《劳拉与奥西里斯神庙》登陆GameNight
Lara Croft and the Temple of Osiris Arrives on GameNight
Mar 17, 2026
几十年来,劳拉·克劳馥在众多冒险中大放异彩,从古老陵墓到遭遇海难的岛屿。虽然劳拉能够独自应对大多数壮举,但她偶尔也需要他人搭把手——最典型的就是在《劳拉与奥西里斯神庙》中,劳拉与最多三位同伴携手,展开快节奏的俯视角动作与解谜之旅。随着《劳拉与奥西里斯神庙》登陆Game Night,我们与Game Night版本的开发负责人瑞恩·迈耶探讨了如何改编劳拉·克劳馥的这款合作冒险游戏。
Lara Croft has starred in many adventures over the decades, from ancient tombs to shipwrecked islands. While Lara can handle most of her exploits solo, she still needs the occasional helping hand – most notably in Lara Croft and the Temple of Osiris, where Lara joins with up to three companions for fast-paced top-down action and puzzle solving. With Temple of Osiris coming to Game Night, we talked with Ryan Meyer, development lead for the Game Night version, about adapting Lara Croft’s cooperative adventure.
Game Night让玩家无需专用硬件,只需用手机作为控制器即可立即加入游戏。为何《劳拉与奥西里斯神庙》如此适合该平台?我之所以玩《劳拉与奥西里斯神庙》乐在其中,是因为它融合了合作与竞技玩法。这款游戏非常适合大家围坐在沙发上一起玩。你们需要合作通关,但也可以在每关结束时,比拼宝石数量和得分排名。游戏进出迅速,且提供大量即时玩法,能让大家一同欢笑、叹息或欢呼。
Game Night allows players to instantly jump into a game without dedicated hardware, using their phone as the controller. What makes Lara Croft and the Temple of Osiris a good fit for the platform? I've been having a lot of fun with Lara Croft and the Temple of Osiris because of its co-op/competitive gameplay. It's a great fit for people to sit down on a couch together and play through it. You work together to beat the game, but you can also compete on things like gem count and score charts at the end of each level. It's super quick to get in and out of, and it offers a lot of moment-to-moment gameplay that makes everyone laugh, groan or cheer together.
LC2截图 球笼
LC2 Screenshot Ball Cage
《劳拉与奥西里斯神庙》最初并非为触屏控制设计;你们是如何为Game Night设计控制器界面的?这是一个有趣的挑战,因为这不同于典型的手机游戏开发。没错,你确实是在移动设备上玩游戏,但玩家大部分时间不会盯着手机看。因此,我们必须确保玩家能直观且符合人体工程学地轻松执行所有游戏操作。第一步是将每个操作映射到触屏按钮上,然后确定控制风格,并确保按钮足够大,以便准确可靠地点击。接下来就是测试和迭代。
Temple of Osiris was not originally designed for touch screen controls; how did you approach designing the controller interface for Game Night? This was an interesting challenge because this isn't typical mobile game development. Sure, you're still playing on a mobile device, but you have to consider that the player is not looking at their phone most of the time. So, we needed to make sure the player could easily access every game action intuitively and ergonomically. The first step was mapping every action to a button on the touchscreen, then deciding on the control style and ensuring the buttons were large enough to hit accurately and reliably. Then it came down to playtesting and iteration.
在设计和实现触屏控制时,你们遇到的最大障碍是什么?切换到触屏控制时,你真正希望同一时间最多只有两个触屏输入。有些操作在游戏手柄上效果很好,但不易转换为触屏操作。例如,使用抓钩时,你需要移动、瞄准,然后按下触发键。接着你需要按住触发键以保持抓钩连接。然后,当你需要在使用抓钩时跳跃,这就是三个输入同时进行。因此,我们需要想出一个解决方案。当抓钩伸出时,我们要更换移动控制器吗?我们要自动发射抓钩吗?在这种情况下,我们将抓钩改为切换释放模式。
What were the biggest hurdles you faced in designing and implementing the touch controls? When moving to touch control, you really only want to have up to two touch inputs needed at a time. There are several inputs that work well with a gamepad that don't easily translate to touch. For example, to engage the grappling hook you need to move, aim and then hit the trigger. Then you need to hold down the trigger to keep the grappling hook connected. Then when you need to jump with the grappling hook out, that's three inputs at a time. So, we needed to figure out a solution. Do we replace the mobile controller when the grappling hook is out? Do we auto fire the grappling hook? In this case we changed the grappling hook to toggle to release.
LC2截图 解谜
LC2 Screenshot Puzzle
然后是物品栏问题。在原设计中,玩家在更改物品栏选择时需共享屏幕。这意味着,如果一个玩家想更换武器或戒指,游戏会为所有人暂停。在Game Night版本中,我们可以利用每个玩家都有自己的设备这一优势。我们实现了一种新的游戏流程,允许玩家在移动设备上单独调整自己的物品栏,而无需暂停游戏。这一改变使游戏流程更加顺畅,让动作持续进行。
Then there was the inventory. For the original design, players were all meant to share the screen when changing their inventory selections. That meant if one player wanted to swap a weapon or ring it would pause the game for everyone. With the Game Night version, we can take advantage of each player having their own device. We were able to implement a new game flow that allows players to individually adjust their inventory on their mobile device without pausing gameplay. With this change the gameplay continues smoothly and keeps the action going.
你最喜欢扮演哪个角色?我个人喜欢使用抓钩的角色,所以是劳拉和卡特。我得承认,当整个团队都通过抓钩走向下一个平台时,我忍不住诱惑把抓钩拉了回来。“哎呀!我滑倒了!我想应该有人来捡这些宝石,别担心,我来处理。”
Which character is your favorite to play? Personally I like characters that have the grappling hook, so Lara and Carter. I have to confess that when the whole team is walking across the grappling hook to get to the next platform I've given in to the temptation to pull the grappling hook back. "Whoops! I slipped! I guess somebody should pick up all these gems, don't worry I'll take care of it."
LC2截图 洪水古墓
LC2 Screenshot Flood Tomb
关于开发过程,还有其他玩家可能感兴趣的故事或想法吗?网页控制器经历了多次迭代。最初,网页控制器两侧各有三个按钮,每个按钮都靠近一个虚拟摇杆。我们最初采用“探险”主题作为背景设计。通过测试,我们将主题改为“神秘埃及”,这更适合所有角色。我们还在每次布局设计迭代中移动了地雷按钮。以下是我们在接近最终设计时经历的一些工作进展图片:
Any other stories or thoughts on the development that players would enjoy hearing about? The web controller went through a lot of iteration. First, we had three buttons on each side of the web controller, each near a virtual thumbstick. We started with an “expedition” theme to the background design. Through playtesting we changed the theme to be “Mystical Egyptian,” which was a better fit for all the characters. We also moved the mine button with every iteration of layout design. Here are some of the work in progress images we went through when approaching the final design:
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Picture1-740
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快叫上小伙伴,今天就在GameNight体验劳拉·克劳馥的合作冒险吧!
Grab some companions and experience Lara Croft's co-op adventure on GameNight today!



