复古即时战略游戏 - D.O.R.F. - 2023.02.09 - 开发日志 - 二月投票 + 小更新
由于对 DORF 派系设计的一些更神秘的方面存在一些争论和猜测 - 即 NWO 派系单位和结构,以及一些更奇幻的概念,例如属于 Warband 派系的魔法/通灵施法者单位,我认为本月的民意调查应侧重于充实这些要素。
对于每一个的一些简要描述,如前所述,NWO 单位更多地关注先进技术和数量较少的更昂贵的单位。虽然我们有一些他们的 - 配备快速装填自动加农炮的轻型坦克,时尚的运输直升机和配备多门重型机枪的头重脚轻型坦克 - 到目前为止,单位名册仍然相当有限,特别是与更充实的单位相比帝国派系。该派系未来计划的单位包括精英隐形刺客,可以在战场上快速杀死敌方步兵,擅长近距离战斗和占领敌方建筑,双足轻型火炮机甲和反坦克动力外骨骼。
NWO 结构也将遵循相同的高级科幻主题,但增加了(大多数)能够取消部署并在地图上缓慢行走的功能,以防它们需要重新定位。虽然引擎需要更新以使该系统发挥其全部潜力,但可以在当前引擎中对该系统进行某种半功能视觉演示,因此我们可以展示 NWO 战争工厂和资源结构能够重新部署和移动。
最后,野蛮人战帮派系——主要由垃圾场的老爷车和配备掠夺来的武器的野蛮战士组成——将拥有一些独特的高端单位,以抵消两个对立派系的更先进的力量。其中包括食人魔,携带适合坦克武器的笨重人形生物,以及更高大的巨人,它们可以充当蛮力近战单位,也可以作为一种轻型火炮,能够远距离投掷巨石。除了这些,Warband 还可以使用精神单位,例如 Astralytes,身体虚弱的人类可以投射致命的精神能量并创造幻觉来欺骗敌人。
此外,作为一般更新,资源系统的工作正在按计划继续进行。我之前已经发布了我们关于该系统如何工作的计划,但这里是对新管道系统的视觉测试,以及它如何与现有结构交互。在这种情况下,石油管道连接到筒仓,以移动资源。目前,这种流体传输逻辑处于非常早期的状态,无法在游戏中实际演示,但这张截图应该可以让您大致了解这种系统的潜力。

最后,我觉得我也应该为前两个月没有进行社区投票而道歉。如您所见,我们一直完全专注于实施新的资源系统,因此将可能无法在月底前完成的社区投票选项纳入其中并不明智。虽然在更新的资源逻辑方面还有很多工作要做,但由于该系统的许多必要测试图现在已经到位,我可以在本月剩余的时间里继续在其他领域创建新资产。但是,从现在开始,如果当前的路线图需要专注于特定的设计领域,并且允许社区投票不符合逻辑,这会分散对该路线图的注意力,我将提前发布这个月不会进行投票。


原文内容
Since there has been some clamoring and speculation over some of the more mysterious aspects of DORF's faction design - namely NWO-faction units and structures, and some of the more fantastical concepts such as magic/psychic caster units belonging to the Warband faction, I figure this month's poll should focus on fleshing out these elements.
For some brief descriptions as to each, NWO units, as previously seen, focus more on advanced technology and smaller numbers of more expensive units. While we have some a few of theirs - light tanks equipped with fast-reloading autocannons, sleek transport helicopters and top-heavy tanks armed with multiple heavy miniguns - there unit roster is still fairly limited as of now, especially compared to the more fleshed out Empire faction. Future planned units for this faction include elite stealth assassins, which can quickly kill enemy infantry on the field and are adept at close-quarters fighting and capturing enemy structures, a bipedal light artillery mech, and an anti-tank powered-exoskeleton.
NWO structures will also follow the same advanced scifi theme, but with the added feature of (most of them) being able to undeploy and slowly walk across the map, in case they need to be repositioned. While the engine will need to be updated to allow this system to reach its full potential, a sort of semi-functional visual demonstration of this system could be made in the current engine, so we can show off NWO war factories and resource structures being able to redeploy and move around.
Lastly, the barbarian Warband faction - comprised mostly of junkyard jalopy vehicles and brutish warriors equipped with looted weaponry - will have some unique high end units of their own, to counteract the more sophisticated forces of the two opposing factions. These include ogremen, hulking humanoid creatures who carry weapons befitting of tanks, and the even more towering giants, which can act as brute force melee units, and as a sort of light artillery, capable of hurling boulders at great distances. As well as these, Warband will have access to psychic units, such as Astralytes, physically frail humans who can cast deadly psychic energies and create illusions to deceive enemies.
Also, as just a general update, work on the resource system is continuing as planned. I have posted earlier about our plans for how this system will work, but here's a visual test for the new pipe system, and how it interacts with existing structures. In this case, oil pipelines connecting to silos, to move resources around. Currently this fluid-transport logic is in a very early state and can't actually be demonstrated ingame, but this screenshot should give you a rough idea of the potential for such a system.
Finally, I feel I should also apologize for the previous two months in which there were no community polls. As you've seen, we've been entirely focused on implementing the new resource systems, and so it wasn't really sensible to include community poll options that likely would not be fulfilled before the end of the month. While there is still very much to do regarding the updated resource logic, since a lot of the necessary test artwork for this system is now in place, I can move back onto creating new assets in other areas for the remainder of the month. From now on, though, if the current roadmap necessitates focusing on a specific area of design, and makes it illogical to allow for community polls that would distract from this roadmap, I will post in advance that there will be no poll for the month.