復(fù)古即時戰(zhàn)略游戲 - D.O.R.F. - 游戲介紹與未來計劃
DORF : Real-Time Strategic Conflict?是一款實時戰(zhàn)略游戲,由兩個獨立開發(fā)人員在業(yè)余時間使用經(jīng)過大量修改的 OpenRA 引擎創(chuàng)建。該游戲旨在模仿經(jīng)典的 90 年代和 2000 年代初的 2D RTS 游戲的感覺,除了像在任何其他 RTS 中一樣控制和管理您的軍隊之外,還將以基地建設(shè)和資源收獲為特色。該游戲?qū)孛?、空中和海上單位,以及三個獨特的可玩派系,以及多人和每一方獨特的單人戰(zhàn)役。
目前,我們正在或計劃在不久的將來開展以下工作:
新單位和結(jié)構(gòu)
單位攻擊邏輯的返工允許多炮塔單位和其他復(fù)雜的單位行動
運動重做以改進單位尋路并允許簡單的單位編隊和高級單位機動
升級游戲的渲染引擎以實現(xiàn)實時光照和陰影,以及更好的視覺效果
更多民用建筑和其他交互式地圖實體,例如發(fā)電的水壩和可破壞的懸崖等
一個動態(tài)的、可破壞的環(huán)境,包括蔓延和燒毀樹木和結(jié)構(gòu)的致命火災(zāi),以及可以形成火山口或由工人單位手動挖出或抬高的地形
新的地形資產(chǎn),包括為雪地和沙漠環(huán)境指定的圖塊集
現(xiàn)有用戶界面的返工
重新設(shè)計現(xiàn)有的資源邏輯以允許多種資源類型以及物流系統(tǒng),因此玩家必須智能地建造他們的基地,以便資源和材料盡可能高效地從精煉廠流向工廠
該游戲還將采用其他 RTS 游戲中很少見的一些機制,例如允許單位在地圖下方挖掘隧道網(wǎng)絡(luò)以偷偷摸摸或擁有地下基地的隧道系統(tǒng),以及允許單位攻擊敵方建筑的系統(tǒng)并與內(nèi)部的敵人駐軍作戰(zhàn)以占領(lǐng)它,以及其他一些獨特的功能。

原文內(nèi)容
D.O.R.F. : Real-Time Strategic Conflict?is a real-time strategy game being created by two independent developers in their spare time, using a heavily modified version of the OpenRA engine. The game aims to emulate the feel of classic 90's and early-2000's 2D RTS games, and will feature base-construction and resource harvesting, in addition to controlling and managing your armies as in any other RTS. The game will feature ground, air and sea units, and three unique playable factions, and both multiplayer and a unique singleplayer campaign for each side.
Currently, we are working on or plan to work on in the near future:
New units and structures
A rework of unit attack logic to allow for multi-turreted units and other complex unit actions
A movement rework to improve unit pathfinding and allow for simple unit formations and advanced unit maneuvers
An upgrade to the game's render engine to allow for real time lighting and shadowing, and better visual effects
More civilian structures and other interactive map entities, such as dams that generate power and destructible cliffs, among other things
A dynamic, destructible environment, including deadly fires which and spread and burn down trees and structures, and terrain that can crater or manually be dug out or raised by worker units
New terrain assets, including designated tilesets for snowy and desert environments
A rework of the existing UI
Redesigning the existing resource logic to allow for multiple resource types, as well as for a logistics system so players must construct their bases intelligently so resources and materials flow from the refineries to the factories as efficiently as possible
This game will also feature a number of mechanics rarely seen in other RTS's, such as a tunneling system that allows units to dig tunnel networks beneath the map in order to sneak units around or have underground bases, and a system for units to storm enemy structures and fight the enemy garrison inside in order to capture it, as well as some other unique features.