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復古即時戰(zhàn)略游戲 - D.O.R.F. - 2022.10.02 - 開發(fā)日志 - 基地建設和室內(nèi)戰(zhàn)斗

2023-01-15 18:23 作者:Oscar-Mervin_陳辰塵  | 我要投稿

雖然在重新設計游戲資源系統(tǒng)方面取得了進展,但目前在最近添加的某些游戲機制方面嚴重缺乏完善,特別是建筑駐軍/內(nèi)部戰(zhàn)斗系統(tǒng)和基地建設。這兩個系統(tǒng)都在游戲中并且大部分是完整的(就功能而言),但使用了大量的占位圖。所以我會讓支持者決定我應該先做哪一個。

基地建設:

我很確定每個人都知道基地建設是什么,盡管這個游戲?qū)⑹褂靡环N有點非常規(guī)的形式,工人依靠自動運輸將材料從你的總部轉移到基地建設地點,以便它被建造。該系統(tǒng)實際上需要進行一些返工,但此類更改暫時無法使用,因為它們依賴于對引擎的其他更改作為先決條件。然而,現(xiàn)在可以做的是對基礎建筑的視覺效果進行一般潤色,即為我目前擁有的每座建筑物添加腳手架框架,因為截至目前,游戲中只有 2 座建筑物擁有自己的腳手架精靈,而不是僅僅使用丑陋的占位符圖形。

專用拖拉機必須將物資運送到工地才能建造,因此玩家必須注意高效的供應線。請注意,目前拖拉機只是普通單位,尋路有些笨拙。在最后一場比賽中,他們將自動化并更有效地移動。建造建筑物的工程師也將得到更多的拋光,也許會在建筑工地四處走動進行工作,而不是坐在一個地方進行焊接。


建筑駐軍和室內(nèi)戰(zhàn)斗:

類似于紅色警戒 2 和其他一些 2000 年代的命令與征服游戲,該游戲?qū)⒁灾辛⒔ㄖ樘厣奖梢择v守這些建筑以創(chuàng)建臨時掩體。然而,這一機制將通過增加用于占領建筑物的室內(nèi)戰(zhàn)斗系統(tǒng)得到進一步增強,該系統(tǒng)可用于清除敵方駐軍或占領敵方基地結構。這只需命令你的單位進入敵方控制的結構,在那里他們將與內(nèi)部的任何敵軍作戰(zhàn)。這些內(nèi)部戰(zhàn)斗將通過 UI 進行描繪,在其中選擇正在進行室內(nèi)戰(zhàn)斗的建筑物會將內(nèi)部單位顯示為圖標,入侵部隊的每次攻擊都會削弱其中一個防御單位的生命值,反之亦然。如果情況不妙,也可以命令駐守的單位手動退出

雖然該系統(tǒng)目前存在一些需要修復的錯誤,但該系統(tǒng)的美術設計也缺乏潤色;只有一棟民用建筑包含其駐軍形式的框架,在那里它將被展示并用帶刺鐵絲網(wǎng)和沙袋墻圍起來。

請注意,雖然看起來室內(nèi)單位在攻擊單位進入之前并沒有向攻擊單位開火,但目前存在一個錯誤,即防御單位從窗戶向外開火非常不準確。另請注意,UI 目前僅顯示防御力量,而不顯示攻擊者(顯然,這需要更改)。


原文內(nèi)容


While progress is under way on redesigning the game's resource system, there is currently a severe lack of polish in regards to certain game mechanics that have been recently added, specifically the building garrisoning/interior battle system, and base construction. Both of these systems are in the game and are mostly complete (in terms of function), but use lots of placeholder artwork. So I will let backers decide on which I should work on first.

Base Construction:

I'm pretty sure everyone knows what base construction is, though this game will use a somewhat unconventional form of it, where workers rely on automated transports to move materials from your HQ and to the base construction site in order for it to be built. This system actually requires a fair bit of rework, but such changes won't be available for a while since they dependent on other changes to the engine as a prerequisite. What can be worked on now however is general polish for the visuals for base construction, namely adding scaffolding frames for every building I currently have, since as of right now, only 2 buildings in the game have their own scaffolding sprites instead of just using ugly placeholder graphics.


Dedicated tractor units must deliver the supplies to the worksite in order for it to be built, thus the player must be mindful of efficient supply lines. Note that currently the tractors are just normal units that have somewhat awkward pathfinding. In the final game they will be automated and move more efficiently. The Engineers constructing the building will also receive some more polish, perhaps moving around the construction site to work on it instead of sitting in one spot and welding.


Building Garrison & Indoor Fighting:

Similar to Red Alert 2 and some of the other 2000's-era C&C games, this game will feature neutral structures that can be garrisoned by infantry to create makeshift bunkers. However, this mechanic will further be augmented by the addition of an indoor fighting system used for capturing buildings, which can be used to clear out enemy garrisons or capture enemy base structures. This works by simply ordering your units into the enemy controlled structure, where they will fight any enemy troops inside. These interior battles will be depicted via the UI, where selecting a building undergoing an indoor battle will display the units inside as icons, with each attack from the invading force chipping away at the health of one of the defending units, and vice versa. Units that are garrisoned can also be ordered to manually exit if things aren't looking too good inside, though of course some structures (like neutral civilian buildings) will let the defenders fire out the windows and onto enemy units outside within range.

While this system currently has some bugs that need to be squashed, there is also a lack of polish in regards to the artwork for this system; only one civilian building contains frames for its garrisoned form, where it will be shown boarded up and strung up with barbed wire and sandbag walls.


Note that while it seems as though the indoor units are not firing out onto the attacking units before they step inside, there is currently a bug where defending units firing out the windows are extremely inaccurate. Also note that the UI currently only displays the defending force, and not the attackers (this will need to change, obviously).


復古即時戰(zhàn)略游戲 - D.O.R.F. - 2022.10.02 - 開發(fā)日志 - 基地建設和室內(nèi)戰(zhàn)斗的評論 (共 條)

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