Kobayashimarucommander fromfordeveloper v0.2.0 - NDark/KobayashiMaruCommanderOS GitHub Wiki

開發日誌

KobayashiMaruCommander 小林丸指揮官 v0.2.0 開發者的話

  1. v0.2最大的變動是增加了GUI。這也是最困難的地方。
    我把單位上的部件做在xml參數檔內。當然其中的部件參數值都是參數制定。
    程式會自動分析,然後做出單位上的GUI元件。
    同時單位上的部件還會同時衍生出單位場景中的實體(其實也不能說是實體,因為目前還沒有那些部件的圖案)部件。
    這樣的終極目標是我可以將單位上掛載的各種部件參數化。達到未來單位在擴增時的套件,減少硬寫的部份。
  2. v0.2第二個變動是護盾與武器在單位上的特性,要打死敵人必須先將阻絕的護盾打掉,然後護盾會重生,所以如果沒有擊沉敵人,很有可能要打兩次護盾。而且打擊護盾與打擊單位本身的特效是不相同的。同時武器也有攻擊範圍,讓玩家學著旋轉將填充好的武器對準敵人。
  3. v0.2第三個變動是敵人AI增加了攻擊行為。比起v0.1的撞擊路線,稍微增加了互動性。我特地將敵人的旋轉速度降低,然後敵人後方護盾拿掉,希望有玩家會發現繞背的技巧。
  4. v0.2第四個變動是武器系統增加光雷,相較於光炮,光雷目前設定是不會追蹤,也就是敵人若平行於發射路線移動,就有可能會沒有擊中。相較於光炮是高命中低傷害,光雷就設定為高傷害低命中。再搭配武器有填充(冷卻)時間,讓玩家使用兩種武器作搭配。

Kobayashi Maru Commander 小林丸指揮官 v0.2.0 from/for Developers

  1. The most significant and difficult modification in v0.2 is GUI.
    I write the component of unit and its parameters in XML files.
    The system will automatically parse the files and create the GUI component.
    At the same time, the component in 3D scene will also be created in the same way.
    The ultimate destination is parametrization all components equipped by the unit, and increasing the extensive-ability of the game.
  2. The send modification is the shields, weapons, and its fire effect on shields and hulls of units.
    The damaging shield will regenerate itself, therefore, if we didn’t destroy the unit, the shield will come back online.
    The feature of range of weapon is implemented, that is, players must learn how to face available weapon to enemy.
  3. The 3rd modification is AI behavior, more interactive than v0.1.
    I reduce the angular speed of enemy unit, and remove its rear shield, hope players will find out the skill of back stab.
  4. The 4th modification is photon torpedo, comparing with phasers, it is high damage and miss rate, because it can not track target now. That is it may miss when target is moving.
    The reload of weapons is implemented.
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