本文是《太空工程师2》的开发日志,主要分享了过去几周在生存模式和建造系统方面的工作进展。内容涵盖了资源收集、钻探与矿石探测的优化,以及全新的建造与修复系统设计。作者详细介绍了投影建造的原理和优势,如预先预览、支持蓝图导入以及实现创意模式的撤销/重做功能。此外,还提到了建造规划队列和修复HUD等新概念,并分享了作者亲自测试这些新功能的体验。总而言之,这篇文章为读者展示了游戏开发过程中的技术挑战和解决方案,以及开发团队对游戏体验的持续改进。
⛏️资源收集:基础功能已实现,包括钻探和矿石探测。目前,开发团队致力于优化动画、粒子效果以及体素变形,以提升游戏体验。
🏗️投影建造:该系统允许玩家先放置半透明的全息投影作为建筑蓝图,随后逐个焊接成实体。其优势在于可以预先查看建筑,支持导入创意工坊蓝图,并为生存模式引入类似创意模式的撤销/重做功能。
⚙️建造规划队列:玩家放置的每个投影都会被添加到建造队列中。该队列可用于控制生产模块,制造所需的组件,从而实现各个系统之间的互联互通。
🛠️修复HUD:该系统将当前网格与原始蓝图进行比较,以全息投影的形式在HUD上显示缺失的方块,类似于GPS标记,使修复过程更加直观。
🎒背包建造:仅适用于游戏早期阶段的基础方块。后期阶段将需要制造组件和/或方块包装器。
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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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
This week's work was mainly about survival gameplay - discussion with the designers and playtesting what already works.
Resource Gathering
Drilling and Ore Detection - The basics work! Now we need to polish it: better animations, particle effects, and voxel deformation (how terrain changes when you drill).
Building and Repairing
Projection Building - This is different from SE1. You place blocks as semi-transparent holograms first - just projections without physics that you can walk through. Then you weld them block by block to make them real.
Why we went this direction: You see what you're building before spending resources, you can place entire Workshop blueprints as projections, and we can bring creative mode features like undo/redo into survival - since you're just manipulating projections, not actual blocks!
Build Planner Queue - Every projection you place gets added to a build queue. This queue can be sent to production blocks to craft the components you need. It's all connected!
Repair HUD - A new concept we're working on. The game compares your current grid against the original blueprint (or a saved snapshot), shows missing blocks as projections, and displays them on your HUD (similar to GPS markers). Should make repairs much more intuitive.
Testing the Loop
I've been playtesting this myself. Placed cockpit projections around me - some on ground, some in air (supporting truss blocks are added to keep the block while welding it). Then I mined iron and silicon and welded them using backpack building. Very satisfying to see your build take shape!
Note: Backpack building (direct crafting) is only for early game basic blocks. Later stages require manufactured components and/or block wrappers (which I may talk about next time).
That's it for this week!



