本文是关于《Space Engineers 2》的开发日记,分享了过去几周的工作进展。作者主要介绍了团队的季度评估和管理工作,以及备受关注的首次用户体验(FTUE)原型。FTUE的目标是引导玩家学习游戏基础,在5分钟内完成飞船修复和试飞。文章还提到了FTUE的设计目标和未来更新计划,以及团队正在努力提升游戏体验的“WOW”因素。
🏢 作者分享了团队的工作重心,包括季度评估和行政管理。他强调了团队管理和领导力在建立信任、负责任、友好、尊重和专业的文化中的重要性。
🚀 开发团队正在积极测试《Space Engineers 2》的首次用户体验(FTUE)原型。FTUE的目标是引导新玩家熟悉游戏机制,例如采矿、焊接和飞船操作。
⛏️ FTUE流程设计:玩家将在Verdure星球出生,通过GPS指引进入洞穴。任务包括挖掘入口、修复飞船、安装电池、扩大洞穴出口以及飞往附近的废弃空间站。
🎯 FTUE的设计目标包括:教导玩家基础知识,让游戏过程充满乐趣,并在5分钟内完成飞船修复和飞行。团队目前正在努力提升FTUE的“WOW”因素,使体验更令人难忘。
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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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.
General
This week and last week, I've been busy with team quarterly evaluations and other administrative work. While this might seem less exciting than feature updates, team management and leadership are actually crucial topics for me. At Keen Software House, we're building a culture that's trustworthy and accountable, while also being friendly, respectful, and professional.
These quarterly evaluations aren't just bureaucracy - they're how we ensure everyone on the team knows where they stand, what they're doing well, and where they can grow. It's about creating an environment where people can do their best work and feel valued. I might dig deeper into our approach to leadership in a future diary (lessons learned, what doesn't work, what does work).
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Water Team created Whirpool in a tub by accident - caused by small hole in the armor |
Space Engineers 2
The main thing that's been occupying my thoughts is playtesting the First Time User Experience (FTUE) in SE2. The prototype is coming together nicely!
== Spoiler Alert ==
Here's how the FTUE currently works: You spawn on Verdure planet with a GPS marker leading you to a cave. First, you'll need to dig out the entrance. Inside, you'll discover an unfinished small ship with several components shown as projections (thrusters, survival kit, etc.).
Your tasks include:
Mining ore within the caveUsing Backpack Building and Projection Building to weld the projected blocksFinding batteries from a nearby stack and installing them in the ship for powerExpanding the cave entrance to fly outFlying to a nearby mountain where an abandoned station awaitsLanding and transferring batteries to power up the station grid
This is where the prototype currently ends, but our goal is to create a 1-2 hour FTUE that concludes at the Orbital Station. After that, the freeform Colonization meta-loop begins.
The experience is guided by:
HUD objectivesGPS markers pointing to key locations
Our FTUE design goals (KPIs):
Teach players the basicsMake the process enjoyable (mining, welding, cave exploration)Achieve first win (repaired ship & flight) within 5 minutes
The FTUE will evolve with future updates. Once we add water mechanics, we might revisit and redesign it entirely - we'll see when we get there.
While the prototype is functional, the team agrees it's currently missing that "WOW factor." We're brainstorming additional elements to make the experience more impactful.
If you have ideas for what would make this first experience more memorable, I'd love to hear them!
