Marek Rosa - Goodai Blog 03月06日
Marek's Dev Diary: March 6, 2025
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本周的Space Engineers 2开发日志主要分享了过去几周的工作进展。重点介绍了目标陀螺仪控制系统的改进,该系统灵感来源于War Thunder,通过屏幕上的光标实现舰船的旋转瞄准。同时,优化了第三人称视角下的摄像机偏移,统一了角色和观察者模式的控制,并改进了调试枪和第一人称动画。此外,还探讨了核心循环、元循环、游戏进程、挑战和奖励等游戏机制,以及VS 1.5版本将引入Modding功能,并对水体的视觉效果进行了增强。

🎯 **目标陀螺仪控制系统**: 灵感来源于War Thunder,通过屏幕光标控制舰船旋转瞄准,手感良好,并优化了旋转时的瞄准保持。

🕹️ **摄像机偏移与控制统一**: 在第三人称模式下,摄像机略微向右偏移20厘米,提供更好的视野,增强角色连接感,并防止碰撞。统一角色和观察者模式的控制,简化开发流程,保持一致性,使玩家在两种模式下拥有相同的工具和UI。

🛠️ **调试枪与第一人称动画改进**: 调试枪增加了新的模型、枪口特效和弹道,并能够破坏体素。第一人称动画更加稳定,减少了摄像机位置与角色枢轴点之间的距离,提升了游戏体验。

🌊 **水体视觉效果增强计划**: 未来几个月将增加低频长波水面效果,模拟表面颜色变化,并添加海岸线附近的泡沫,以增强水体的真实感。

What is this

Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what caught my interest.

Why am I doing it

I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.

image credits: arturkandla

Space Engineers 2

    Target-based gyro - Almost complete, now we only need to polish the UI. This control system is inspired by War Thunder, where you see a cursor on screen, aim somewhere, and the ship rotates towards that direction. It feels remarkably good, actually much better than expected because we implemented a little trick that maintains aim while the ship rotates.

    We are also improving camera and ship handling in tight spaces.


    Offset camera - I needed to "sleep a few weeks on this" to better understand what I wanted. Quick recap: in third-person mode, the camera is slightly offset to the right (or left), so you can see where the character is looking and walking towards. We tested multiple alternatives, like adaptively changing the offset distance based on character speed or zoom distance, but ultimately decided on the simplest version: 20cm offset to the right. It feels good, provides better visibility, shows the character from a side angle which creates a more connected feeling, and prevents you from hitting walls when running. I'm satisfied with it. Now we just need to polish and it's ready for VS 1.2.


    Merging character and Spectator Controls - There were two independent pathways handling controls for character mode and spectator mode. Now they're unified, which saves development time and improves consistency. This means you get the same tools and UI whether you're in spectator or character mode (paint tool, shift+G, copy-paste, etc.).Debug Gun - We've added a new model, muzzle effect, better projectile, and the ability to destroy voxels.First person animations - several improvements:
      Tools/guns are much more stable in front of the camera, creating a feel similar to other FPS gamesWe're reducing the distance between the camera position and the character's pivot point, ideally to zero, because then mouse movement and rotation would occur around that exact point, instead of a point offset by 20cmHere’s what first-person animations would look like in third-person - if they weren’t designed separately. Spoiler: it’s broken and hilarious!


    With designers, we've discussed character inventory and grid inventory for VS2Recently we also explored the topics of core loop, meta loop, progression, challenges and rewards. Essentially how SE2 can evolve from a sandbox toy into more of a game. This is very important to me, as I believe it can introduce SE2 to a much wider audience, and as a player myself, I want this. This topic is still not finalized, but I want to have a clear design during the next few months.VS 1.5 will introduce Modding, with the release of VRAGE HUB and Editor, enabling creators to make new blocks, textures, and skyboxes. We'll soon begin workflow testing with our Close Testing Group. Our goal is to streamline the process, making it easy and especially fast to add new content to SE2.Water - The team is still addressing some core challenges (such as making water cells 25cm to enable flow through tiny holes in our 25cm unified grid system), but we've already discussed ideas for visual enhancements coming in a few months. These include adding a second layer of low-frequency, long wavelength waves to the water surface for greater realism, applying a water texture to simulate tiny color variations in the surface, and of course, adding foam near shorelines.

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Space Engineers 2 开发日志 游戏开发 Modding 水体效果
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