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复古即时战略游戏 - D.O.R.F. - 2023.04.25 - 一般更新

2023-04-26 17:51 作者:Oscar-Mervin_陈辰尘  | 我要投稿

大家好,

首先,感谢所有新的支持者。我想你们中的大多数人都在 Youtube 或 Twitter 上看到了 Steam 页面公告,或者从 PC Gamer 关于我们的文章来到这里。(如果您还没有看过,可以在这里阅读: https: //www.pcgamer.com/this-wonderfully-90s-rts-looks-like-a-lost-command-and-conquer-game/ )


就进展而言,我们将继续用一系列新单位和武器更新游戏,以在另一部即将推出的预告片中炫耀。为什么还有拖车?好吧,长话短说,我们收到了为即将举行的一项非常重要的活动提交预告片的邀请。我现在不会说是哪个,但它发生的时间相对较快,所以请留意。

至于新内容本身,我有一些截图。

(请记住这个 GIF 是压缩的,所以一些颜色 - 即爆炸 - 是不正确的)

这可能看起来像一个超大的防御炮塔,但它在功能上更像是一个 C&C 风格的超级武器,尽管它必须瞄准目标,有一个最小射程(它不能瞄准自己或靠近自己的任何东西)并且子弹必须是购买(类似于星际争霸的核武器)。 


由于某些引擎限制,它目前的运行方式有点混乱;现在,它实际上*是*一个大炮塔,只有 8 个旋转面。这样做的原因是,现在,引擎可以为每个旋转面向的炮塔提供射击动画,但如果是这种情况,它必须为*每个*面向提供一个动画。当然,考虑到大炮的巨大尺寸,如果每个旋转都有一个开火动画(很容易达到 500 MB 的精灵数据),那将是一个绝对*庞大*的文件。显然这对最终游戏来说是行不通的,因此引擎将需要一些额外的自定义逻辑来让它允许炮塔实体仅具有专门指定的旋转面的开火动画。请注意,它还会有一些用于重新加载的专用框架(即 这就是大炮后面的大型结构的用途),但现在没有支持,也没有动画。当然,它还需要一些额外的逻辑才能成为通过 UI 控制的超级武器,但仍需要瞄准目标。

接下来我们为 Warband 派系准备了一个更奇怪的武器,一个巨大的垃圾球,它可以碾过敌人和小型建筑,立即将它们碾碎。 


这个单位没有武器,只有碾压敌人的能力。虽然显然容易受到远程武器火力的攻击,并且无法粉碎大型单位或重型结构(例如大型混凝土结构),但它为 Warband 玩家提供了一种独特的方式来突破防御墙或与 Warband 较轻的较重敌方车辆拉近距离,较少的装甲车辆可能无法生存。

但是,与铁路大炮一样,引擎需要进行一些修改才能正常工作。截至目前,单位路径和移动动画的工作方式意味着,在转弯时,尖刺球会笨拙地原地旋转,并以一种奇怪的方式捕捉到不同的旋转位置。需要添加一个修复程序,以允许尖球在完全停止时保留在其最后一个动画帧上。同样,该引擎也不支持多块大小的单元;现在,尽管 spikeball 体积庞大,但它的运动碰撞大小只有一个方块。引擎将需要修改以包括对大小为多个图块的单位的支持,尽管这当然会超出 spikeball 的范围;其他大型单位,如重型坦克和各种战舰,以及 NWO 步行基地,

最后,这是另一个奇怪的战团单位:

这个游戏有 dorfs(这可能会让一些认为这只是一种艺术风格的人感到惊讶),但它也有巨人。

作为对抗这两个技术更先进的派系的优势,Warband 带来了一些有趣的生物,包括笨重的巨人,它们比普通步兵更有弹性,并且能够使用车辆大小的武器。他们可以踢敌步兵,用近战攻击摧毁建筑物,投掷石块和碎片作为一种轻型火炮武器(如果附近有碎片),野战枪(如重机枪和火箭炮)可以手持由他们,使他们成为一个高度动态的单位。

(“不要再跟我或我儿子说话了!”)


不幸的是,我现在没有他们的任何镜头,因为他们没有动画;一般来说,创建新的车辆和结构*容易*得多,因为它们很少有复杂的动画。与此同时,步兵(和其他“有机”演员)必须有大量的动画来解释行走、开火、空闲动画、死亡动画、涉水、蹲伏、蹲伏射击......等等,因此要难得多创建并获得游戏。


目前就这些,很快就会有更多,再次感谢大家一直以来的支持。

原文内容


Hello all,

First off, thank you to all the new backers. I assume most of you saw the Steam page announcement on Youtube or Twitter, or came here from the PC Gamer article about us. (You can read it here, if you haven't already seen it: https://www.pcgamer.com/this-wonderfully-90s-rts-looks-like-a-lost-command-and-conquer-game/ )


As far as progress goes, we are continuing to update the game with a menagerie of new units and weapons to show off in another upcoming trailer. Why another trailer? Well, long story short, we received an invitation to submit a trailer for a pretty significant upcoming event. I won't say which right now, but it's happening relatively soon, so keep your eyes out.

As for the new content itself, I've got some screenshots.

(keep in mind this GIF is compressed, so some colors - namely the explosions - are incorrect)

This may look like an oversized defensive turret, but it will functionally be more like a C&C-style superweapon, albeit it must aim at the target, has a minimum range (it can't target itself or anything near itself) and rounds must be purchased (similar to Starcraft's nukes). 


The way it functions currently though is a bit of a mess, due to some engine limitations; right now, it actually *is* a big gun turret, and only has 8 rotational facings. The reason for this is, right now, the engine can have firing animations for gun turrets per-rotational facing, but it must have an animation for *every* facing if that is the case. Of course, given the sheer size of the cannon, that would be an absolutely *massive* file if every single rotation had a firing animation (easily 500mb of sprite data). Obviously this won't work out for the final game, so the engine will need some additional custom logic to get it to allow for turreted entities to have firing animations only only specifically designated rotational facings. Note that it will also have some dedicated frames for reloading (that's what the large structure in the back of the cannon is for), but right now there is no support and no animation for this. It also, of course, needs some additional logic for being a superweapon that is controlled through the UI, but still needs to aim at a target.


Next we have a more bizarre weapon for the Warband faction, a gigantic ball of junk that can just run over enemies and small structures, crushing them instantly. 


This unit has no weapons, only the ability to crush enemies. While obviously vulnerable to long-range weapons fire, and incapable of crushing large units or heavy structures (such as large concrete structures), it offers Warband players a unique way to breach defensive walls or close the distance with heavier enemy vehicles that Warband's lighter, less armored vehicles may not be able to survive.

However, like the Railway Cannon, the engine will need some modifications to work correctly. As of right now, the way unit pathing and movement animation works means that, when turning, the spikeball will awkwardly rotate in place and will snap to a different rotational position in a strange way. A fix needs to be added to allow for the spikeball to remain on its last animated frame when it comes to a full stop. Similarly, the engine also does not support multi-tile sized units; right now the spikeball, despite its massive size, has the movement collision size of only a single tile. The engine will need to be modified to include support for units that are multiple tiles in size, though of course the ramifications of this extend beyond the spikeball; other large units such as the Heavy Tank and various warships, as well as the NWO walking bases, will make use of this functionality as well.

Lastly, here's another weird Warband unit:

This game has dorfs (this may surprise some people who assumed this was just an artstyle thing), but it also has giants.

As an edge against the 2 more technologically sophisticated factions, Warband brings with them some funny creatures, including hulking giants, far more resilient than normal infantry, and capable of wielding vehicle-sized weapons. They can punt hostile infantry, destroy buildings with melee attacks, hurl rocks and debris as a sort of light-artillery weapon (if any debris is nearby), and field guns (such as heavy machine guns and rocket artillery) can be hand-wielded by them, making them a highly dynamic unit.

("Don't talk to me or my son ever again!")

Unfortunately I don't have any footage of them right now, as they lack animations; in general, it is *much* easier to create new vehicles and structures, due to the fact that these rarely have complicated animations. Meanwhile, infantry (and other "organic" actors) have to have tons of animations to account for walking, firing, idle animations, death animations, wading through water, crouching, firing while crouching.... etc and as such are much harder to create and get ingame.

This is it for right now, more to come soon, and again, thank you all very much for the continued support.



复古即时战略游戏 - D.O.R.F. - 2023.04.25 - 一般更新的评论 (共 条)

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