Marek Rosa - Goodai Blog 18小时前
Marek's Dev Diary: June 19, 2025
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本文是《太空工程师2》的开发日记,分享了过去几周的工作进展和遇到的挑战。内容涵盖了游戏路线图的制定,重点关注了早期访问版本的核心内容。此外,文章详细介绍了水系统的开发,包括技术基础、水流模拟、视觉效果优化等方面。最后,文章强调了生存体验的重要性,团队致力于打造一个既适合新手又能满足老玩家需求的游戏体验。作者还分享了对春季聚会的感受,表达了对团队合作和未来开发的期待。

🚀 确定了《太空工程师2》的开发路线图,重点在于确定早期访问版本必须包含的核心内容,以避免项目范围无限制扩大。团队正在明确初始发布所需完成的任务,并严格执行。

🌊 水系统开发进展显著,技术基础扎实,已实现渡槽系统、水坝破坏、水池溢出、水流推动网格和角色移动、水粒子效果、网格撞击水面(基于冲击速度的伤害)和浮动网格的浮力计算。接下来将重点优化视觉效果,包括增强水面纹理和动画、泡沫生成和粒子效果、透明度和反射系统、波浪动画以及浅水方程。

🕹️ 团队高度重视生存游戏体验,致力于优化玩家的游戏流程,尤其是前两个小时的新手引导,以及30小时以上的长期游戏体验。目标是打造一个既能吸引新手又能满足老玩家需求、具有深度和成就感的生存体验。

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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 was mostly about finalizing the SE2 roadmap. We need to figure out what absolutely has to be in the game before it leaves Early Access. The tricky part is not letting the scope grow forever - it's easy to keep adding "just one more thing" and never actually finish. So we're defining what needs to be done for the initial release and sticking to it.

Water, Water Everywhere

We conducted a comprehensive review of our Water system - looking back at the last few months of development and mapping out the next steps. The technical foundation is solid, and we've got some great mechanics working already: aqueduct system, water dams that break and unleash torrents, pools that overflow realistically, water flow that pushes grids and characters around, water particles, grids crashing into water (with damage based on impact velocity), and proper buoyancy calculations for floating grids. 

Now we're turning our attention to the visuals, focusing on:

  • Enhanced water surface textures and animations

  • Proper foam generation and particle effects

  • Improved transparency and reflection systems

  • Wave pattern animations with both low and high frequency components

  • Shallow-water equations (SWE) - a more performance-friendly approach for situations where we don't need full volumetric simulation, which also opens up some nice visual tricks to make water look even prettier

These aren't just cosmetic improvements - they're essential for making water feel like a real, dynamic part of the game world.

The Survival Experience

Perhaps the most critical work this week has been our intense focus on survival gameplay. We're not just thinking about the mechanics - we're obsessing over the player journey. The first two hours need to hook players, teaching them the ropes while keeping them engaged and excited. But equally important is what happens after 30+ hours. What keeps players coming back? What gives them that sense of meaningful progression and accomplishment?

This is the kind of design challenge that keeps me up at night (in a good way). Creating a survival experience that's both accessible to newcomers and deep enough for veterans is no small feat, but it's exactly the kind of challenge our team thrives on.

Looking Back at Spring Week

Just a quick note about last week's Spring meetup - it was absolutely amazing to see my colleagues in person again. There's something special about our annual gatherings that video calls just can't replicate. I'm already counting down the days until next year's meetup!


Until next week, Marek


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太空工程师2 开发日记 游戏更新 生存游戏 水系统
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