Marek Rosa - Goodai Blog 03月13日
Marek's Dev Diary: March 13, 2025
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本周的太空工程师开发日志分享了过去几周的工作进展。重点介绍了VS 1.1更新的发布,该更新允许玩家在Steam Workshop上分享蓝图和世界。团队目前正致力于VS 1.2的完善,并开始测试阶段。图形团队正在努力开发Vertical Slice 2的行星功能,改进植物绘制距离,并为各种生物群落开发新的植被,包括高山和稀树草原。同时,动态音乐系统的设计也已完成,将根据任务、沙盒探索等情境提供动态配乐。此外,还在改进动画工具、3D UI和生存机制,例如手动重生。

🚀 **VS 1.1更新发布:** 玩家现在可以在Steam Workshop上分享蓝图和世界,社区活跃度高。

🌿 **Vertical Slice 2行星功能开发:** 图形团队专注于改进植物绘制距离,并为高山和稀树草原等各种生物群落开发新的植被。

🎶 **动态音乐系统设计完成:** 音乐系统将根据任务、沙盒探索等情境提供动态配乐,包括战斗场景、不同星球和生物群落的独特循环。

🛠️ **动画工具和3D UI改进:** 团队正在改进动画工具,并优化3D UI的部分复制选择功能,使其更易于理解。

🎒 **生存机制增加:** 更多的生存机制正在被添加到游戏中,例如“手动重生”,死亡后掉落的方块是角色背包的占位符。

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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.


Space Engineers 2

    On Monday we released our first update (VS 1.1) - Steam Workshop. Now players can share their blueprints and worlds. I can see a lot of activity there.We are now focusing on VS 1.2 and polishing the last few things, and then the testing period begins.Our graphics team is hard at work on planetary features planned for Vertical Slice 2. They’re currently focused on improving flora draw distance and developing new foliage for a variety of biomes, including high mountains and savannas.






    Today we are finishing the design for Dynamic Music. Here’s a short summary: The music system will feature dynamic tracks based on context, including missions, and sandbox exploration. Music selection will prioritize combat scenarios, playing faction-specific tracks if applicable, or generic combat music otherwise. Location-based ambient music will play when no combat is detected, with unique loops for different planets (Verdur, Byblos, Kemik) and biomes, underwater areas, and space. Combat and danger states will trigger specific loops with a 15-second cooldown before reverting to ambient music, while transitions from danger to combat or ambient to danger/combat are instant. Adding support for emotes/animations + here you can also see the Inverse Kinematics on character’s feet


    We are also streamlining our animation tools
    We are improving the 3D UI for Partial copy selection. Currently it’s a bit confusing where the selection volume is because it is rendered without depth-testing. We will enable depth testing and also add more contrasted edges.


    More and more survival mechanics are being added (for VS2), for example here is “manual respawn”. The block dropped after death is a current placeholder for the character backpack. ;)

    There’s a Brown Dwarf in the center of Almagest System, here’s how it will most likely look (The in-game side is just the first iteration - so far without any added effects).


Space Engineers 1

    SE1 team is almost finished with the 206 update, and soon to start working on 207. Looks promising!


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太空工程师 开发日志 游戏更新 行星功能 动态音乐
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