美服《星际公民》团队追踪的两个问题飞行模式和输入控件

2014-06-18 1369

《星际公民》:竞技场指挥官已经期待了几个星期,开发团队一直热切地跟踪用户评论和批评。团队追踪两个最常见的问题是飞行模型和输入控件。在一个特殊的“主席”博客里,Chris Roberts需要时间讨论团队设计决策,包括他们如何影响舞台指挥官,并发布大型游戏。

大多数空间游戏极大地简化模拟,通常作为一个大气飞行模型没有重力和空气阻力,预定的倾斜,滚转和偏航率,线性加速度并限制最高时速。当您想要改变时,操纵杆或鼠标输入是直接映射到指定的转弯率与船舶的惯性矩无关。损伤通常是处理乘数变率和线性加速度。

《星际公民》并不这样做。我们的模型需要用在一个实际的飞船上,包括正确的应用程序,推进器附着于船体——在我们的模型中惯性矩、质量变化和计数器推力是非常必要的。《星际公民》物理模拟的太空飞行是基于太空中会发生什么。专业玩家网游戏工作室联盟,全面开展游戏工作室论坛项目,方便游戏工作室交流。

原文

Star Citizen: Arena Commander has been out for a couple of weeks and the development team has been avidly keeping track of user comments and criticisms. Two of the most common issues tracked by the team are the flight model and the input controls. In a special "From the Chairman" blog, Chris Roberts takes time to discuss the design decisions made by the team, including how they affect Arena Commander and the larger game at release.

Most space games (including my past ones) greatly simplify the simulation, usually as an atmospheric flight model without gravity and air resistance – ships have predefined pitch, roll and yaw rates, linear acceleration (that is applied to a simplified point mass) and a capped top speed. When you want to turn, the joystick or mouse input is mapped directly to the specified turn rate irrelevant of the ship’s moment of inertia. Damage is usually handled as a multiplier on the turn rates and linear acceleration.

Star Citizen doesn’t do that. We model what would be needed on an actual spaceship, including correct application of thrust at the places where the thrusters are attached to the hull of the ship – in our model moment of inertia, mass changes and counter thrust are VERY necessary. Star Citizen’s physical simulation of spaceflight is based on what would actually happen in space.

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