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復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2023.04.25 - 一般更新

2023-04-26 17:51 作者:Oscar-Mervin_陳辰塵  | 我要投稿

大家好,

首先,感謝所有新的支持者。我想你們中的大多數(shù)人都在 Youtube 或 Twitter 上看到了 Steam 頁(yè)面公告,或者從 PC Gamer 關(guān)于我們的文章來(lái)到這里。(如果您還沒(méi)有看過(guò),可以在這里閱讀: https: //www.pcgamer.com/this-wonderfully-90s-rts-looks-like-a-lost-command-and-conquer-game/ )


就進(jìn)展而言,我們將繼續(xù)用一系列新單位和武器更新游戲,以在另一部即將推出的預(yù)告片中炫耀。為什么還有拖車(chē)?好吧,長(zhǎng)話(huà)短說(shuō),我們收到了為即將舉行的一項(xiàng)非常重要的活動(dòng)提交預(yù)告片的邀請(qǐng)。我現(xiàn)在不會(huì)說(shuō)是哪個(gè),但它發(fā)生的時(shí)間相對(duì)較快,所以請(qǐng)留意。

至于新內(nèi)容本身,我有一些截圖。

(請(qǐng)記住這個(gè) GIF 是壓縮的,所以一些顏色 - 即爆炸 - 是不正確的)

這可能看起來(lái)像一個(gè)超大的防御炮塔,但它在功能上更像是一個(gè) C&C 風(fēng)格的超級(jí)武器,盡管它必須瞄準(zhǔn)目標(biāo),有一個(gè)最小射程(它不能瞄準(zhǔn)自己或靠近自己的任何東西)并且子彈必須是購(gòu)買(mǎi)(類(lèi)似于星際爭(zhēng)霸的核武器)。?


由于某些引擎限制,它目前的運(yùn)行方式有點(diǎn)混亂;現(xiàn)在,它實(shí)際上*是*一個(gè)大炮塔,只有 8 個(gè)旋轉(zhuǎn)面。這樣做的原因是,現(xiàn)在,引擎可以為每個(gè)旋轉(zhuǎn)面向的炮塔提供射擊動(dòng)畫(huà),但如果是這種情況,它必須為*每個(gè)*面向提供一個(gè)動(dòng)畫(huà)。當(dāng)然,考慮到大炮的巨大尺寸,如果每個(gè)旋轉(zhuǎn)都有一個(gè)開(kāi)火動(dòng)畫(huà)(很容易達(dá)到 500 MB 的精靈數(shù)據(jù)),那將是一個(gè)絕對(duì)*龐大*的文件。顯然這對(duì)最終游戲來(lái)說(shuō)是行不通的,因此引擎將需要一些額外的自定義邏輯來(lái)讓它允許炮塔實(shí)體僅具有專(zhuān)門(mén)指定的旋轉(zhuǎn)面的開(kāi)火動(dòng)畫(huà)。請(qǐng)注意,它還會(huì)有一些用于重新加載的專(zhuān)用框架(即 這就是大炮后面的大型結(jié)構(gòu)的用途),但現(xiàn)在沒(méi)有支持,也沒(méi)有動(dòng)畫(huà)。當(dāng)然,它還需要一些額外的邏輯才能成為通過(guò) UI 控制的超級(jí)武器,但仍需要瞄準(zhǔn)目標(biāo)。

接下來(lái)我們?yōu)?Warband 派系準(zhǔn)備了一個(gè)更奇怪的武器,一個(gè)巨大的垃圾球,它可以碾過(guò)敵人和小型建筑,立即將它們碾碎。?


這個(gè)單位沒(méi)有武器,只有碾壓敵人的能力。雖然顯然容易受到遠(yuǎn)程武器火力的攻擊,并且無(wú)法粉碎大型單位或重型結(jié)構(gòu)(例如大型混凝土結(jié)構(gòu)),但它為 Warband 玩家提供了一種獨(dú)特的方式來(lái)突破防御墻或與 Warband 較輕的較重?cái)撤杰?chē)輛拉近距離,較少的裝甲車(chē)輛可能無(wú)法生存。

但是,與鐵路大炮一樣,引擎需要進(jìn)行一些修改才能正常工作。截至目前,單位路徑和移動(dòng)動(dòng)畫(huà)的工作方式意味著,在轉(zhuǎn)彎時(shí),尖刺球會(huì)笨拙地原地旋轉(zhuǎn),并以一種奇怪的方式捕捉到不同的旋轉(zhuǎn)位置。需要添加一個(gè)修復(fù)程序,以允許尖球在完全停止時(shí)保留在其最后一個(gè)動(dòng)畫(huà)幀上。同樣,該引擎也不支持多塊大小的單元;現(xiàn)在,盡管 spikeball 體積龐大,但它的運(yùn)動(dòng)碰撞大小只有一個(gè)方塊。引擎將需要修改以包括對(duì)大小為多個(gè)圖塊的單位的支持,盡管這當(dāng)然會(huì)超出 spikeball 的范圍;其他大型單位,如重型坦克和各種戰(zhàn)艦,以及 NWO 步行基地,

最后,這是另一個(gè)奇怪的戰(zhàn)團(tuán)單位:

這個(gè)游戲有 dorfs(這可能會(huì)讓一些認(rèn)為這只是一種藝術(shù)風(fēng)格的人感到驚訝),但它也有巨人。

作為對(duì)抗這兩個(gè)技術(shù)更先進(jìn)的派系的優(yōu)勢(shì),Warband 帶來(lái)了一些有趣的生物,包括笨重的巨人,它們比普通步兵更有彈性,并且能夠使用車(chē)輛大小的武器。他們可以踢敵步兵,用近戰(zhàn)攻擊摧毀建筑物,投擲石塊和碎片作為一種輕型火炮武器(如果附近有碎片),野戰(zhàn)槍?zhuān)ㄈ缰貦C(jī)槍和火箭炮)可以手持由他們,使他們成為一個(gè)高度動(dòng)態(tài)的單位。

(“不要再跟我或我兒子說(shuō)話(huà)了!”)


不幸的是,我現(xiàn)在沒(méi)有他們的任何鏡頭,因?yàn)樗麄儧](méi)有動(dòng)畫(huà);一般來(lái)說(shuō),創(chuàng)建新的車(chē)輛和結(jié)構(gòu)*容易*得多,因?yàn)樗鼈兒苌儆袕?fù)雜的動(dòng)畫(huà)。與此同時(shí),步兵(和其他“有機(jī)”演員)必須有大量的動(dòng)畫(huà)來(lái)解釋行走、開(kāi)火、空閑動(dòng)畫(huà)、死亡動(dòng)畫(huà)、涉水、蹲伏、蹲伏射擊......等等,因此要難得多創(chuàng)建并獲得游戲。


目前就這些,很快就會(huì)有更多,再次感謝大家一直以來(lái)的支持。

原文內(nèi)容


Hello all,

First off, thank you to all the new backers. I assume most of you saw the Steam page announcement on Youtube or Twitter, or came here from the PC Gamer article about us. (You can read it here, if you haven't already seen it: https://www.pcgamer.com/this-wonderfully-90s-rts-looks-like-a-lost-command-and-conquer-game/ )


As far as progress goes, we are continuing to update the game with a menagerie of new units and weapons to show off in another upcoming trailer. Why another trailer? Well, long story short, we received an invitation to submit a trailer for a pretty significant upcoming event. I won't say which right now, but it's happening relatively soon, so keep your eyes out.

As for the new content itself, I've got some screenshots.

(keep in mind this GIF is compressed, so some colors - namely the explosions - are incorrect)

This may look like an oversized defensive turret, but it will functionally be more like a C&C-style superweapon, albeit it must aim at the target, has a minimum range (it can't target itself or anything near itself) and rounds must be purchased (similar to Starcraft's nukes).?


The way it functions currently though is a bit of a mess, due to some engine limitations; right now, it actually *is* a big gun turret, and only has 8 rotational facings. The reason for this is, right now, the engine can have firing animations for gun turrets per-rotational facing, but it must have an animation for *every* facing if that is the case. Of course, given the sheer size of the cannon, that would be an absolutely *massive* file if every single rotation had a firing animation (easily 500mb of sprite data). Obviously this won't work out for the final game, so the engine will need some additional custom logic to get it to allow for turreted entities to have firing animations only only specifically designated rotational facings. Note that it will also have some dedicated frames for reloading (that's what the large structure in the back of the cannon is for), but right now there is no support and no animation for this. It also, of course, needs some additional logic for being a superweapon that is controlled through the UI, but still needs to aim at a target.


Next we have a more bizarre weapon for the Warband faction, a gigantic ball of junk that can just run over enemies and small structures, crushing them instantly.?


This unit has no weapons, only the ability to crush enemies. While obviously vulnerable to long-range weapons fire, and incapable of crushing large units or heavy structures (such as large concrete structures), it offers Warband players a unique way to breach defensive walls or close the distance with heavier enemy vehicles that Warband's lighter, less armored vehicles may not be able to survive.

However, like the Railway Cannon, the engine will need some modifications to work correctly. As of right now, the way unit pathing and movement animation works means that, when turning, the spikeball will awkwardly rotate in place and will snap to a different rotational position in a strange way. A fix needs to be added to allow for the spikeball to remain on its last animated frame when it comes to a full stop. Similarly, the engine also does not support multi-tile sized units; right now the spikeball, despite its massive size, has the movement collision size of only a single tile. The engine will need to be modified to include support for units that are multiple tiles in size, though of course the ramifications of this extend beyond the spikeball; other large units such as the Heavy Tank and various warships, as well as the NWO walking bases, will make use of this functionality as well.

Lastly, here's another weird Warband unit:

This game has dorfs (this may surprise some people who assumed this was just an artstyle thing), but it also has giants.

As an edge against the 2 more technologically sophisticated factions, Warband brings with them some funny creatures, including hulking giants, far more resilient than normal infantry, and capable of wielding vehicle-sized weapons. They can punt hostile infantry, destroy buildings with melee attacks, hurl rocks and debris as a sort of light-artillery weapon (if any debris is nearby), and field guns (such as heavy machine guns and rocket artillery) can be hand-wielded by them, making them a highly dynamic unit.

("Don't talk to me or my son ever again!")

Unfortunately I don't have any footage of them right now, as they lack animations; in general, it is *much* easier to create new vehicles and structures, due to the fact that these rarely have complicated animations. Meanwhile, infantry (and other "organic" actors) have to have tons of animations to account for walking, firing, idle animations, death animations, wading through water, crouching, firing while crouching.... etc and as such are much harder to create and get ingame.

This is it for right now, more to come soon, and again, thank you all very much for the continued support.



復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2023.04.25 - 一般更新的評(píng)論 (共 條)

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