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大坑URW未来的更新目标......

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发表于 2013-3-6 01:03 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 gigaslave 于 2013-3-6 11:04 编辑

官网说3.16开始要免费了,完整版的免费,不知道我理解有没有问题嗯=.=

好吧,我被骗了,光顾着看新内容了,原来粗体才是已经实现的内容呢....


--------------------------本来想设为回复可见的分割线--------------------------------------------
以下
搬运自URW官网http://www.jmp.fi/~smaarane/urw_development.html
更新原文,更细节的东西自己看吧...
Version 3.16 (beta) was released 21-Feb-2013 and working with new development goals starts after  an usual bugfixing and brainstorming period.

Some color codes are used to indicate the work in process:


  • future goal
  • bigger task in process / partially featured
    a section of the game being developed step-by-step among all the other things
  • work in process to be featured in the next release
    only the entries being actually coded at the moment are highlighted - any of the future                goals can end up on this list without warning.
  • done and already featured (in current version 3.16 beta)
    where necessary, a few recently accomplished goals may be listed to               give a bigger picture of the progress on certain field of development
Family life
  • Ability to woo NPCs and get married
  • Ability to have children
  • Ability continue playing as one of your own offsprings after you've perished
  • Being able to inherit some property (house, tools etc.) and family skills of your late character when playing as one of your own offsprings
Terrain
  • Trees:
    • Trees of all age and size
    • Trees growing over time
  • Ability to wade through shallow water
  • Narrow and shallow river sections, allowing one to wade across such a section
  • Paths and trails forming from repetitive walking on same tiles (also by animals)
  • Tracks for the player character
  • More beautiful and realistic modeling of ice:
    • Gradual freezing of the lakes
    • Varying thickness of ice
    • A thin ice being able to break under load
  • More beautiful and realistic modeling of snow:
    • Varying forms of snow
    • More gradual snowfall
    • Amount of snow varying regionally
    • The amount and the form of snow having more impact on physical activities the character,                     NPCs and animals can do
    • Ability (and sometimes a need) to remove snow (by shoveling)
The weatherA much more detailed, realistic and beautiful weather generation is slowly underway. Ultimately the weather will have much more impact on the whole game world.
  • Thunder and lightning
  • Storms; trees felling down, crops getting hurt etc.
  • Growing plants reacting to the weather and flourishing accordingly
Health and injuries
  • Herbal treatment of wounds
  • Improved effects of limb injuries
  • Several treatments for a single injury
  • Improving importance of taking a sauna bath
  • New types of injuries/ailments; abrasions, twisted knees, sprained ankles, muscle pain etc.
Movement and transport
  • Easier [m]oving of items
    • Items are tagged for moving and your character hauls them along until cancelled
  • Winter transport:
    • pulkka - a small toboggan/sled (being pulled by a skier or a draught animal)
    • Sleigh (being pulled by a horse)
  • Summer transport:
    • Barrows
    • Cart (pulled by a horse)
    • Rowing boat
    • Ability to float timber
NPCsThe ultimate goal of non-player character behaviour is to have them live a meaningful daily life in rich  and interesting way - and to feature a possibility for the player character to participate after being accepted as a village/community/family member. This includes NPCs eventually being able to do all the actions that a player character  can do in the game world - and that's quite a bunch of activities to fit in the artificial NPC brains. A list of some short-term goals for NPCs  are:
  • NPCs having seasonal rituals, feasts and life-cycle rites
    • Birth
    • Marriage
    • Death and burial
    • Hunting rituals
    • Spring and summertime feasts
    • The end of crop year
    • etc. (there is a special occasion for nearly every month)
  • NPCs doing all the ordinary work in a meaningful fashion; building, crafting, gathering berries and mushrooms, growing crops, hunting, fishing, taking care of livestock etc.
  • More options to command your party members; hunting, fishing, building, crafting and combat related ones
  • Possibility to help NPCs in their daily communal work
  • Possibility to gain reputation among NPCs based on your actions
  • Detailed injury system for NPCs - all the injuries being tracked and generated in same detail as for player character
Trading
  • Items/materials having different value for different cultures; based on the item/material availability and commonness at certain cultural region
  • NPCs valuing items individually; based on their personal inventory and possessions
  • Ability to ask a craftsman to make you a certain item; to be paid and obtained after it's ready
  • Seasonal markets being arranged by villagers; foreign traders and peddlers coming to sell various goods
Skills
  • STEALTH-skill
  • Ability to improve your skills by learning from NPCs
  • HERBLORE-skill; to recognize individual plants and their properties
    • HERBLORE is linked to character's culture; some plants will be familiar to you, some will be unkown
    • Unknown plants named in roguelike-fashion, eg. "beautiful berries" or "odd mushroom"
  • Special consequences from failed attempts to use certain skills; e.g. hitting your knee with an axe when felling a tree etc.
Items and crafting
  • Moisture content for items; wet firewood and clothes to dry after rain
  • Shafts of spears, axes and the like being able to break and needing to be shafted again once in a while
  • Ability to sharpen edged weapons and tools
  • Quality tags for all the items
  • Item naming overhaul; wider range and new set of quality and description tags
  • Item quality assessment based on not only crafting success but mastery level as well; novice craftsmen rarely produce top quality items and highly skilled craftsmen can trust their skills won't fail all too easily
  • Item quality having more impact on its properties; e.g. fine furs providing more warmth than low quality ones
  • Ability to continue crafting after cancelling the process; thus making the selection of your working hours and periods completely free
  • Raw material quality having more impact on the finished item
    • Raw material quality affects to quality of finished item
    • Tool usefulness affects to quality of crafted item - the more unhandy the tool, the less perfect the resulting item
  • Tool quality having more impact on the finished item - can't craft the finest items with poor quality tools.
  • Musical instruments
Buildings and constructions
  • The quality and type of the timber used having more impact on the finished building/construction
  • Poorly constructed buildings being less warm, having leaking roofs etc.
  • Buildings and constructions deteriorating over long period of time
  • Ability (and a need) to fix and repair buildings
  • Ability to continue building after cancelling the process; thus making the selection of your working hours and periods completely free
  • More building types; e.g. earth lodge
Forging
  • Collecting, preparation and smelting of iron ore to be featured as it was practiced
  • Introduction of blacksmith skills for the player character
  • Blacksmith NPCs
Animals
  • Cubs, young ones and baby animals
  • Animal dens and nests
  • Animals leaving droppings and other marks of their activity at the area
  • Wild animals reacting to each others: predator-prey relationships
  • Predators actively search, hunt, kill and eat their prey - possibly also from your livestock
  • Species specific diets and related AI for all the animals
  • Birds laying eggs
  • Mating seasons for all the animals; animals gathering up at their mating territories, being more aggressive and more courageous
  • Seals
  • More birds
Livestock and domestic animals
  • Dogs alert their owners if they spot intruders/predators
  • Sheep shearing
  • Horses:
    • Ability to ride a horse
    • Ability to use horses in farming, forest work and for hauling freight
  • Ability (and a need) to feed animals, including grazing
  • Breeding
  • Chickens
ModdingIntroducing large scale modability requires lots of work, but nevertheless the goals listed below will be completed step by step. For the already completed and released sections the modding options are  going to be perfected even further.
  • Moddable starting skill levels and base attributes
  • Moddable animals and NPCs (+ add completely new ones)
  • Moddable items (+ add completely new ones)
  • Moddable plants (+ add completely new ones)
  • Moddable cookery recipes (+ add completely new ones)
  • Moddable crafting
  • Moddable building
  • Moddable in-game messages
    • Combat messages
  • Moddable sounds (+ add completely new ones)
  • Easier modding of graphics
GraphicsThe game is going to stay 2D tile based game, but that doesn't exclude some sweet graphical improvements.
  • Resolution increase (1024*768 ?)
  • Freely scalable window
  • Tile graphics overhaul; bigger and better
  • Character/NPC/animal tiles for all the facing directions
  • Lighting changing based on the weather, season and and time of day
Interface
  • Selecting multiple items in variety of item selection dialogs
  • Map maintenancing to keep savegames in reasonable size

etc. etc. etc. (Hundreds of minor additions are left unlisted - and some major ones are pending to be listed)
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