复古即时战略游戏 - D.O.R.F. - 2023.01.14 - 开发日志 - 小资源更新
大家好,
我们仍然忙于资源返工,尽管其中大部分与引擎相关,因此很难直观地展示,尽管我正在制作新图形以适应新功能。
从一些有趣的事情开始,这里是我可以炫耀的东西:向一个新的资源收集单元问好:

请注意,他们收集的区域不是一堆金子或漂亮的钻石。DORF 的一个关键特征是存在来自被摧毁的单位和建筑物的废料和垃圾堆(或者有时已经预先放置在地图上)。这些提供了少量的资源赏金(尽管显然金属残骸比混凝土碎片更有价值),以及轻微的地形危险,因为它们会减慢穿过它们的单位的速度,如果你想建造,必须清除它们那个位置。

你之前肯定见过油井和石油钻井平台,尽管它们现在确实有一些机械装置在背后,而不仅仅是地图道具。当然,抽油机只能建在可用的油井上。然后他们将开始抽取原油,但这不是您可用的资源。在上面的 gif 中,您可以在石油钻井平台下方看到立方体图标的等距网格。灰色的代表可用空间,而黑色的代表原油使用的空间。这将需要通过运输装置或管道提取,并带到加工中心转化为可用燃料,然后燃料可以被运输到工厂用于建造装置。转换不是瞬间的,
同样,矿工的固体残骸和矿石收割机将被带到加工中心并转化为固体材料。一般来说,材料是你的“通用”资源,几乎任何东西都会用到,而燃料则比较稀有,更常用于车辆和特殊单位。
此外,从这个系统中,您可以看出资源分配通常与其他 RTS 截然不同;不会有一个全球资源“池”可供您使用,无论位置如何,各个建筑物都有自己的数量。因此,工厂必须持续供应以维持适当的战争努力。为了避免这种繁琐,可以将运输单元设置为自动将资源从一个建筑物运输到另一个建筑物,并且玩家可以构建自动执行此操作的管道和传送带。
作为资源基于特定建筑物的方式的一个小视觉示例,图像右上角的大型建筑物下方有一些 UI 元素。绿色代表精炼燃料,黄色代表材料。其中一个灰色条是为未精炼材料和废料保留的未使用空间,可以将其带到结构中以精炼成可用材料,另一个是用于原油,以转化为燃料。
在接下来的几周内,我们会调整和完善该系统,并为其创建更多视觉资产,例如处理和转换系统及其相关单元和结构的视觉演示。
感谢您与我们在一起。

原文内容
Hello all,
We've still been busy with the resource rework, though most of it has been engine-related, and thus is pretty hard to visually demonstrate, though I am in the midst of making new graphics to accommodate the new features.
To start off with something fun, here is something I can show off: say hello to a new resource collector unit:
Note that the field they are collecting from isn't a pile of gold or pretty diamonds. One key feature of DORF will be the existence of scrap and junk piles from destroyed units and buildings (or sometimes already pre-placed on the map). These present a small resource bounty (though obviously metal wreckage is worth a fair bit more than concrete debris), as well as a slight terrain hazard, as they will slow down units that cross them, and must be cleared if you want to build in that location.
You've certainly scene the oil wells and oil rigs before, though they actually do have some mechanics behind them now instead of just being map props. Oil extractors can, of course, only be built on available wells. They will then begin pumping crude, however this is not your useable resource. In the above gif, you can see the isometric grid of cubic icons below the Oil Rig. The gray ones represent available space, while the black ones represent space used by crude. This will need to be extracted by a transport unit or a pipeline, and taken to a processing center to be turned into useable fuel, where the fuel can then be transported to factories to be used to build units. Conversion isn't instantaneous, so players will need to be be smart and figure out the best efficiency in terms of transport units and the placement of your processing centers and factories.
Similarly, solid wreckage and ore harvesters by miners will be taken to processing centers and converted into solid Materiel. In general, Materiel is your "general" resource that is used by almost anything, while Fuel is rarer and more commonly used on vehicles and special units.
Also, from this system, you can tell that resources in general will be allocated very differently from other RTS; there will not be a global resource "pool" that you can draw from, regardless of location, rather individual buildings have their own amount that they carry. So factories must be continuously supplied to maintain a proper war effort. To avoid this being tedious, transport units can be set to automatically transport resources from one building to another, and the player can construct pipelines and conveyers that do this automatically.
As a small visual example of the way resources are based in specific buildings, the large building in the upper right corner of the image has some UI elements below it. The green represents refined Fuel, and the Yellow is Materiel. One of the gray bars is unused space reserved for unrefined materials and scrap that can be brought to the structure to refine into useable Materiel, and the other is for crude oil, to be converted to Fuel.
More to come in the following weeks as we tweak and polish this system, and create more visual assets for it, such as a visual demonstration of the processing and conversion system and its associated units and structures.
Thanks for sticking with us.