Marek Rosa - Goodai Blog 07月17日 20:24
Marek's Dev Diary: July 17, 2025
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本期开发日志深入介绍了《Space Engineers 2》的最新进展,包括对小行星聚类、多角色表情动画、手持钻头的动态反馈以及加速度驱动的摄像机震动等新功能的打磨。特别值得关注的是,游戏将取消独立的战役模式,把故事线深度融合到沙盒体验中,玩家将在探索和殖民的过程中逐步揭开“白令计划”和“阿马格斯特”的秘密。开发者还致力于完善玩家体验,并计划在游戏离开抢先体验阶段前锁定完整路线图,以提供更丰富、平衡的游戏内容。

🛠️ **游戏机制革新:** 《Space Engineers 2》引入了小行星聚类,为太空探索增添结构感,并计划通过星图系统进一步组织太空区域。同时,手持钻头被赋予了更真实的重量感和动态反馈,钻头与岩石接触时会产生弹力,旨在提升玩家操作的即时满足感,此设计也将扩展到其他工具。

🎬 **叙事与沙盒深度融合:** 游戏将取消独立的战役模式,转而将故事情节无缝嵌入沙盒模式。玩家的旅程始于一段介绍性过场动画,随后在修复飞船、建造飞船并抵达轨道空间站后,通过接受任务和合约来推进殖民进程,部分任务将直接解锁故事发展,通过数据板和隐藏地点进一步丰富世界观。

🕹️ **沉浸式玩家体验:** 为增强游戏的临场感,游戏加入了加速度驱动的摄像机震动效果,模拟加速和减速时的动量感,并计划提供选项供玩家自定义。开发者正着力完善从初次体验到50小时以上的完整玩家体验文档,目标是提供一个全面且平衡的游戏版本,并在后续更新中持续扩展内容。

✨ **社区互动与未来规划:** 开发者对社区在前几期开发日志中提出的战斗系统和新玩家体验反馈表示感谢,并强调社区意见对游戏发展的重要性。未来,游戏将锁定完整路线图,确保在离开抢先体验阶段时提供一个完整且平衡的体验,并在此基础上进行持续更新。

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 This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly.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

First of all - thank you for the 130+ comments on the combat system in last week's dev diary. I really appreciate it. You’re a great community. I love you for it.

And the same thanks goes for all the FTUE feedback the week before - see this post.

Fractured Cryopod Design

This week in our internal playtest:

Asteroid Clusters - Asteroids are now grouped into clusters - soon they’ll be organized into proper asteroid belts and rings. This is part of a bigger plan to add structure to space using the Star Map (we’re now calling it the Colonization Map).

Multi-Character Emotes - These can be triggered from the debug screen (not available to players). We’ll use them in trailers and cutscenes. For example: two characters shake hands in a synchronized animation. Animators are also working on the facial rig now - for emotions and lip sync in cinematics.


Hand Drill Animations - I've always wanted the hand drill to feel heavy and dynamic. When you push it into rocks, it should bounce and fight back. We realized we need three clear states:
    Idle (just holding it)Drill on, no contact (drilling into air)Drill on, in contact (drilling into rock, bounces, etc.)
This should feel instantly gratifying - like hitting something with a crowbar in Half-Life. That same feedback loop. We’ll apply this to the grinder and probably the welder too.

Acceleration-Based Camera - Shake When piloting a grid or jetpack-boosting, the camera shakes slightly during acceleration and deceleration. It gives you that visceral sense of momentum - like engines pushing. It only triggers during velocity changes, not while cruising. We tuned it down a lot to avoid being annoying, but I think we still need to reduce it by 40%. I expect some veterans will hate it - so maybe we’ll add an option to turn it off.

Space Engineers 2 Grass Tests

Story and Sandbox Merge - We’ve decided to merge Campaign into Sandbox. Originally they were separate: Sandbox was colonization only, no story, no main characters - just systems and generic NPCs.

But now we realize that having story outside of Sandbox would be a waste. It complicates production and splits our focus. So: no separate Campaign mode anymore. We’re putting the story into Sandbox.

Space Engineers 2 Rocks Scattering

    So how will story work inside Sandbox? (SPOILERS!)

      It starts with a cutscene: who you are, what the Bering Project is, what Almagest is, who your brother isFTUE begins - you repair your ship, build a small spaceship, and reach the Orbital StationFrom there, you take contracts and missions that progress colonization of AlmagestSome missions push the story forward (not just colonization meta)Cutscenes play at the beginning or end of key missions - but they will avoid anything that the player could have influenced (e.g., ship builds, destroyed stuff, character skins), because the cutscenes are pre-renderedThere will be datapads and hidden locations to reveal more of the world and its mysteries
    I'm really looking forward to telling the story of Almagest. It’s deep, has a big twist, and is quite personal - shaped by how I see the world.

    Space Engineers 2 Grass Biome Tests

    Complete Roadmap, Player Experience: Besides that, I’m looking forward to getting a full day just to dig deep into our "Complete Roadmap" - to lock in everything that needs to be in the final version of SE2, the version that leaves Early Access. The goal is to deliver a complete and well-balanced experience - and then keep expanding through updates, like always.

    I'm also working on the Player Experience document - it’s a short doc (just a few pages), but it outlines how players should experience SE2, from the very first moment all the way to 50+ hours of gameplay.

    ===
    Let me know what you think about any of this. 
    I read all your comments - it’s one of the best parts of my life.
    ===





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