复古即时战略游戏 - D.O.R.F. - 2022.12.16 - 开发日志 - 小更新+单位预览
大家好,由于现实生活中的先例,开发有点缓慢,但我确实设法创造了一些新资产。
首先,我们有 2 辆 NWO 派系的车辆,正如投票所决定的那样。我确实希望及时完成更多工作,但他们的设计性质使他们比其他两个派系更难拼凑起来。

首先,我们有这种重型支援车辆,我暂时将其称为终结者。这辆车将是多功能的,使用定制系统,它的主要武器可以用其他武器替换,但需要付费(类似于战争黎明的车辆,但只要你有钱,它们就可以无限期地来回更换,而不是一次性升级)。升级包括上面描述的通用加特林机枪版本,以及可以检测隐形敌人并可以禁用目标敌方机械单位和车辆的扫描仪版本,以及带有多 SAM 发射器的防空版本。
另请注意,无论您装备何种升级,这些车辆都将始终配备 2 门前置加农炮。

不幸的是,我现在不能真正展示转换/升级过程,因为引擎目前不支持它。将其添加到需要进行的所有小引擎编码更改的清单中。
接下来我们有一个更简单的单元。轻型坦克将构成 NWO 坦克部队的骨干,装甲轻但速度快,并在摆动炮塔上配备链炮。它经不起较重的装甲,但可以作为一种很好的反步兵、反轻型车辆和飞机,以及侦察。

不幸的是,这就是我能够完成的所有 NWO 车辆。我确实想要一些机甲单位——我有一个轻型反坦克机甲的计划,它足够小,可以充当重型步兵(它甚至可以倾向于减少伤害),以及一个火炮机甲。但目前有一个问题,该引擎不支持我需要的一项关键图形更改,以使机甲看起来正确。虽然它可以支持车辆和炮塔的运行/行走动画,但不支持在移动(或移动和开火)时使炮塔上下摆动。所以当我最终开始添加一些机械单位时,它们看起来会有点奇怪,至少在我得到“摆动”功能之前是这样。
哦,我想我确实让这个步兵工作了。向轻机枪手问好。

当然,这不是这次更新的全部;我已经决定,由于内容创建比我想要的要慢,我将做一些意识流单元创建,我只做一些看起来很酷或有趣的东西,而不用花太多心思平衡或他们适合单位花名册的地方。所以这里还有一些帝国单位:





现在,我假设你们中的一些人——尤其是经验丰富的 RTS 玩家——可能认为创建随机单位是浪费时间,这些单位不是真正平衡的,没有考虑太多,并且可能不会进入最终游戏,以及为什么我似乎在浪费时间这样做。
好吧,这些“意识流”单位有一个特定的功能,因为它们不会出现在典型的派系单位名册中。相反,这些单位将作为一种额外的“混合”技术单位,你可以通过占领敌方生产设施来建造。与其他游戏(尤其是命令与征服游戏)不同,在其他游戏中,您可以占领几乎所有敌方建筑并生成您通常无法访问的敌方单位类型,DORF 的工作方式略有不同。您不仅可以生产与敌对派系完全相同类型的单位,还可以使用结合了双方技术和战术的独特“混合”单位。在上述单位的情况下,这些是帝国玩家占领属于 Warband 派系的战争工厂时发生的情况,代表这些车辆如何明显具有帝国车辆的铆接装甲外观,但是由民用车辆和随机垃圾构成的。因此,拖拉机变成了带有固定大炮和大量炮塔水泡的重型装甲坦克,半卡车变成了带有多个炮塔和火焰喷射器的战车,帝国将采用战团风格的战术,例如轻型攻击吉普车和摩托车之类的车辆或使用隐形步兵,这是他们名单中通常没有的东西。
我还没有为其创建资产的其他示例可能是相反的情况——一个 Warband 玩家占领帝国生产结构——并且能够构建他们单位的混合版本。也许有点像帝国重型坦克,但它的炮塔被砍掉了,取而代之的是一个容纳步兵的大型掩体,它的主炮被一个重型火焰喷射器所取代,或者是一个特斯拉装置从它的普通坦克车体上拆下来并放在一个增压拖拉机上,给它一个普通战团单位的速度,但具有该派系通常无法使用的特斯拉武器的优势。
有了这些混合单位作为一个概念,我可以给 DORF 大量的单位,而不必太担心搞砸平衡,因为许多单位将被关闭,直到你占领敌方设施,这当然很难实现。
目前为止就这样了; 再次,为看似缓慢的过程道歉,但请记住,这仍然是 Tovl 和我的兼职工作。希望如果这个 Patreon 页面起飞,我将能够全职投入 DORF。

原文内容
Hello all
Development has been kind of slow due to real life issues taking precedent, but I did manage to create some new assets.
First off, we have 2 vehicles for the NWO faction, as was voted on. I did hope to get more done in time, but the nature of their design makes them a bit more difficult to cobble together than those of the other 2 factions.
First off, we have this heavy support vehicle, which I am dubbing the Terminator for now. This vehicle will be multi-role, using a customization system where its main weapons can be replaced with other weapons for a cost (similar to Dawn of War's vehicles, though they can be replaced back and forth indefinitely as long as you have the money, instead of being a single-time upgrade). Upgrades include the general-purpose gatling gun version depicted above, as well as a scanner version that can detect stealth enemies and can disable targeted enemy mechanical units and vehicles, and an anti-aircraft version with multi-SAM launchers.
Also note that these vehicles will always come equipped with 2 frontal mounted cannons, regardless of what upgrades you equip.
Unfortunately I can't really show the transformation/upgrade process now, since the engine currently doesn't support it. Add that to the bucket list of all the little engine coding changes that need to be made.
Next we have a more simple unit. The Light Tank will form the backbone of NWO tank forces, being lightly armored but fast, and equipped with a chaingun on an oscillating turret. It won't stand up to heavier armor, but makes for a good anti-infantry, anti-light vehicle and and air-craft, as well as for recon.
Unfortunately that's all the NWO vehicles I've been able to finish. I do want to get some mecha units in - I have plans for a light anti-tank mech that is small enough to function as sort of a heavy infantry (it can even go prone to reduce damage), as well as an artillery mech. One issue though is currently, the engine doesn't support a key graphical change I'd need for mechs to look correct. While it can support running/walking animations for vehicles, and for turrets, there's no support for making the turret bob up and down when moving (or moving and firing for that matter). So when I do eventually get to adding some mech units, they will look a bit strange, at least until I get that "bobbing" feature in.
Oh, I suppose I did get this infantry guy working. Say hello to the Light Machinegunner.
Of course this isn't all for this update; I've decided that, since content creation is slower than I'd like, I'm going to be doing a bit of stream-of-consciousness unit creation, where I just make stuff that looks cool or interesting without putting much thought into balance or where they fit on the unit roster. So here's a few more Empire units:
Now, I assume some of you - especially veteran RTS players - may be thinking it's a waste of time to create random units that aren't really balanced, aren't thought about too much, and might not make it into the final game, and why I'm seemingly wasting time doing this.
Well, there is a specific function to these "stream of consciousness" units, in that they won't figure into the typical faction unit rosters. Instead these units will feature as sort of bonus "hybrid" tech units you can build by capturing enemy production facilities. Unlike in other games - particular the Command & Conquer games - where you are allowed to capture almost any enemy building and produce the enemy unit types that you normally don't have access to, DORF will work a little bit differently. Instead of simply being able to produce the exact same types of units as the enemy factions, you will instead get access to unique "hybrid" units that combine the technologies and tactics of both sides. In the case of the above units, these are what happens when an Empire player captures a war factory belonging to the Warband faction, as represented how these vehicles clearly have the riveted armored look of Imperial vehicles, but constructed out of civilian vehicles and random junk. So a tractor becomes a heavy armored tank with a fixed cannon and a ton of turret blisters, a semi truck becomes a battle bus with multiple gun turrets and a flamethrower, and the Empire will utilize tactics in the style of Warband, such as light attack vehicles like jeeps and motorbikes or using stealth infantry, something they typically don't have in their roster.
Other examples of this that I haven't yet created assets for might be an inverse situation - a Warband player capturing Imperial production structures - and being able to build hybridized versions of their units. Perhaps something like an Imperial Heavy tank, but with its turret lopped off and replaced with a large bunker for holding infantry and its main cannon replaced with a heavy flamethrower, or a Tesla device removed from its normal tank hull and placed onto a supercharged tractor, giving it the speed of a normal Warband unit but with the advantage of the Tesla weapon that that faction normally does not have access to.
With these hybrid units as a concept, I can give DORF a ton of units, without worrying too much about screwing up the balance since many will be gated off until you capture enemy facilities, which of course will be very tricky to pull off.
That's all for now; again, apologies for the seeming slow process, but keep in mind this is still very much a part-time endeavor for Tovl and I. Hopefully if this Patreon page takes off, I'll be able to dedicate myself fulltime to DORF.