本帖最后由 starerror 于 2013-12-22 13:59 编辑
Starbound's future features outlined: includes space combat and story missions Given that Starbound has both a grappling hook and the ability to create a cutesy rendition of the Morrowind theme, you'd be forgiven for thinking that it's already finished. But no, those are just the most important features of a long and winding development road. In a new post on the game's official site, designer Finn "Tiy" Brice has outlined some of the features planned in future updates. "We have a lot more than this in store," writes Tiy, "but Xealaz over at reddit compiled such a nice list of the stuff we HAVE discussed that I wanted to share it with you. As always, things are not set in stone." The list includes everything from fixes and balance tweaks, including a smoother difficulty curve and rebindable controls, to long-term planned features, like space combat and planetary modifications. You can see the full thing below: - "NPC Spawners & Building Logic: NPCs will scan the structures you build around them and the contents of chests; they will have improved inventories/behaviors depending on how valuable their surroundings are.
- "Macro Terrain Changes: Affect an entire planet’s terrain and weather
- "More Planet Scanner Data: See details in the planet scanner like planet occupants/dungeons
- "Underground: More secrets will spawn below the surface
- "Space Combat: Way in the future, expect space combat and the ability to board other ships.
- "Spaceship Dungeons: Very large, size of a planet.
- "Biome Hazards: Sandstorms, icestorms, meteor showers, toxic planets, airless planets.
- "Ore & Difficulty: Higher difficulty planets will have improved ore distribution
- "Story Missions: Eventually each tier will end with a story mission that ends with the bosses you see now.
- "Ship Navigator Changes: Still not set in stone; but the new idea is to give a local map with fog of war. Instead of sector buttons you have to fly out of a sector and into the next one by uncovering more of the star map. The final sector would be infinite.
- "Smoother Difficulty Curve: Better indication of the difficulty of an area. Difficulty will change within tiers as well as between tiers. There will be fractional difficulty (for example, Difficulty 1.12 in tier 1 would be easier than Difficulty 1.52, while still in T1)
- "Monster Generation: Right now, monster parts just have stat boosts, but eventually rolled monster parts will affect their behavior and abilities. For example, monsters with spider legs can climb walls; fiery monsters inflict burning. You might get a burning spider dropping on you from the ceiling. Projectiles may be tied to specifically generated heads. Biome may influence monster part generation.
- "Mini-Map: Rotating circular map showing highlights only such as the location of friendly players, spawn points–but no major details. For the details you’d use a mapping item to create a map as you travel.
- "Teleporters: Stargates between planets and eventually between servers.
- "Dramatic Planet Modification: Not going to be implemented any time soon. Ability for players to modify huge chunks of planets through things like orbital bombardment; removing the entire first layer of a planet and leave behind a lifeless surface.
- "Tech Priority: Eventually all techs can be active at once, but a categorization system is in the works to assign priority to conflicting techs, preventing issues. A hotkey to switch the active tech will be added as a temporary workaround until the priority system is completed.
- "Server Commands: More server commands and control for chat and port listening.
- "Villager AI: Villagers will aggro when you steal from them and follow you more aggressively.
- "World Storage: Improve world storage and organize *.pak files to improve modding. Add launcher integration.
- "Spawn Points: Change spawn points on individual planets.
- "Controls: Reconfigure controls; keybinding.
- "Ship Size: Upgrade ship/increase size.
- "Racial Armor: Racial abilities will not be inherent but will be tied to racial armor. For example, Avian armor can glide downward.
- "Capture Pods & Mercenaries: May be able to capture NPCs with pods. Summon NPC Mercenaries by using the pod as a beacon.
- "Reduced Wipes: Working on a system to patch without requiring as many character wipes in the future. This will require one more wipe and that’s it.
- "Other Changes: Colorblind Mode & Engine Optimization. FTL animation being revamped to reduce memory strain."
附上谷歌机翻:
Starbound的未来功能概述:包括太空作战和剧情任务
鉴于Starbound既有抓钩,并创建一个能力的晨风主题娇媚演绎,你会误以为它已经完成了。但是,没有,那些都是一个漫长而曲折的发展道路只是最重要的特点。在对一个新的职位游戏的官方网站上,设计师芬兰 人“TIY”布莱斯已经概述了一些计划在未来的更新的东西。 “我们有很多比这个更在商店,” 写TIY,“但Xealaz对在reddit的编制,我们已经讨论了,我想与大家分享。一如往常的东西这么好看的列表,事情不是一成不变的“。 这份名单包括了从修复和平衡调整,包括更顺畅的难度曲线和rebindable控制,长期规划功能,如太空作战和行星的修改。你可以看到下面的全部东西: - “ npc产卵与建筑逻辑:NPC会扫描你建立他们和胸部的内容周围的结构,这取决于他们的环境是多么宝贵,他们将得到改善库存/行为。
- “ 宏观地形的变化:影响整个地球的地形和天气
- “ 更多的星球扫描数据:见地球仪一样的星球居住者/地牢细节
- “ 地铁:更多秘密将产生在地表以下
- “ 太空作战:路在未来,期待太空战斗,并登上其他船只的能力。
- “ 飞船魔域:非常大的,大小的行星。
- “ 生物群落危害:沙尘暴,icestorms,流星雨,行星无毒,无气行星。
- “ 矿石和难度:难度较高的行星将有所改善矿石分布
- “ 剧情任务:最终,每一层将结束与您现在看到的老板结尾的故事任务。
- “ 船舶导航的变化:仍然在石头上没有设置,但新的想法是相反的,你必须飞出界,进入下一个被揭露更多星图的部门按钮,让有战争迷雾的本地地图。 ,最终行业将是无限的。
- “ 平滑难度曲线:。一个区域难度难度更好的指示将在层次以及各层之间变化会有难度分数(例如,难度在1.12第1级会比困难1.52更容易,同时仍然在T1 )
- “ 怪物生成:。现在,怪物部位只是有统计助力,但最终推出的怪物部位会影响他们的行为和能力,例如,怪物与蜘蛛腿可以爬上墙壁,火红的怪物会制造燃烧你可能会得到一个燃烧的蜘蛛在下降您在天花板上。弹可连接到专门生成的头。生物群落可能会影响怪物的一部分生成。
- “ 迷你地图:旋转圆形图显示仅亮点,如友好的球员 的位置,刷新点,但是没有大的细节对于细节,你会使用一个映射项为您的旅行创建地图。
- “ 传送器:行星和最终服务器之间的星门。
- “ 戏剧性的星球修改:不会很快实现任何时间能力的玩家通过事情,比如轨道轰炸修改行星大块,取出一颗行星的整个第一层,留下一个没有生命的表面。
- “ 科技优先级:最终,所有的技术人员可以活跃在一次,但一个分类系统是在作品中分配优先级冲突的技术人员,防止问题的热键来切换活动技术将作为一个临时的解决方法,直到优先系统。完成。
- “ 服务器命令:更多服务器的命令和控制聊天和端口监听。
- “ 村民AI:当你从他们偷村民会主动攻击,并按照你更积极。
- “ 世界储存:。改善全球存储和整理* PAK文件,以提高改装添加发射器集成。
- “ 重生点:个人行星变化的刷新点。
- “ 控制:重新配置的控 制;键绑定。
- “ 船舶大小:船舶升级/增加大小。
- “ 种族护甲:。种族技能也不会固有的,但将依赖于种族装甲例如,禽流装甲可以向下滑行。
- “ 捕捉豆荚和雇佣兵:可能是能够捕捉到的NPC与豆荚召唤NPC雇佣兵使用吊舱的一盏明灯。
- “ 降低湿巾:工作的系统上,而不需要尽可能多的字符来修补抹在未来这将需要多一个擦,就是这样。
- “ 其他变更:。色盲模式与引擎优化的FTL动画正在改进,以减少内存的压力。“
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