复古即时战略游戏 - D.O.R.F. - 2022.10.02 - 开发日志 - 基地建设和室内战斗
虽然在重新设计游戏资源系统方面取得了进展,但目前在最近添加的某些游戏机制方面严重缺乏完善,特别是建筑驻军/内部战斗系统和基地建设。这两个系统都在游戏中并且大部分是完整的(就功能而言),但使用了大量的占位图。所以我会让支持者决定我应该先做哪一个。
基地建设:
我很确定每个人都知道基地建设是什么,尽管这个游戏将使用一种有点非常规的形式,工人依靠自动运输将材料从你的总部转移到基地建设地点,以便它被建造。该系统实际上需要进行一些返工,但此类更改暂时无法使用,因为它们依赖于对引擎的其他更改作为先决条件。然而,现在可以做的是对基础建筑的视觉效果进行一般润色,即为我目前拥有的每座建筑物添加脚手架框架,因为截至目前,游戏中只有 2 座建筑物拥有自己的脚手架精灵,而不是仅仅使用丑陋的占位符图形。

专用拖拉机必须将物资运送到工地才能建造,因此玩家必须注意高效的供应线。请注意,目前拖拉机只是普通单位,寻路有些笨拙。在最后一场比赛中,他们将自动化并更有效地移动。建造建筑物的工程师也将得到更多的抛光,也许会在建筑工地四处走动进行工作,而不是坐在一个地方进行焊接。
建筑驻军和室内战斗:
类似于红色警戒 2 和其他一些 2000 年代的命令与征服游戏,该游戏将以中立建筑为特色,步兵可以驻守这些建筑以创建临时掩体。然而,这一机制将通过增加用于占领建筑物的室内战斗系统得到进一步增强,该系统可用于清除敌方驻军或占领敌方基地结构。这只需命令你的单位进入敌方控制的结构,在那里他们将与内部的任何敌军作战。这些内部战斗将通过 UI 进行描绘,在其中选择正在进行室内战斗的建筑物会将内部单位显示为图标,入侵部队的每次攻击都会削弱其中一个防御单位的生命值,反之亦然。如果情况不妙,也可以命令驻守的单位手动退出
虽然该系统目前存在一些需要修复的错误,但该系统的美术设计也缺乏润色;只有一栋民用建筑包含其驻军形式的框架,在那里它将被展示并用带刺铁丝网和沙袋墙围起来。

请注意,虽然看起来室内单位在攻击单位进入之前并没有向攻击单位开火,但目前存在一个错误,即防御单位从窗户向外开火非常不准确。另请注意,UI 目前仅显示防御力量,而不显示攻击者(显然,这需要更改)。

原文内容
While progress is under way on redesigning the game's resource system, there is currently a severe lack of polish in regards to certain game mechanics that have been recently added, specifically the building garrisoning/interior battle system, and base construction. Both of these systems are in the game and are mostly complete (in terms of function), but use lots of placeholder artwork. So I will let backers decide on which I should work on first.
Base Construction:
I'm pretty sure everyone knows what base construction is, though this game will use a somewhat unconventional form of it, where workers rely on automated transports to move materials from your HQ and to the base construction site in order for it to be built. This system actually requires a fair bit of rework, but such changes won't be available for a while since they dependent on other changes to the engine as a prerequisite. What can be worked on now however is general polish for the visuals for base construction, namely adding scaffolding frames for every building I currently have, since as of right now, only 2 buildings in the game have their own scaffolding sprites instead of just using ugly placeholder graphics.
Dedicated tractor units must deliver the supplies to the worksite in order for it to be built, thus the player must be mindful of efficient supply lines. Note that currently the tractors are just normal units that have somewhat awkward pathfinding. In the final game they will be automated and move more efficiently. The Engineers constructing the building will also receive some more polish, perhaps moving around the construction site to work on it instead of sitting in one spot and welding.
Building Garrison & Indoor Fighting:
Similar to Red Alert 2 and some of the other 2000's-era C&C games, this game will feature neutral structures that can be garrisoned by infantry to create makeshift bunkers. However, this mechanic will further be augmented by the addition of an indoor fighting system used for capturing buildings, which can be used to clear out enemy garrisons or capture enemy base structures. This works by simply ordering your units into the enemy controlled structure, where they will fight any enemy troops inside. These interior battles will be depicted via the UI, where selecting a building undergoing an indoor battle will display the units inside as icons, with each attack from the invading force chipping away at the health of one of the defending units, and vice versa. Units that are garrisoned can also be ordered to manually exit if things aren't looking too good inside, though of course some structures (like neutral civilian buildings) will let the defenders fire out the windows and onto enemy units outside within range.
While this system currently has some bugs that need to be squashed, there is also a lack of polish in regards to the artwork for this system; only one civilian building contains frames for its garrisoned form, where it will be shown boarded up and strung up with barbed wire and sandbag walls.
Note that while it seems as though the indoor units are not firing out onto the attacking units before they step inside, there is currently a bug where defending units firing out the windows are extremely inaccurate. Also note that the UI currently only displays the defending force, and not the attackers (this will need to change, obviously).