Marek Rosa - Goodai Blog 04月11日 15:48
Marek's Dev Diary: April 11, 2025
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本文是Space Engineers 2的开发日记,分享了过去几周的开发进展和遇到的挑战。内容涵盖了游戏即将发布的1.2版本、生存模式下的建筑投影、第一人称模式下的相机优化、游戏内的消耗品、死亡与重生机制、星球洞穴的改进、枪械后坐力与屏幕表现的调整、用户界面音效延迟、工具栏切换快捷键、装饰原型设计、装备动画以及植物群落的进展。开发者希望通过分享开发过程,与社区共同进步,并强调计划的灵活性。

🔨即将发布的Space Engineers 2 1.2版本中,生存模式下玩家将使用投影模式进行建造,并为该功能设计了粒子特效.

🚶第一人称模式下的相机运动进行了优化,解决了在行走时相机上下移动的问题,力求实现更流畅的视角体验.

🏥游戏内增加了消耗品系统,包括通过医疗包进行治疗的功能,并对死亡和重生机制进行了测试.

⛰️对星球上的洞穴进行了改进,使用了CSG合并算法,能够创建多样化的洞穴结构,但需要改进洞穴内部的材质表现.

🔫枪械的后坐力和相机震动效果得到了修正,同时调整了枪械在屏幕上的显示位置,使其更符合玩家的使用习惯.

🖱️发现了用户界面鼠标悬停音效的延迟问题,计划进行修复以提升用户体验.

⚙️增加了通过ALT + CTRL + 鼠标滚轮切换工具栏的功能,并考虑未来优化快捷键.

🌿正在进行装饰原型设计和装备动画的开发,并持续增加游戏中的植物群落.

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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

    VS 1.2 will be releasing in a few days, on Monday April 14


    In survival, players will build in projection mode (so first as a projection, and then weld it). We need a particle effect for it, so here's one prototype.


    The new IK is great, but when you walk up stairs or ramp, in first person mode, the camera goes up and down, and what you stop it continues in the movement for a tiny moment, and this is precisely what we wanted to clean up in first person mode (no secondary movements in first person mode, just clean abstract camera sliding through space). So we will look on this in the future in the polishing phaseThis week we had our regular playtest, and things I focused on where:
      Consumables - healing via medikit (automatic or manual)Death - from health damage or collision, and respawnCaves on the planets - we have a couple of caves but also a CSG merging algorithm, so we can merge (add or cut) many of them one through each other and create unlimited variations. They look good, realistic. What needs to get improved is the voxel material (stone) inside of the mountains (planet), it doesn't look pretty.Shooting from the debug gun has now correct recoil and camera shake. But I also realized that the way we portray the gun on the screen is not what I am used to in other FPS games - so we will move the hand a bit forward, and more to the center. Right now it's obscuring too much of the screen space and also the angle feels off to me. Here I used new ChatGPT  image generation model to illustrate how it could look (the input was the screenshot from game + prompt to move it further from camera and more to the center)


    Nobody ever mentioned it but I think there's an audio lag in our GUI mouse over sound effect. Like, when you hover your mouse over buttons, it doesn't cling instantly, it feels laggy. We will be looking at it.You will be able to switch between the toolbars via ALT + CTRL + Mouse wheel. I hope in future we find some simpler shortcut.We also wanted to playtest ore detection mechanics, but that one got postponed to the next playtest.The deco prototyping is going better than I hoped for (these are the blocks that are not our usual big Deco blocks; they more like small things you can use to make your interiors look not so blocky and simple; they are not purely decorative like a painting or vase, because they have structural function). I expect players will use them to create rich looking blueprints!


    Equip and unequip animation is coming along nicely as well.


    More Flora! 


    And as always, I'm amazed by the beautiful things our players are creating!


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