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Kobayashimarucommander fromfordeveloper v0.3.0

NDark edited this page Feb 14, 2013 · 1 revision

開發日誌

Kobayashi Maru Commander 小林丸指揮官 v0.3.0 開發者的話

  1. 0.3版增加了牽引光束功能,開發中比較大的抉擇是牽引光束到底算是一種武器還是武器之外的另一種功能。目前是把他視為一種武器,它有填充的功能,像武器一樣發動,有發射的特效,會作用在單位上。
  2. 0.3版增加了選擇關卡的功能,因此戰鬥的場景獨立出來,戰鬥場景中的事件(勝利失敗條件,勝利目標顯示事件,敵人產生事件)也全部都模組化,透過參數檔來設定。因此開發中不再對不同的關卡製作不同的場景(Scene)。
  3. 承上,戰鬥結束統一回到選關,減少分支的製作。
  4. 0.3版第三個大變動是提供了純滑鼠的控制介面,我不認為目前是最終樣貌,但是至少比原本純鍵盤加滑鼠的控制方式稍為彈性了點,同時我還是保留原本純鍵盤的操控方式。
  5. 承上由於必須符合網頁版的標準,必須完全把滑鼠右鍵這個介面拿掉,著時思考了一番。
  6. 0.3版發布時面臨網頁版無法存取獨立檔案的問題,花了一點時間解決,最後把參數檔包到Unity的資源內才解決。
    但是這樣的方式就沒辦法將參數開放給玩家修改。
    也許未來會針對不同的發布方式切換不同的參數檔介面,來達到玩家可以撰寫自己關卡的可能性。
  7. 承上,未來會針對資源做最佳化,避免網頁版讀取過久的事情發生。
    目前比較大資源是背景音樂與貼圖。

Kobayashi Maru Commander 小林丸指揮官 v0.3.0 from/for Developers

  1. At v0.3, we add the function of tractor beam. The most tough choice is that the tractor beam is a kind of weapon, or another functionality.
    Now, we assume it is a kind of weapon with its fire effect, trigger way, and affect the unit.
  2. The feature of select level is also implemented, the Unity-scene is independent with their XML files.
    The events( victory events, goal showing events, enemy generation events ) are all modulized, and set by XML files.
  3. In Addition, after battle, back to select level always.
  4. The 3rd feature of v0.3 is mouse-only user interface, I do not think it is the final version, but at least more flexible than previous version.
    I also keep the control method of keyboard at the same time.
  5. In Addition, in order to match the standard of web player, the right click of mouse is removed.
  6. Because the web player can’t read the local files, the level file reading is modified for it.
    In the future, we will think both way for player mod. possibility.
  7. In Addition, the resource management will be optimized in the future, in case the reading time of web player is too long.
    The biggest resources are background music, and textures now.
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