Unturned II 开发日志 #042
4.20.14.0更新与阴影僵尸,冲压,和更多!
僵尸感染
已经增加了对死于感染的初步支持。在此期间,可以发送:/zombify 命令触发,以后会更新以某种方式与僵尸造成的伤害联系在一起。
你的僵尸会带着你所有的装备四处游荡,所以你需要猎杀他们才能找回装备。他们目前是被动的,但我认为,如果更高水平/齿轮玩家生产更危险的僵尸,这将是有趣的。在服务器上,每个玩家可能需要限制一个“阴影”僵尸,以防止恶毒者发送垃圾邮件。
另一个我正在玩的主意,而不是游荡,是如果僵尸停留在一个破烂的状态,直到有人惊吓它。这会让你保持警觉,因为身体是否真的死了。也许作为一种不同的僵尸类型,这会更有意义。
视觉上僵尸化的动画转换将在稍后添加,更多的动画将用于复活(例如从脸朝下)。现在的过渡应该是无缝的,但是多人游戏需要更多的工作。其中一个棘手的方面是,僵尸是一个完全独立的演员,与居民演员互换,这使僵尸很容易有不同的能力和功能。
拳头攻击
3.x中的拳头有很多来自近战的重复逻辑,当一个物品没有装备时,拳头被硬编码来攻击。在……里面un II这已经被清理通过使拳头是一个单手近战武器,当一个武器没有装备,允许他们重复使用相同的代码与火斧。
在增加拦截和特殊攻击之前,拳头只有简单的攻击,并且总是被举起。我正在考虑将用于降低3.x武器的安全射击模式分离成一个可切换的“升降”武器姿态,这样在停止战斗时,武器就可以更自然地处于空闲状态。
有一个论坛上的RFC讨论如何处理黄铜指节和手套。决定黄铜指关节是一种单手近战武器,某些类型的手套,如加权手套,将增加近战伤害。
视图模型摇摆
第一个人的手臂感觉很无聊,所以我决定用年底的可玩性目标来修饰这些动画。单手武器稍微偏离彼此的相位,光学与后坐力模式一致,以及其他希望使第一个人感觉多汁的轻微接触。
下一个
暗影僵尸被动的徘徊和不与其他人工智能互动是无聊的。路线图上的下一个任务是基本的感知/检测特性,以及整理多人游戏的僵尸化。理想情况下,将有一些基本的僵尸生存游戏与这些功能在“U3道具”地图年底!
变化
增加
- 死后变成僵尸的基本版本。(/僵尸)
- 拳打脚踢和铜指关节。
- 传送(/tp)、“谁是”(/whois)和“我是谁”(/whoami)命令。
- 在菜单中暂停、/暂停和/取消暂停命令。
- 当行走和后坐力时,视图模型摇摆。
- 仪表板上的播放列表。
变化
- 同一插槽的可穿戴物品不能同时佩戴。在未来将被一个更加友好的系统所取代。
- 基于时间的键绑定不再受时间扩展的影响。
固定
- 在引擎合并之间引入的姿态复制错误。
- 当瞄准下属的视线时抖动。
- 为了健康而消耗装甲板。
- 左撇子斧头命中。
- 手枪干枪匹马混在一起。
- 激光刻度依赖于目标刻度。
原文
4.20.14.0 update with shade zombies, punching, and more!
Zombification
Initial support for succumbing to the infection has been added. For the meantime it is triggered with the /zombify command, but eventually it will be tied in some way to damage from zombies.
Your zombie will wander away with all your gear, so you will need to hunt down and kill them to recover it. They are currently passive, but I think it would be interesting if higher level/geared players produce more dangerous zombies. There will probably need to be a limit of one "shade" zombie per player on servers to prevent griefers from spamming them.
Another idea I am toying with, rather than wandering, would be if the zombie stays in a ragdoll state until someone startles it. This would keep you on your toes for whether a corpse is really dead. Maybe this would make more sense as a different special zombie type though.
Visually an animated transition of zombification will be added later, and more animations for resurrection (e.g. from face-down). The transition should be seamless in offline right now, but needs more work for multiplayer. One of the tricky aspects is that the zombie is an entirely separate actor swapped out with the denizen actor which allows the zombie to easily have different abilities and features.
Punching
Fists in 3.x have a lot of duplicate logic from melee, and are hardcoded to attack when an item is not equipped. In Unturned II this has been cleaned up by making fists a one-handed melee weapon that are equipped when a weapon is not equipped, allowing them to re-use the same code as the fire axe.
Until blocking and special attacks are added the fists only have a simple attack, and are always raised. I am thinking about separating the safety firing mode used to lower the weapon in 3.x into a toggleable "raised/lowered" weapon stance so that the arms can be in a more natural idle pose when out of combat.
There was an RFC on the forum discussing how brass knuckles and gloves should be handled. It was decided that brass knuckles are a one-handed melee weapon, and certain types of gloves like weighted gloves will boost melee damage.
Viewmodel Sway
The first-person arms felt dull, so I decided to polish up those animations with the end of year playability goal in mind. One-handed weapons sway slightly out of phase from each other, optics align with the recoil pattern, and other minor touches that hopefully make the first-person feel juicy.
Next
Shade zombies passively wandering and not interacting with the other AI is boring. The next tasks on the roadmap are basic perception/detection features, and tidying up the zombification for multiplayer. Ideally there will be some basic zombie survival gameplay with these features on the "u3 props" map by the end of the year!
Changelog
Added
- Basic version of changing into a zombie after death. (/zombify)
- Fists melee and brass knuckles.
- Teleport (/tp), "Who Is" (/whois) and "Who Am I" (/whoami) commands.
- Pausing in menu, /pause and /unpause commands.
- Viewmodel sway while walking and recoil.
- Playerlist in dashboard.
Changed
- Wearable items for the same slot cannot be worn simultaneously. Will be replaced with a more user-friendly system in the future.
- Time-based key bindings no longer affected by time dilation.
Fixed
- Stance replication bug introduced between engine merges.
- Jitter when aiming down sights in subordinate hand.
- Consuming armor plates for health.
- Left-handed axe hit detection.
- Pistol dryfire blend out.
- Laser tick dependency on aim tick.
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