Stationeers планетоход как сделать

Обновлено: 18.05.2024

10 ноя. 2017 в 7:16

I'm trying to understand how the world of Stationeers will work. I understand the game has a few "locations" where you play - the mothership, asteroids, planetary bases.

How are these locations connected? Is it all a seamless world where you can go from eg. your mothership to a planetary surface using a shuttle, like KSP? Or are these separate scenes/maps with a loading screen inbetween?

Finally, what are the planets like? How big are they, and are they actually round, floating in space (like KSP and Space Engineers' plantets)? Or rather "flat", cubic maps like Minecraft?

10 ноя. 2017 в 11:14

The locations will be either "Space" (asteroids, abandoned space stations, etc.) or "Planetoid". Planetiod is "flat" voxel map, made of chunks. They are not round. You will "teleport" between them on your mothership. However the locations itself are pretty big and you can roam or fly on your mothership inside them freely.

At least this is how things are at the moment, this can be changed in future. Maybe planets will be round and some other changes. But I'm pretty shure that you will be "teleporting" betweem locations anyway.

As noted above the basic two types of area we are working on are “space” and “planets”. Our current plan has been that these are instances. You would load between these instances.

Our most important focuses are the game loop, stability, and performance in MP. This means we have made many concessions and still have some more.

By breaking the into instances we can ensure parts of the world don’t affect other parts. When you are not in a sector it is saved to disc and only loaded when you teleport back to it.

10 ноя. 2017 в 13:06

Thanks for the answer! I like how you're focused on the game loop instead of technicalities of features, I'm sure it will be very much to the game's benefit.

May I ask how you handle physics and flight model? For example, is spaceflight newtonian (inertia-based, no friction, no speed limit) or more aircraft-style (speed limit, movement vector points in view direction) or a mix of the two? Does the flight model consider center of thrust and center of gravity?

Thanks for the answer! I like how you're focused on the game loop instead of technicalities of features, I'm sure it will be very much to the game's benefit.

It is so, so tempting to deviate away from the core game loops. And sometimes you have to break the game substantially for a while to better support a core game loop. Motherships would be a good example. A few months ago, while playing Barotrauma actually, i realised Stationeers had a big problem. Why are you building your station?. No we were going to use Shuttles to solve that issue. but that meant we had to come up with custom content and systems for the shuttle, and each part of them. That's a lot of double work - which not only means time making it but also time managing the bugs.

We realized the game loop needed the "why am I building" and the best answer was "because we're doing adventures". That means you need something to travel in. You also need something to travel in that kinda breaks sometimes, that also can be upgraded. To reduce workload, we decided that the station and the travelling thing should share behaviors, art assets, etc. and the concept of mothership was born. But it also caused three month delay in the project! And meant the game was almost entirely broken for those three months.

But there are just so many building and space games out there, we wanted to focus on a game loop around systems. Without the game loop, this game will suck no matter how good we make it look or play.

May I ask how you handle physics and flight model? For example, is spaceflight newtonian (inertia-based, no friction, no speed limit) or more aircraft-style (speed limit, movement vector points in view direction) or a mix of the two? Does the flight model consider center of thrust and center of gravity?

Physics is newtonian. The mothership is moved by combusting gases in an engine. The engine currently takes the entire energy released during combustion and applies it in the direction of the engine to the center of mass of the mothership. So the thrust applies depending on the quality of the gas mix, and the pressure setting you have for that engine.

Center of gravity and mass for the mothership is based on the objects that you place on the mothership. Each structure has it's own mass, and the center of gravity changes with each new structure. Currently we believe we will apply the thrust changes to the center of gravity, rather than the "realistic" at the engine point - because it might simply be too difficult to micromanage engine placement. It is possible we will make this togglable as an option but I can't promise that yet.

Stationeers планетоход как сделать

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