Marek Rosa - Goodai Blog 前天 18:44
Marek's Dev Diary: April 17, 2025
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本文是《太空工程师》的开发日记,分享了过去几周的开发进展。作者主要关注了遇到的挑战和解决方案,例如VS 1.2版本的发布,以及针对阻尼曲线的优化。此外,还讨论了创意模式中添加简单目标的可行性,以及SE2中更注重目标导向的开发方向。文章还提到了安全速度的设计、新建筑规划器的主要原则,以及简化建筑过程的构想,旨在提升玩家的游戏体验。

🚀 **VS 1.2版本发布与优化:** VS 1.2版本已发布,包括基于目标的网格控制和非中心相机等改进。作者还分享了关于阻尼曲线的优化过程,最初计划调整曲线以改善减速和阻尼效果,但最终发现现有曲线效果良好,通过调整陀螺仪和推进器参数实现了优化。

🎯 **创意模式目标系统:** 开发团队计划在创意模式中添加简单目标,例如修复飞船、穿越障碍等,旨在为玩家提供明确的游戏目标,增加游戏的可玩性。计划初步设计约1小时的基于目标的游戏玩法,预计在VS 1.6版本中推出。

⚙️ **SE2的目标导向设计:** SE2将更注重目标导向,提供明确的衡量标准和进度,引导玩家追求特定目标。开发团队正在与设计师讨论这一方向,旨在为玩家提供更具结构性和目的性的游戏体验。

🛡️ **安全速度与自适应巡航:** 团队完成了安全速度的设计,碰撞速度低于20 m/s时不会造成伤害。未来计划在HUD上清晰显示安全速度信息,并引入“自适应巡航控制”系统,以便玩家设置最大速度或匹配其他网格的速度。

🧱 **简化建筑流程:** 团队正在设计新的建筑规划器,包括“区块包”的概念,允许玩家使用组装机输出“区块包”,简化建筑过程。此外,还将保留SE2中已有的“背包建造”功能,以及区域焊接功能,以提高建筑效率和直观性。

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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 1


Space Engineers 2

    VS 1.2 was released on Monday and it seems players are happy with our choices: target based grid control, off-center camera, and more!
    Dampener curves - A month ago (after we reworked the target based grid control and also the thrusters), I felt that the deceleration/dampening of the gyro and thrusters didn't feel good, the follow (slowing down) was too long and slow, and I wanted something steeper, with stronger end - but at the same time not instant cut and not linear feel. So I scheduled a call with Logan (one of our gameplay programmers), to configure those curves and playtest it, but after a few minutes we realized the curves actually feel quite good (both thrusters and gyros), so we left it as it is (what you have in VS 1.2). I think that they got fixed by designers in the meantime, after configuring gyro and thruster parameters a bit. I was quite relieved because this could have turned into a never-ending battle.Mike (our concept artist) is finishing the concept of one of the main characters. What do you say? He belongs to the Legion of Engineers faction.

    Had a discussion with Mikko (our level designer) and the designers, and we will try to add simple objectives to the Creative Mode, like repair this ship and transfer it to that cave station, or fly through an obstacle course, shoot the target figurines, etc. The reason is to give players some goals, something to do beyond open-ended creation. The plan now is roughly 1 hour of objective-based gameplay, and we will evaluate it later. Most likely in VS 1.6 (PS: everything is subject to change) I am looking forward to this. We already have a prototype of our Mission Scripting Framework done, and it worked on some missions, but now the focus is VS 2, so there wasn't time to develop it further. However, it seems that the objectives for Creative mode can be done with what we currently have.We want SE2 to be much more goal oriented, with specific measures and progression players will want to strive for. SE1 is more open ended, players make their own goals. SE2 will have a meta loop and progression, with some measures that players can understand and strive for. This week we were finishing discussions on this topic with the designers, and I feel very good about the current direction of it. Will let you know later.We finished the design of safe speed. Safe speed is already in the game, collisions under 20 m/s don't cause damage. But we need to go further: we need to communicate it well on the HUD, plus there will be an "adaptive cruise control" system for setting up the max speed (so you don't go beyond safe speed), or you match your speed with some other grid, etc.We set the main principles of the new build planner, block packages, and area welding. It's a huge topic, and it still has to be written as a design doc, but in general:
      Players can use assembler to output "block packages" (which is basically a block inside the inventory, so we will rename it to blocks). This will reduce the complexity of thinking, because you will see you have 3 gyros in your inventory, so you know you can weld three gyros. You don't have to go to the lower level of components. Of course, the component system from SE1 will stay as it is. Block packages are here just as another layer on how to simplify things.We will also keep "backpack building" we already prototyped in SE2: building from raw ore, where the backpack automatically turns the ore into components and you weld the block without worrying what kind of components you need.Build planner will automatically add blocks you are projecting to the planner queue, and then you can with one click retrieve those queued items from some inventory or order their production. We really want to streamline this process, make it as intuitive as possible, so players can just use it without thinking. This is one of the things that bothered me in SE1.Area welding: different welders will offer the ability to weld an area (more blocks at the same time) instead of point welding, where only one block at a time is welded and only where you point at.

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