復古即時戰(zhàn)略游戲 - D.O.R.F. - 2023.01.31 - 開發(fā)日志 - 月底更新
大家好,
首先,感謝所有新的支持者。一些在線出版物似乎已經(jīng)寫了一些關(guān)于 DORF 的文章,所以這無疑有助于讓更多人關(guān)注這個項目。
在實際開發(fā)中,資源系統(tǒng)的工作仍在進行中。有很多調(diào)整,并將現(xiàn)有概念修改為更可行的東西。長話短說,我們關(guān)于資源收集和運送單位應該如何運作與資源物流概念相關(guān)的一些想法并沒有完全奏效,所以我們正在重組一些概念以確保這些概念能夠順利實施。
值得慶幸的是,我們并沒有放棄那么多東西:DORF 現(xiàn)在*終于*擁有了一個功能性的資源系統(tǒng)和收割機。

與通常只有一種資源收集器的其他 RTS 游戲不同,DORF 的工作方式略有不同。一旦存放在建筑物中,資源不僅會收集起來并立即供玩家使用,而是需要先進行處理。您的總部建筑以及專用的精煉廠建筑將利用您的單位收集的資源并將其轉(zhuǎn)化為您可以實際使用的東西。你的收割機和其他單位收獲的垃圾將轉(zhuǎn)化為可用的材料,而從泵中提取的原油將轉(zhuǎn)化為可用的燃料(別擔心,這個游戲不會有某種車輛單位可以運行的燃料系統(tǒng)出于;燃料只是指需要建造更高級單位的第二種資源類型。想想《星際爭霸》中的 Vespene)。
另一點要提的是:步兵單位不僅僅是戰(zhàn)斗單位,而且將能夠執(zhí)行更實用的任務,即資源收集。

當然,專用資源單元的收獲效率更高。但這確實給了步兵單位更多的實用性,特別是因為被摧毀的車輛、結(jié)構(gòu),甚至樹木和巨石等環(huán)境物體都會留下碎片,這可能會阻礙或阻擋某些單位并阻止建設(shè)。因此,能夠用基本單位清除它,而不是僅僅依靠專門的收割機,顯然是有用的。

還有前面提到的物流系統(tǒng)。資源必須從精煉廠轉(zhuǎn)移到生產(chǎn)結(jié)構(gòu)才能建造單位,或者在建造建筑物時轉(zhuǎn)移到建筑工地。這可以通過多個運輸單位來完成,但每一方都將獲得一個專用單位,用于在建筑物之間快速運輸加工過的材料和燃料。雖然目前,這必須手動完成,但我們最近的大部分工作一直在嘗試設(shè)計一個系統(tǒng),使其足夠自動化以避免單調(diào)乏味,同時又足夠?qū)嵱靡员苊馔婕宜坪鯚o法控制自己的情況自己的資源單位。
當然,這不是移動資源的唯一方法;還有一些工作正在開發(fā)一個系統(tǒng),該系統(tǒng)允許資源通過管道從一個建筑物轉(zhuǎn)移到另一個建筑物。這些將非常有效地移動資源,但顯然,作為固定結(jié)構(gòu),它們不如移動叉車和卡車靈活。
還有更先進的資源轉(zhuǎn)移方法的計劃——我們想把火車和飛機作為這個資源物流系統(tǒng)的一部分——但這些事情取決于對引擎路徑邏輯的更新,所以這些是一條路超出當前開發(fā)階段的范圍。
這就是現(xiàn)在開發(fā)進度的全部內(nèi)容,一旦我們在實施這個新資源系統(tǒng)方面取得更多進展,(希望)很快就會有更多進展。

原文內(nèi)容
Hello everyone,
First off, thanks to all the new backers. There seem to have been a few articles written about D.O.R.F. by some online publications, so that has certainly helped get more eyes on the project.
Onto actual development, work on the resourcing system is still being done. There's been a lot of tweaking, and revising existing concepts into something more workable. Long story short, some of the ideas we had regarding how resource gathering and delivering units should function in relation to the resource logistics concepts didn't quite work, so we're retooling some concepts to make sure these concepts are implemented smoothly.
Thankfully it's not as though we've had to scrap all that much: D.O.R.F. now *finally* has a functional resource system and harvesters.
Unlike in other RTS games where there is usually a single type of resource gatherer, D.O.R.F. works a bit differently. Resources aren't just gathered and instantly available to the player once deposited in a building, and instead will be need to be processed first. Your HQ building, as well as dedicated Refinery buildings, will take resources gathered by your units and convert them into something you can actually use. The junk harvested by your Harvesters and other units will be converted into useable Materiel, while Crude Oil extracted from pumps will be converted into useable Fuel (don't worry, this game won't have some kind of fuel system that vehicle units can run out of; Fuel simply refers to a second resource type that more advanced units need to be constructed. Think Vespene, from Starcraft).
Another thing to mention: infantry units aren't just combat units, and will be able to perform more utilitarian tasks, namely resource gathering.
Of course, dedicated resource units are more efficient at harvesting. But this does give infantry units a bit more utility, especially since destroyed vehicles, structures, and even environmental objects like trees and boulders will leave debris behind, which can hinder or block certain units and prevent construction. So being able to clear it with basic units, instead of solely relying on dedicated Harvesters, is obviously useful.
There's also the aforementioned logistics system. Resources must be transferred from the Refinery, to production structures to be able to build units, or to construction sites when constructing buildings. This can be done with a number of transport units, but each side will get a dedicated unit for rapidly transporting processed Materiel and Fuel from building to building. While currently, this must be done manually, the bulk of our work lately has been in trying to devise a system that allows this to be automated enough to avoid tedium, while being useable enough to avoid situations where the player has seemingly no control over his own resource units.
Of course this isn't the only way to move resources around; there's also work being done on a system that allows resources to move from building to building via pipelines. These will move resources around very efficiently, but obviously, being stationary structures, they are not as flexible as mobile forklifts and trucks.
There are also plans for more advanced methods of resource transfer as well - we want to include trains and aircraft as part of this resource logistics system - but such things are dependent on an update to the engine's pathing logic, so those are a ways off and out of the scope of the current phase of development.
That's all for development progress now, more to come (hopefully) soon as we make more progress in implementing this new resource system.