完整的畫面,所以就先貼一張選單作為預告吧。盡請期待!

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Sometime around mid 2012 a close friend of mine told me his plans to start a business selling mantou (steamed bread) and asked me if I’d be interested in helping him with the design stuff. His family used to own a bakery back when we were young but it was closed down for various reasons, and since then the topic of bringing it back would be casually brought up every now and then. This time it was obviously for real though, so I agreed without hesitation. I wouldn’t have had it any other way.

Starting a business is truly a humbling experience, there were definitely a few times I wondered whether I’d be able to see this through. But after more than a year of preparation we finally opened in May, and so far the feedback has been unanimously positive. So while this is only the beginning and there’s still much to learn, I’m proud to have reached this point and confident in our food.

If you happen to be in Taiwan (or better yet, Taipei) and you’re looking for some decent steamed bread, check out our details on facebook, I think you won’t be disappointed.

2012年中,多年的摯友聊到他開饅頭店的打算,並問我有沒有興趣負責設計的部分。他們家以前是開麵包店的,小時候幾個朋友很愛跑去玩,不料上了高中家裡因為種種因素決定歇業,所以重振家業什麼的總會不時地聊到。不過這次不同以往顯然不是在瞎聊,所以我也非常理所當然地答應了,畢竟這是一直以來的默契,其他選項什麼的我也從來就沒想過。

首次創業確實是個相當震撼的體驗,在籌備的過程中我曾幾度懷疑自己是否能參與到最後,不過經過一年多的準備後我們還是成功開幕了,而且客人截至目前的反應幾乎都是正面的肯定,因此即便我們的事業才正準備起步,對於往後的發展我還是抱持著一定的信心。

如果你想吃看看連老師傅都讚賞的饅頭,不妨來參考我們的臉書專頁,除了饅頭外我們還有很厲害的包子和滷味,而且全台皆可宅配,消費額滿一千五還免運費,一餐一顆省事又划算(根本阿宅聖糧),相信你不會失望。

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So as mentioned back in 2013 I spent some time working with artist James Harvey on a Chinese translation of his comic Masterplasty. The whole thing came about pretty spontaneously, starting with a tweet he made about getting the comic translated to Japanese. Having read the comic just a day before, I decided to offer him a Chinese translation as well because I really enjoyed it, and was thrilled when he was totally on board despite me being a complete stranger. The project was pushed back a few months because work but eventually everything was ready for print and James got in touch with Modes Vu, a publisher that specializes in visual content.

Fast forward a few months later and three copies of the comic are sitting on my desk. There’s always something magical about seeing stuff you’ve worked on come off the press, and this is no exception. Although I’m quite used to helping out with translations, this is my first real gig, so there was definitely a bit of learning involved, but I was happy with the results, especially the title, which I spent quite some effort trying to capture the essence of. The Chinese translation 天地改 literally means “heaven earth change” which, in context, means “complete/absolute modification/metamorphosis”, encompassing the premise of Masterplasty being the cosmetic procedure of all cosmetic procedures.

Anyway, I had fun working on this project, especially so since I don’t have many artist friends, so it’s always a treat to get a personal response on cool work, which James provided in spades, and most of which can be read in the QA section on the back.

So if you’re a Chinese reader and want something short and fun (and beautiful), you can now head over to Amazon for a copy, otherwise you can always check out the original English version here.

先前提過我在去年曾跟景仰許久的漫畫家 James Harvey 合作翻譯他的短篇作品 Masterplasty ,這契機的原委說來其實意外地單純。起初是我一次無意在線上拜讀這部作品後,隔天就在推特上看到 James 發表說日文版的 Masterplasty 即將發行。因為覺得這部作品很有趣,且篇幅又剛好,我就索性在回文中報上自己的背景並問他有沒有興趣翻成中文,而他竟然也爽快地答應了(這經驗再次提醒我有些機會其實只要肯開口就有了)。之後雖然因為工作而閒置了一陣子,但最終還是順利地在年底前將稿子送交給 James 合作的圖文出版商 Modes Vu

時隔半年,Masterplasty 的首刷終於上市,出版商的老闆 Erik 也很爽快給我寄了三份做收藏,果然自己參與製作的刊物拿在手中感覺就是不一樣。雖然我平常就不時地給人做些瑣碎的翻譯,但這畢竟是我第一份完整的翻譯工作,過程中也是學了不少,因此對於結果還挺滿意的,尤其在標題的部分,當時可是費了相當大的功夫。Masterplasty 是作者虛構的整型手術,它的特點在於可以徹底改變一個人的外觀,因此被視為整形手術中的整形手術,故稱之為Masterplasty。為了要確實傳達這個設定的意境,並且融入漫畫式命名的戲劇效果,我最後決定將它取作天地改。雖然有朋友笑說很中二(其實我就是要它中二),但它還是我的得意之作!

這次的合作機會對我而言非常有趣,特別是因為我周遭沒有做這類創作的朋友,所以能有機會像這樣跟作者本人直接討論他作品背後的意義實在很難得。這些想法也在最後一頁的問答區做了翻譯。

如果你想要來點口味不同的作品,不妨考慮上亞馬遜買一本捧場看看,或者要是英文對你來說只是一塊蛋糕,那趕快去看原文版吧!畢竟做翻譯不外乎是要分享好作品,總之就是希望你們會喜歡!

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A friend and I were talking about bizarre games when Baroque came to mind. It’s an obscure-ish first person roguelike on the Saturn that I used to play a lot but never got around to finishing, and I couldn’t quite remember why. I just figured it was hard and maybe if I tried harder I could beat it this time.

It was relieving to see the chunky textures were as good as I remembered. As with most cases the art was the initial reason I picked the game up, which was really out there. The character design, the items, even the flavor text, everything about it just really got my imagination going. Though as it turns out, there wasn’t much else I liked about the game. After two hours of crawling through industrial dungeons I was pretty sure difficulty wasn’t why I dropped Baroque. Sure, it was hard, but it was only hard in the way roguelikes are. In fact, this game wouldn’t be difficult at all without the sluggish controls.

The controls felt extremely slow for a first person game, walking was a pain, and turning around took forever, which made for good scares I guess, you could never see what’s behind you until they’re already in your face. Maybe that was deliberate, or maybe it was a memory trick, maybe I’d see a room flicker into existence if I turned a little too soon, or maybe this is all just retrosplaining and devs back then simply haven’t quite figured out first person yet.

My purpose in the game was awfully unclear, and the cryptic dialogue and cinematics did nothing to help. While that alone isn’t much of an issue, having grown up on imported games, I could say with confidence that, after some digging online, this isn’t even remotely my fault. The plot of this game and the actions required to advance it are so perplexing, so random, even the plot summary on Wikipedia made no sense. There were bits of the story where I honestly couldn’t tell what connection one sentence had to the last, it was like reading a string of unrelated statements.

I did consider grabbing the English remake, but for some reason the guys in charge of it decided to do a visual upgrade, and the results were unfortunately pretty bland (and bloomed to the max) which, for me at least, spoiled the main highlight of this game, making it difficult to justify the purchase.

I guess what I’m trying to say is that there is a beautiful world in Baroque but everything else about it kinda sucked, and sometimes memories do get rosier over time.

前些日子跟朋友聊到獵奇的遊戲時想到一款以前常在土星上玩的作品叫 Baroque,風格奇異的美術讓人印象非常深,尤其各種人物造型的設定給人很多想像的空間。不過似乎因為難度很高所以從來沒破過,於是決定開來回味一下,結果兩個小時後得到的結論是遊戲其實不難,但除了美術外各方面都很悲劇。

在操作上不管是移動還是轉身都極為緩慢,彷彿是要刻意拉長你的反應時間,這不知道是為了提升恐怖氣氛還是當時的運算技巧(各種瞎猜),不過可以肯定的是遊戲難度有一半要歸咎於它。

在目標和劇情的交代上也是令人費解,從路人對白到過場動畫好像都沒有要把話講清楚的打算,本來日文遊戲就有語言障礙這從小玩到大也不是什麼新鮮事,但上網爬了些文之後我可以理直氣壯地說這絕對不光是我的問題,不管是劇情本身還是事件的觸發條件都穿越常理,即便是維基百科短短兩三個段落的大綱都有地方讓人看不出前後句的關連。簡而言之就是個不可思議的謎。

雖然有考慮過買 ios 上的英文重製版試試,但當時的製作團隊不知道為什麼決定將美術整個翻新,結果反而失去特色,讓遊戲最大的亮點也掰了,想一想最後實在買不下手。

其實講了那麼多只是想說 Baroque 的世界真的很吸引人,只可惜其他部分太悲劇。還有就是回憶果然總是比較美好一些。