復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2022.12.16 - 開(kāi)發(fā)日志 - 小更新+單位預(yù)覽
大家好,由于現(xiàn)實(shí)生活中的先例,開(kāi)發(fā)有點(diǎn)緩慢,但我確實(shí)設(shè)法創(chuàng)造了一些新資產(chǎn)。
首先,我們有 2 輛 NWO 派系的車(chē)輛,正如投票所決定的那樣。我確實(shí)希望及時(shí)完成更多工作,但他們的設(shè)計(jì)性質(zhì)使他們比其他兩個(gè)派系更難拼湊起來(lái)。

首先,我們有這種重型支援車(chē)輛,我暫時(shí)將其稱為終結(jié)者。這輛車(chē)將是多功能的,使用定制系統(tǒng),它的主要武器可以用其他武器替換,但需要付費(fèi)(類似于戰(zhàn)爭(zhēng)黎明的車(chē)輛,但只要你有錢(qián),它們就可以無(wú)限期地來(lái)回更換,而不是一次性升級(jí))。升級(jí)包括上面描述的通用加特林機(jī)槍版本,以及可以檢測(cè)隱形敵人并可以禁用目標(biāo)敵方機(jī)械單位和車(chē)輛的掃描儀版本,以及帶有多 SAM 發(fā)射器的防空版本。
另請(qǐng)注意,無(wú)論您裝備何種升級(jí),這些車(chē)輛都將始終配備 2 門(mén)前置加農(nóng)炮。

不幸的是,我現(xiàn)在不能真正展示轉(zhuǎn)換/升級(jí)過(guò)程,因?yàn)橐婺壳安恢С炙⑵涮砑拥叫枰M(jìn)行的所有小引擎編碼更改的清單中。
接下來(lái)我們有一個(gè)更簡(jiǎn)單的單元。輕型坦克將構(gòu)成 NWO 坦克部隊(duì)的骨干,裝甲輕但速度快,并在擺動(dòng)炮塔上配備鏈炮。它經(jīng)不起較重的裝甲,但可以作為一種很好的反步兵、反輕型車(chē)輛和飛機(jī),以及偵察。

不幸的是,這就是我能夠完成的所有 NWO 車(chē)輛。我確實(shí)想要一些機(jī)甲單位——我有一個(gè)輕型反坦克機(jī)甲的計(jì)劃,它足夠小,可以充當(dāng)重型步兵(它甚至可以傾向于減少傷害),以及一個(gè)火炮機(jī)甲。但目前有一個(gè)問(wèn)題,該引擎不支持我需要的一項(xiàng)關(guān)鍵圖形更改,以使機(jī)甲看起來(lái)正確。雖然它可以支持車(chē)輛和炮塔的運(yùn)行/行走動(dòng)畫(huà),但不支持在移動(dòng)(或移動(dòng)和開(kāi)火)時(shí)使炮塔上下擺動(dòng)。所以當(dāng)我最終開(kāi)始添加一些機(jī)械單位時(shí),它們看起來(lái)會(huì)有點(diǎn)奇怪,至少在我得到“擺動(dòng)”功能之前是這樣。
哦,我想我確實(shí)讓這個(gè)步兵工作了。向輕機(jī)槍手問(wèn)好。

當(dāng)然,這不是這次更新的全部;我已經(jīng)決定,由于內(nèi)容創(chuàng)建比我想要的要慢,我將做一些意識(shí)流單元?jiǎng)?chuàng)建,我只做一些看起來(lái)很酷或有趣的東西,而不用花太多心思平衡或他們適合單位花名冊(cè)的地方。所以這里還有一些帝國(guó)單位:





現(xiàn)在,我假設(shè)你們中的一些人——尤其是經(jīng)驗(yàn)豐富的 RTS 玩家——可能認(rèn)為創(chuàng)建隨機(jī)單位是浪費(fèi)時(shí)間,這些單位不是真正平衡的,沒(méi)有考慮太多,并且可能不會(huì)進(jìn)入最終游戲,以及為什么我似乎在浪費(fèi)時(shí)間這樣做。
好吧,這些“意識(shí)流”單位有一個(gè)特定的功能,因?yàn)樗鼈儾粫?huì)出現(xiàn)在典型的派系單位名冊(cè)中。相反,這些單位將作為一種額外的“混合”技術(shù)單位,你可以通過(guò)占領(lǐng)敵方生產(chǎn)設(shè)施來(lái)建造。與其他游戲(尤其是命令與征服游戲)不同,在其他游戲中,您可以占領(lǐng)幾乎所有敵方建筑并生成您通常無(wú)法訪問(wèn)的敵方單位類型,DORF 的工作方式略有不同。您不僅可以生產(chǎn)與敵對(duì)派系完全相同類型的單位,還可以使用結(jié)合了雙方技術(shù)和戰(zhàn)術(shù)的獨(dú)特“混合”單位。在上述單位的情況下,這些是帝國(guó)玩家占領(lǐng)屬于 Warband 派系的戰(zhàn)爭(zhēng)工廠時(shí)發(fā)生的情況,代表這些車(chē)輛如何明顯具有帝國(guó)車(chē)輛的鉚接裝甲外觀,但是由民用車(chē)輛和隨機(jī)垃圾構(gòu)成的。因此,拖拉機(jī)變成了帶有固定大炮和大量炮塔水泡的重型裝甲坦克,半卡車(chē)變成了帶有多個(gè)炮塔和火焰噴射器的戰(zhàn)車(chē),帝國(guó)將采用戰(zhàn)團(tuán)風(fēng)格的戰(zhàn)術(shù),例如輕型攻擊吉普車(chē)和摩托車(chē)之類的車(chē)輛或使用隱形步兵,這是他們名單中通常沒(méi)有的東西。
我還沒(méi)有為其創(chuàng)建資產(chǎn)的其他示例可能是相反的情況——一個(gè) Warband 玩家占領(lǐng)帝國(guó)生產(chǎn)結(jié)構(gòu)——并且能夠構(gòu)建他們單位的混合版本。也許有點(diǎn)像帝國(guó)重型坦克,但它的炮塔被砍掉了,取而代之的是一個(gè)容納步兵的大型掩體,它的主炮被一個(gè)重型火焰噴射器所取代,或者是一個(gè)特斯拉裝置從它的普通坦克車(chē)體上拆下來(lái)并放在一個(gè)增壓拖拉機(jī)上,給它一個(gè)普通戰(zhàn)團(tuán)單位的速度,但具有該派系通常無(wú)法使用的特斯拉武器的優(yōu)勢(shì)。
有了這些混合單位作為一個(gè)概念,我可以給 DORF 大量的單位,而不必太擔(dān)心搞砸平衡,因?yàn)樵S多單位將被關(guān)閉,直到你占領(lǐng)敵方設(shè)施,這當(dāng)然很難實(shí)現(xiàn)。
目前為止就這樣了; 再次,為看似緩慢的過(guò)程道歉,但請(qǐng)記住,這仍然是 Tovl 和我的兼職工作。希望如果這個(gè) Patreon 頁(yè)面起飛,我將能夠全職投入 DORF。

原文內(nèi)容
Hello all
Development has been kind of slow due to real life issues taking precedent, but I did manage to create some new assets.
First off, we have 2 vehicles for the NWO faction, as was voted on. I did hope to get more done in time, but the nature of their design makes them a bit more difficult to cobble together than those of the other 2 factions.
First off, we have this heavy support vehicle, which I am dubbing the Terminator for now. This vehicle will be multi-role, using a customization system where its main weapons can be replaced with other weapons for a cost (similar to Dawn of War's vehicles, though they can be replaced back and forth indefinitely as long as you have the money, instead of being a single-time upgrade). Upgrades include the general-purpose gatling gun version depicted above, as well as a scanner version that can detect stealth enemies and can disable targeted enemy mechanical units and vehicles, and an anti-aircraft version with multi-SAM launchers.
Also note that these vehicles will always come equipped with 2 frontal mounted cannons, regardless of what upgrades you equip.
Unfortunately I can't really show the transformation/upgrade process now, since the engine currently doesn't support it. Add that to the bucket list of all the little engine coding changes that need to be made.
Next we have a more simple unit. The Light Tank will form the backbone of NWO tank forces, being lightly armored but fast, and equipped with a chaingun on an oscillating turret. It won't stand up to heavier armor, but makes for a good anti-infantry, anti-light vehicle and and air-craft, as well as for recon.
Unfortunately that's all the NWO vehicles I've been able to finish. I do want to get some mecha units in - I have plans for a light anti-tank mech that is small enough to function as sort of a heavy infantry (it can even go prone to reduce damage), as well as an artillery mech. One issue though is currently, the engine doesn't support a key graphical change I'd need for mechs to look correct. While it can support running/walking animations for vehicles, and for turrets, there's no support for making the turret bob up and down when moving (or moving and firing for that matter). So when I do eventually get to adding some mech units, they will look a bit strange, at least until I get that "bobbing" feature in.
Oh, I suppose I did get this infantry guy working. Say hello to the Light Machinegunner.
Of course this isn't all for this update; I've decided that, since content creation is slower than I'd like, I'm going to be doing a bit of stream-of-consciousness unit creation, where I just make stuff that looks cool or interesting without putting much thought into balance or where they fit on the unit roster. So here's a few more Empire units:
Now, I assume some of you - especially veteran RTS players - may be thinking it's a waste of time to create random units that aren't really balanced, aren't thought about too much, and might not make it into the final game, and why I'm seemingly wasting time doing this.
Well, there is a specific function to these "stream of consciousness" units, in that they won't figure into the typical faction unit rosters. Instead these units will feature as sort of bonus "hybrid" tech units you can build by capturing enemy production facilities. Unlike in other games - particular the Command & Conquer games - where you are allowed to capture almost any enemy building and produce the enemy unit types that you normally don't have access to, DORF will work a little bit differently. Instead of simply being able to produce the exact same types of units as the enemy factions, you will instead get access to unique "hybrid" units that combine the technologies and tactics of both sides. In the case of the above units, these are what happens when an Empire player captures a war factory belonging to the Warband faction, as represented how these vehicles clearly have the riveted armored look of Imperial vehicles, but constructed out of civilian vehicles and random junk. So a tractor becomes a heavy armored tank with a fixed cannon and a ton of turret blisters, a semi truck becomes a battle bus with multiple gun turrets and a flamethrower, and the Empire will utilize tactics in the style of Warband, such as light attack vehicles like jeeps and motorbikes or using stealth infantry, something they typically don't have in their roster.
Other examples of this that I haven't yet created assets for might be an inverse situation - a Warband player capturing Imperial production structures - and being able to build hybridized versions of their units. Perhaps something like an Imperial Heavy tank, but with its turret lopped off and replaced with a large bunker for holding infantry and its main cannon replaced with a heavy flamethrower, or a Tesla device removed from its normal tank hull and placed onto a supercharged tractor, giving it the speed of a normal Warband unit but with the advantage of the Tesla weapon that that faction normally does not have access to.
With these hybrid units as a concept, I can give DORF a ton of units, without worrying too much about screwing up the balance since many will be gated off until you capture enemy facilities, which of course will be very tricky to pull off.
That's all for now; again, apologies for the seeming slow process, but keep in mind this is still very much a part-time endeavor for Tovl and I. Hopefully if this Patreon page takes off, I'll be able to dedicate myself fulltime to DORF.