復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2022.09.19 - 開發(fā)日志 - 開發(fā)計(jì)劃
大家好,
我發(fā)這篇最初的帖子是為了記錄我們近期關(guān)于 DORF 開發(fā)的計(jì)劃。雖然需要對(duì) OpenRA 引擎進(jìn)行大量更改以允許我們做我們想用游戲做的事情,但鑒于我們是一個(gè)只有 2 人的小團(tuán)隊(duì),實(shí)際上只有一個(gè)人是一個(gè)程序員,這將是一個(gè)漫長的過程。從現(xiàn)在起,為支持更多功能而對(duì)引擎進(jìn)行的每項(xiàng)重大更改都將記錄在此處。
我們項(xiàng)目的當(dāng)前階段是對(duì) OpenRA 引擎處理資源的方式進(jìn)行部分修訂。目前,由于該引擎旨在容納命令與征服風(fēng)格的資源(如單一資源類型),因此無法在引擎中創(chuàng)建多種資源類型。顯然,這需要改變。
雖然現(xiàn)在還沒有什么是一成不變的,但該游戲的計(jì)劃是擁有三種資源類型;物資、燃料和權(quán)力。
- 物資是一種廣泛的資源類型,幾乎可用于一切,從基本步兵到建筑再到車輛。它可以從采礦、從被摧毀的單位和廢墟中收集廢料,以及通過退役單位和結(jié)構(gòu)獲得。
- 當(dāng)然,燃料是從石油中提取的,石油存在于水庫中,水庫必須有一個(gè)建在水庫上的結(jié)構(gòu),并且指定的單位來提取原油并將其帶到煉油廠進(jìn)行加工。燃料不像材料那樣常用,但仍然是必不可少的,主要由車輛和先進(jìn)單位使用。
- 權(quán)力,雖然是概念的抽象而不是我們所認(rèn)為的物理“資源”,代表了玩家對(duì)戰(zhàn)場的指揮以及他能夠征用戰(zhàn)略資產(chǎn)的特權(quán),例如呼叫空襲或火力支援,取得一定的先進(jìn)單位。與以某種方式開采或提取的其他資源不同,權(quán)威是通過戰(zhàn)場表現(xiàn)獲得的,可以通過摧毀敵方單位、完成目標(biāo)或獲取黃金或敵方情報(bào)等有價(jià)值的資產(chǎn)。與前兩種資源不同,權(quán)限不需要存儲(chǔ)在筒倉中,也不會(huì)被敵人偷走或丟失(除了花費(fèi)它)。

與大多數(shù) RTS 游戲以單獨(dú)的工人單位或收割機(jī)類型單位來實(shí)際獲取資源不同,DORF 有時(shí)會(huì)有多個(gè)可以收割資源的單位,盡管有時(shí)它們可能僅限于只能收割或運(yùn)輸一種類型。例如,基本步兵通??梢詮膽?zhàn)場上收集廢料以加工成可用的材料,但不能運(yùn)輸石油以轉(zhuǎn)化為燃料。運(yùn)載 Fuel 的卡車也無法自行開采廢料。??
回到技術(shù)方面,tovl 目前的任務(wù)是替換決定資源工作方式的腳本,并允許游戲具有多種指定資源類型。起初這聽起來很簡單,但請(qǐng)記住,這意味著以某種方式梳理所有其他與資源相關(guān)的 .cs 文件(例如,管理單位經(jīng)驗(yàn)的特質(zhì),目前使用資源值來確定單位 XP 值)并改變它以適應(yīng)這個(gè)新系統(tǒng)。
除了這些變化之外,還需要進(jìn)行其他變化,例如允許礦工遠(yuǎn)程開采的邏輯、對(duì)資源“存款”(在游戲中,油井)的支持以及 UI 變化。? ?
除此之外,還會(huì)有一些更改旨在支持未來對(duì)資源邏輯的進(jìn)一步更改,因?yàn)檫@基本上只是資源大修的第 1 階段。未來我們計(jì)劃建立一個(gè)與任何其他 RTS 完全不同的資源系統(tǒng),其中資源和生產(chǎn)游戲也必須考慮物流;這實(shí)際上意味著工廠必須獲得資源才能建造任何東西,因此即使您的資源精煉廠位于地圖的另一側(cè),也不要在敵人基地外建造您的坦克工廠來神奇地生產(chǎn)單位。這聽起來很乏味,但游戲會(huì)在很大程度上自動(dòng)消除這種乏味。具體來說,該游戲?qū)ㄗ詣?dòng)運(yùn)輸,將資源從您的煉油廠轉(zhuǎn)移到您的工廠以在那里儲(chǔ)存,??
除了讓玩家不能通過盡可能靠近敵人基地建造生產(chǎn)結(jié)構(gòu)來濫用生產(chǎn)結(jié)構(gòu),并在每個(gè)基地內(nèi)增加一些額外的脆弱點(diǎn),這也意味著玩家必須對(duì)自己的基地布局保持聰明; 建造一個(gè)凌亂的基地,你的運(yùn)輸工具必須不斷地繞著基地的整個(gè)長度運(yùn)行,或者建造一個(gè)復(fù)雜的管道和輸送機(jī)網(wǎng)絡(luò),你會(huì)遇到問題。當(dāng)然要記住,這個(gè)后勤系統(tǒng)離實(shí)施還很遠(yuǎn),而且如前所述,資源系統(tǒng)的這些其他變化將首先實(shí)施。
更多內(nèi)容即將推出,敬請(qǐng)關(guān)注進(jìn)一步的更新和開發(fā)博客。

原文內(nèi)容
Hello all,
I'm making this initial post to document our plans for the immediate future in regards to the development of DORF. While there are an enormous number of changes that need to be made to OpenRA engine to allow for us to do the things we want to do with the game, seeing as we are a small team of just 2 people, only one of which is actually a programmer, this will be a lengthy process. Each major change to the engine to allow for more features will be documented here from now on.
The current phase in our project is a partial revision to the way OpenRA engine handles resources. Currently, as that engine was designed to accommodate Command & Conquer-style resources - as in, a single resource type - there is no way to create multiple resource types in the engine. Obviously this needs to change.
While nothing is set in stone now, the plan is for this game to have three resource types; Materiel, Fuel and Authority.
- Materiel is a broad resource type that's used for almost everything, from basic infantry to structures to vehicles. It can be acquired from mining ore, harvesting the scrap from destroyed units and ruins, and by decommissioning units and structures.
- Fuel is, of course, extracted from oil, which is found in reservoirs, which must have a structure built upon the reservoir, and designated units to come and extract the crude and bring it to a refinery for processing. Fuel will be less commonly used than Materiel, but is essential nonetheless, being used mostly by vehicles and advanced units.
- Authority, while an abstraction of a concept rather than a physical "resource" as we would think of it, represents the player's command over the battlefield and his privilege of being able to requisition strategic assets, such as calling in airstrikes or fire support, and acquiring certain advanced units. Unlike the other resources, which are mined or extracted in some way, Authority is earned through battlefield performance, either by destroying enemy units, completing objectives, or acquiring valuable assets like gold or enemy intel. Unlike the previous two resources, Authority does not need to be stored in silos, and can't be stolen by the enemy or lost (outside of spending it).
Unlike most RTS games which feature a solitary worker unit or harvester-type unit to actually acquire the resources, DORF will sometimes feature multiple units that can harvest resources, though sometimes they may be limited to only being able to harvest or transport a single type. For instance, basic infantry can often harvest scrap from the battlefield to be processed into useable Materiel, but can't transport oil to be converted into Fuel. A truck carrying Fuel could also not mine scrap on its own.??
Going back to the technical side of things, the current task is for tovl to replace the scripting that determines the way resources work, and allow for the game to have multiple designated resource types. This sounds easy at first, but bear in mind this means combing over every other .cs file that relates to resources in some way (such as, for instance, the trait governing unit experience, which currently uses resource value to determine unit XP value) and altering it to accommodate this new system.
In addition to these changes, there will also need to be other changes as well, such as logic that allows miners to mine from a distance, support for resource "deposits" (in game terms, the oil wells), and UI changes.? ?
In addition to this, there will be changes meant to support further changes to the resource logic that will be made in the future, as this is essentially only phase 1 of the resource overhaul. In the future we plan on a resource system radically different from any other RTS, in which resource and production gameplay also must factor in logistics; what this means in practical terms is that factories must be supplied with resources in order to construct anything, so no building your Tank Factory right outside the enemy base to magically produce units, even though your resource refinery is on the other side of the map. This sounds tedious, but the game will largely automate a lot of this tedium away. Specifically, the game will include automated transports that move resources from your refineries to your factories to be stockpiled there, as well as suspended conveyers and oil pipelines that move the resources from building to building as needed.??
As well as making it so players can't abuse production structures by just building them as close to the enemy base as possible, and also adding some extra points of vulnerability within everyone's bases, this also means players must be clever about their own base layouts; build a messy base where your transports have to run around the entire length of the base constantly, or build a convoluted web of pipelines and conveyers and you're going to run into problems.? Of course keep in mind that this logistics system is far away from being implemented, and as said earlier, these other changes to the resource system will be implemented first.
Much more to come, so stay tuned for further updates and development blogs.