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复古即时战略游戏 - D.O.R.F. - 2022.09.19 - 开发日志 - 开发计划

2023-01-15 18:09 作者:Oscar-Mervin_陈辰尘  | 我要投稿

大家好,


我发这篇最初的帖子是为了记录我们近期关于 DORF 开发的计划。虽然需要对 OpenRA 引擎进行大量更改以允许我们做我们想用游戏做的事情,但鉴于我们是一个只有 2 人的小团队,实际上只有一个人是一个程序员,这将是一个漫长的过程。从现在起,为支持更多功能而对引擎进行的每项重大更改都将记录在此处。


我们项目的当前阶段是对 OpenRA 引擎处理资源的方式进行部分修订。目前,由于该引擎旨在容纳命令与征服风格的资源(如单一资源类型),因此无法在引擎中创建多种资源类型。显然,这需要改变。


虽然现在还没有什么是一成不变的,但该游戏的计划是拥有三种资源类型;物资、燃料和权力。


- 物资是一种广泛的资源类型,几乎可用于一切,从基本步兵到建筑再到车辆。它可以从采矿、从被摧毁的单位和废墟中收集废料,以及通过退役单位和结构获得。


- 当然,燃料是从石油中提取的,石油存在于水库中,水库必须有一个建在水库上的结构,并且指定的单位来提取原油并将其带到炼油厂进行加工。燃料不像材料那样常用,但仍然是必不可少的,主要由车辆和先进单位使用。


- 权力,虽然是概念的抽象而不是我们所认为的物理“资源”,代表了玩家对战场的指挥以及他能够征用战略资产的特权,例如呼叫空袭或火力支援,取得一定的先进单位。与以某种方式开采或提取的其他资源不同,权威是通过战场表现获得的,可以通过摧毁敌方单位、完成目标或获取黄金或敌方情报等有价值的资产。与前两种资源不同,权限不需要存储在筒仓中,也不会被敌人偷走或丢失(除了花费它)。

与大多数 RTS 游戏以单独的工人单位或收割机类型单位来实际获取资源不同,DORF 有时会有多个可以收割资源的单位,尽管有时它们可能仅限于只能收割或运输一种类型。例如,基本步兵通常可以从战场上收集废料以加工成可用的材料,但不能运输石油以转化为燃料。运载 Fuel 的卡车也无法自行开采废料。  


回到技术方面,tovl 目前的任务是替换决定资源工作方式的脚本,并允许游戏具有多种指定资源类型。起初这听起来很简单,但请记住,这意味着以某种方式梳理所有其他与资源相关的 .cs 文件(例如,管理单位经验的特质,目前使用资源值来确定单位 XP 值)并改变它以适应这个新系统。

除了这些变化之外,还需要进行其他变化,例如允许矿工远程开采的逻辑、对资源“存款”(在游戏中,油井)的支持以及 UI 变化。   


除此之外,还会有一些更改旨在支持未来对资源逻辑的进一步更改,因为这基本上只是资源大修的第 1 阶段。未来我们计划建立一个与任何其他 RTS 完全不同的资源系统,其中资源和生产游戏也必须考虑物流;这实际上意味着工厂必须获得资源才能建造任何东西,因此即使您的资源精炼厂位于地图的另一侧,也不要在敌人基地外建造您的坦克工厂来神奇地生产单位。这听起来很乏味,但游戏会在很大程度上自动消除这种乏味。具体来说,该游戏将包括自动运输,将资源从您的炼油厂转移到您的工厂以在那里储存,  


除了让玩家不能通过尽可能靠近敌人基地建造生产结构来滥用生产结构,并在每个基地内增加一些额外的脆弱点,这也意味着玩家必须对自己的基地布局保持聪明; 建造一个凌乱的基地,你的运输工具必须不断地绕着基地的整个长度运行,或者建造一个复杂的管道和输送机网络,你会遇到问题。当然要记住,这个后勤系统离实施还很远,而且如前所述,资源系统的这些其他变化将首先实施。


更多内容即将推出,敬请关注进一步的更新和开发博客。


原文内容


Hello all,


I'm making this initial post to document our plans for the immediate future in regards to the development of DORF. While there are an enormous number of changes that need to be made to OpenRA engine to allow for us to do the things we want to do with the game, seeing as we are a small team of just 2 people, only one of which is actually a programmer, this will be a lengthy process. Each major change to the engine to allow for more features will be documented here from now on.


The current phase in our project is a partial revision to the way OpenRA engine handles resources. Currently, as that engine was designed to accommodate Command & Conquer-style resources - as in, a single resource type - there is no way to create multiple resource types in the engine. Obviously this needs to change.


While nothing is set in stone now, the plan is for this game to have three resource types; Materiel, Fuel and Authority.


- Materiel is a broad resource type that's used for almost everything, from basic infantry to structures to vehicles. It can be acquired from mining ore, harvesting the scrap from destroyed units and ruins, and by decommissioning units and structures.


- Fuel is, of course, extracted from oil, which is found in reservoirs, which must have a structure built upon the reservoir, and designated units to come and extract the crude and bring it to a refinery for processing. Fuel will be less commonly used than Materiel, but is essential nonetheless, being used mostly by vehicles and advanced units.


- Authority, while an abstraction of a concept rather than a physical "resource" as we would think of it, represents the player's command over the battlefield and his privilege of being able to requisition strategic assets, such as calling in airstrikes or fire support, and acquiring certain advanced units. Unlike the other resources, which are mined or extracted in some way, Authority is earned through battlefield performance, either by destroying enemy units, completing objectives, or acquiring valuable assets like gold or enemy intel. Unlike the previous two resources, Authority does not need to be stored in silos, and can't be stolen by the enemy or lost (outside of spending it).


Unlike most RTS games which feature a solitary worker unit or harvester-type unit to actually acquire the resources, DORF will sometimes feature multiple units that can harvest resources, though sometimes they may be limited to only being able to harvest or transport a single type. For instance, basic infantry can often harvest scrap from the battlefield to be processed into useable Materiel, but can't transport oil to be converted into Fuel. A truck carrying Fuel could also not mine scrap on its own.  


Going back to the technical side of things, the current task is for tovl to replace the scripting that determines the way resources work, and allow for the game to have multiple designated resource types. This sounds easy at first, but bear in mind this means combing over every other .cs file that relates to resources in some way (such as, for instance, the trait governing unit experience, which currently uses resource value to determine unit XP value) and altering it to accommodate this new system.

In addition to these changes, there will also need to be other changes as well, such as logic that allows miners to mine from a distance, support for resource "deposits" (in game terms, the oil wells), and UI changes.   


In addition to this, there will be changes meant to support further changes to the resource logic that will be made in the future, as this is essentially only phase 1 of the resource overhaul. In the future we plan on a resource system radically different from any other RTS, in which resource and production gameplay also must factor in logistics; what this means in practical terms is that factories must be supplied with resources in order to construct anything, so no building your Tank Factory right outside the enemy base to magically produce units, even though your resource refinery is on the other side of the map. This sounds tedious, but the game will largely automate a lot of this tedium away. Specifically, the game will include automated transports that move resources from your refineries to your factories to be stockpiled there, as well as suspended conveyers and oil pipelines that move the resources from building to building as needed.  


As well as making it so players can't abuse production structures by just building them as close to the enemy base as possible, and also adding some extra points of vulnerability within everyone's bases, this also means players must be clever about their own base layouts; build a messy base where your transports have to run around the entire length of the base constantly, or build a convoluted web of pipelines and conveyers and you're going to run into problems.  Of course keep in mind that this logistics system is far away from being implemented, and as said earlier, these other changes to the resource system will be implemented first.


Much more to come, so stay tuned for further updates and development blogs.


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