Unturned II 开发日志 #032
4.20.4.0更新侧重于分屏和游戏垫(控制器)支持。
从最有趣到最不有趣。
我对分幕多人游戏的成长有着美好的回忆,所以支持这个功能对我来说很重要。接下来可能是保存数据和基本的行政/社会工具。
分屏固定
这次更新的大部分开发都花在了整理分屏的功能上。有很多有趣的案例,比如:
- 项目的大纲需要与每个查看器相关,但是模板缓冲区状态是每个对象。
- 把自己当成一个分屏的本地玩家。
- 屏幕空间特性,如范围标记或光标中心,需要确保它们使用的是每个播放器屏幕区域。
- 许多引擎UI功能,如弹出式菜单,不能正常工作在多个播放器。
分屏选项
如果您有一个键盘/鼠标和一个游戏垫,有一个输入设置为“Skip分配给播放器1”的分裂屏幕。我记得玩分屏游戏,其中一个玩家使用WASD和UHJK,而另一个玩家使用箭头键和数字垫,所以希望这是更好的。
布局可以在“上下”或“并排”之间切换。我的计划是设计并排作为默认,但目前的菜单布局仍然吸收了这两个。并排也可以是不错的双监视器设置。
目标辅助
没有瞄准、辅助和加速,用游戏板拇指棒瞄准几乎是不可能的。令人惊讶的是,关于这方面的在线资源很少,因此需要进行大量的研究和实验。
目前,当跟踪一个目标时,你的目标会被稍微磁化,这取决于你的输入和完美跟踪之间的百分比误差。我认为这是公平的,因为你对他们的追踪越好,它对你的帮助就越大。不过,它确实有进一步的反馈。
模拟光标
游戏垫的某些菜单显示了一个由拇指棒控制的圆形光标。当它开始在游戏中流行时,我认为它很懒,但我的观点已经出现了。对于库存菜单,我认为这很有意义,因为您可以快速直接导航到一个项目。不过,我确实打算在适当的情况下为D-pad设计菜单.
多个游标
引入带有拆分屏幕的模拟光标意味着多个游标在任何给定时间都可以活动。这是一个有点头痛,但谢天谢地,虚幻一直致力于一些内置的支持。目前,未翻转的II有许多与多光标支持相关的黑客解决方案,但它应该会在未来变得更好。
范围灵敏度
鼠标和游戏垫瞄准灵敏度是直接缩放的光学放大水平。例如,一个8倍的范围除以8,对于精确瞄准远距离至关重要。
这取代了UNREAL的内置FOV灵敏度缩放(类似于未翻转的)。缩放因子是优越的,因为它是不受球员的首选视场设置的影响。
游标小部件
为了更好地支持多个用户,必须替换不真实的内置游标视图。实现类似,因此没有任何额外的延迟。它有一个很好的好处,让我们可以播放动画和上下文敏感性(例如,对游戏垫)以及他们。
原文
4.20.4.0 update focused on splitscreen and gamepad (controller) support.
Sorted from most to least interesting.
I have fond memories of splitscreen multiplayer growing up, so supporting the feature is important to me. Next will probably be savedata and basic administrative / social tools.
Splitscreen Fixup
The majority of development for this update was spent tidying up features for splitscreen. There were a lot of interesting cases like:
- Outlines on items need to be relevant per-viewer, but that stencil buffer state is per-object.
- Spectating yourself as a split-screen local player.
- Screen-space features like scope markers or centering the cursor need to make sure they are using the per-player screen region.
- Many engine UI features like popup menus did not work properly with multiple players.
Splitscreen Options
If you have a keyboard / mouse and a gamepad there is an input setting to "Skip Assigning to Player 1" for splitscreen. I remember playing splitscreen games where one player uses WASD and UHJK, and the other player uses arrow keys and numpad, so hopefully this is better.
Layout can be switched between "Over and Under" or "Side by Side". My plan is to design with side by side as the default, but for now the menu layouts still suck in both. Side by side can also be nice for dual-monitor setups.
Aim Assist
Aiming using a gamepad thumbstick is almost impossible without aim assist and acceleration. There are surprisingly few online resources about approaching this, so a lot of research and experimentation was needed.
Currently when tracking a target your aim is slightly magnetized toward it depending on the percentage error between your input and perfect tracking. I think this feels fair because the better you are at tracking them the more it helps you. It does bear further feedback though.
Analog Cursor
Certain menus for gamepad show a circular cursor controlled by the thumbstick. When this started becoming popular in games I thought it was lazy, but my opinion has come around. For inventory menus I think it makes a lot of sense because you can quickly navigate directly to an item. I do intend to design menus for D-pad where appropriate however.
Multiple Cursors
Introducing the analog cursor with splitscreen means multiple cursors can be active at any given time. This was a bit of a headache, but thankfully Unreal has been working on some built-in support. For the moment Unturned II has a lot of hacky workarounds related to multi-cursor support, but it should get better in the future.
Scope Sensitivity
Mouse and gamepad aim sensitivity are scaled directly by the optic zoom level. For example an 8x scope divides sensitivity by eight, critical for precise aiming at long range.
This replaces Unreal's built-in FOV sensitivity scaling (similar to Unturned's). Scaling by the zoom factor is superior because it is unaffected by the player's preferred FOV setting.
Cursor Widgets
Unreal's built-in cursor visuals had to be replaced in order to better support multiple users. The implementation is similar, so there is not any extra delay. It has the nice benefit of allowing us to play animations and context sensitivity (e.g. for gamepad) on them as well.
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