共 2 项
-
增加 alias
:
-
修改 dynamic_background
-
decorative:
https://wegame.gtimg.com/g.2008643-r.b91c2/8848b994-f2df-4449-8d05-0d132afe7409_200*20.jpg
→
https://wegame.gtimg.com/g.2008643-r.b91c2/589a6286-85f4-4803-b261-9ef577d8a556_200*20.jpg
-
修改 dynamic_background_decorative
:
https://wegame.gtimg.com/g.2008643-r.b91c2/8848b994-f2df-4449-8d05-0d132afe7409_200*20.jpg
→
https://wegame.gtimg.com/g.2008643-r.b91c2/589a6286-85f4-4803-b261-9ef577d8a556_200*20.jpg
-
增加 follow_type
:
1
-
修改 help_support
-
增加 launcher_login_background_pic
:
-
增加 launcher_login_background_video
:
-
修改 live_info
-
subtitle:
-
uuid:
134F00DE-3221-AE3B-A181-8D3E719096CC
-
title:
-
start_time:
-
room_id:
-
type:
-
id:
-
:
-
修改 publish_time
:
2025-06
→
-
修改 release_time
:
1748707200
→
0
-
修改 release_time_unsure
:
3
→
2
-
增加 review_metrics
-
0/id:
1
-
0/name/en_US:
Gameplay Design
-
0/name/zh_CN:
玩法设计
-
1/id:
2
-
1/name/en_US:
Audio-Visual
-
1/name/zh_CN:
视听表现
-
2/id:
3
-
2/name/en_US:
Content Richness
-
2/name/zh_CN:
内容丰富度
-
修改 testing_developer_qa
-
0/answer:
-
0/question:
为什么选择把游戏放在测试专区进行测试?
-
1/answer:
-
1/question:
发行后的商业化规划是怎么样的?
-
2/answer:
-
2/question:
游戏之后的测试节奏、抢号计划怎么制定呢?
-
修改 testing_publish_mode
-
修改 update_time
:
1737619242
→
1789722666