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復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2023.01.14 - 開(kāi)發(fā)日志 - 小資源更新

2023-01-17 07:17 作者:Oscar-Mervin_陳辰塵  | 我要投稿

大家好,

我們?nèi)匀幻τ谫Y源返工,盡管其中大部分與引擎相關(guān),因此很難直觀地展示,盡管我正在制作新圖形以適應(yīng)新功能。

從一些有趣的事情開(kāi)始,這里是我可以炫耀的東西:向一個(gè)新的資源收集單元問(wèn)好:

請(qǐng)注意,他們收集的區(qū)域不是一堆金子或漂亮的鉆石。DORF 的一個(gè)關(guān)鍵特征是存在來(lái)自被摧毀的單位和建筑物的廢料和垃圾堆(或者有時(shí)已經(jīng)預(yù)先放置在地圖上)。這些提供了少量的資源賞金(盡管顯然金屬殘骸比混凝土碎片更有價(jià)值),以及輕微的地形危險(xiǎn),因?yàn)樗鼈儠?huì)減慢穿過(guò)它們的單位的速度,如果你想建造,必須清除它們那個(gè)位置。

你之前肯定見(jiàn)過(guò)油井和石油鉆井平臺(tái),盡管它們現(xiàn)在確實(shí)有一些機(jī)械裝置在背后,而不僅僅是地圖道具。當(dāng)然,抽油機(jī)只能建在可用的油井上。然后他們將開(kāi)始抽取原油,但這不是您可用的資源。在上面的 gif 中,您可以在石油鉆井平臺(tái)下方看到立方體圖標(biāo)的等距網(wǎng)格。灰色的代表可用空間,而黑色的代表原油使用的空間。這將需要通過(guò)運(yùn)輸裝置或管道提取,并帶到加工中心轉(zhuǎn)化為可用燃料,然后燃料可以被運(yùn)輸?shù)焦S用于建造裝置。轉(zhuǎn)換不是瞬間的,

同樣,礦工的固體殘骸和礦石收割機(jī)將被帶到加工中心并轉(zhuǎn)化為固體材料。一般來(lái)說(shuō),材料是你的“通用”資源,幾乎任何東西都會(huì)用到,而燃料則比較稀有,更常用于車輛和特殊單位。

此外,從這個(gè)系統(tǒng)中,您可以看出資源分配通常與其他 RTS 截然不同;不會(huì)有一個(gè)全球資源“池”可供您使用,無(wú)論位置如何,各個(gè)建筑物都有自己的數(shù)量。因此,工廠必須持續(xù)供應(yīng)以維持適當(dāng)?shù)膽?zhàn)爭(zhēng)努力。為了避免這種繁瑣,可以將運(yùn)輸單元設(shè)置為自動(dòng)將資源從一個(gè)建筑物運(yùn)輸?shù)搅硪粋€(gè)建筑物,并且玩家可以構(gòu)建自動(dòng)執(zhí)行此操作的管道和傳送帶。

作為資源基于特定建筑物的方式的一個(gè)小視覺(jué)示例,圖像右上角的大型建筑物下方有一些 UI 元素。綠色代表精煉燃料,黃色代表材料。其中一個(gè)灰色條是為未精煉材料和廢料保留的未使用空間,可以將其帶到結(jié)構(gòu)中以精煉成可用材料,另一個(gè)是用于原油,以轉(zhuǎn)化為燃料。

在接下來(lái)的幾周內(nèi),我們會(huì)調(diào)整和完善該系統(tǒng),并為其創(chuàng)建更多視覺(jué)資產(chǎn),例如處理和轉(zhuǎn)換系統(tǒng)及其相關(guān)單元和結(jié)構(gòu)的視覺(jué)演示。?

感謝您與我們?cè)谝黄稹?/p>

原文內(nèi)容

Hello all,

We've still been busy with the resource rework, though most of it has been engine-related, and thus is pretty hard to visually demonstrate, though I am in the midst of making new graphics to accommodate the new features.

To start off with something fun, here is something I can show off: say hello to a new resource collector unit:


Note that the field they are collecting from isn't a pile of gold or pretty diamonds. One key feature of DORF will be the existence of scrap and junk piles from destroyed units and buildings (or sometimes already pre-placed on the map). These present a small resource bounty (though obviously metal wreckage is worth a fair bit more than concrete debris), as well as a slight terrain hazard, as they will slow down units that cross them, and must be cleared if you want to build in that location.

You've certainly scene the oil wells and oil rigs before, though they actually do have some mechanics behind them now instead of just being map props. Oil extractors can, of course, only be built on available wells. They will then begin pumping crude, however this is not your useable resource. In the above gif, you can see the isometric grid of cubic icons below the Oil Rig. The gray ones represent available space, while the black ones represent space used by crude. This will need to be extracted by a transport unit or a pipeline, and taken to a processing center to be turned into useable fuel, where the fuel can then be transported to factories to be used to build units. Conversion isn't instantaneous, so players will need to be be smart and figure out the best efficiency in terms of transport units and the placement of your processing centers and factories.

Similarly, solid wreckage and ore harvesters by miners will be taken to processing centers and converted into solid Materiel. In general, Materiel is your "general" resource that is used by almost anything, while Fuel is rarer and more commonly used on vehicles and special units.

Also, from this system, you can tell that resources in general will be allocated very differently from other RTS; there will not be a global resource "pool" that you can draw from, regardless of location, rather individual buildings have their own amount that they carry. So factories must be continuously supplied to maintain a proper war effort. To avoid this being tedious, transport units can be set to automatically transport resources from one building to another, and the player can construct pipelines and conveyers that do this automatically.

As a small visual example of the way resources are based in specific buildings, the large building in the upper right corner of the image has some UI elements below it. The green represents refined Fuel, and the Yellow is Materiel. One of the gray bars is unused space reserved for unrefined materials and scrap that can be brought to the structure to refine into useable Materiel, and the other is for crude oil, to be converted to Fuel.

More to come in the following weeks as we tweak and polish this system, and create more visual assets for it, such as a visual demonstration of the processing and conversion system and its associated units and structures.?

Thanks for sticking with us.




復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2023.01.14 - 開(kāi)發(fā)日志 - 小資源更新的評(píng)論 (共 條)

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