Обмазался этой темой после многомесячного перерыва на трупование, погуглил, и стало мне казаться, что Дин Холл большой молодец и всё делает правильно. Уже приготовил денежки и начал гуглить, как пилить моды под Юнити без регистрации и СМС, благо могу в сисярп и графические движки. Ещё я тут немного почитал стимофорум по наиболее волнующим меня вопросам, поэтому вот оффициальные™ ответы с пруфлинками, вольный перевод мой:
- Можно ли будет делать движущиеся кораблики из кубиков?- Да, мы попробуем запилить управляемые мразешипы в дополнение к статичным станциям. Взлетит - будут вместо шаттлов.
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So... we have decided to try taking all the existing mechanics for construction and allowing them to apply to building "motherships". A mothership will be a station that flies. This means we can make new features once, and have them able to be used both for static stations, and then used in the same way for your moving mothership.
The static stations will be much "safer" than the motherships. We anticipate your mothership will get damaged, a lot, during away missions. Maybe even destroyed. So it allows players to manage their risk.
I should say here: the mothership concept is an idea currently, we're going to try implement it, and if it works, we won't do shuttles as we were. If it doesn't work, we'll keep going with the old shuttle idea.
- 18 August 2017 - Будет ли жрать память?- Будет, и ещё как. Готовьте
анусы 64-битные системы. (RimWorld, кстати, уже давно страдает от 32-битного ограничения — прим. перев.)
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While we could support 32-bit operating systems, it means that we would have to run a separate executable. 32-bit OS also cannot utilize as much memory as a 64-bit OS. This is why the game now only runs on a 64-bit OS. This allows us to have a dramatically increased scale (more objects). Only a very small fraction of the gaming community continue to run 32-bit operating systems, so we think this will have minimal effect.
FAQ, 3 Aug 2017 @ 1:50am - Линупс?- Заморочимся, если продадим овер 300к копий. После 500к подумаем и о яблочных секс-меньшинствах. (Реалистичные ожидания — продать 30-50к копий — прим. перев.)
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We are investigating console release(s). We would consider Linux and Mac ports, should the game sell enough units. If the game sold over 300k units, we would consider a Linux port, over 500k and we would consider a Mac port.
FAQ, 3 Aug 2017 @ 1:50am - Моддинг?- Будет через Steamworks, уже во время Early Access, но не в большем объёме, чем уже есть на данный момент. Мы ориентируемся на уровень KSP и Cities: Skylines
- Сервер Colonial Marines для нас как лакмусовая бумажка в смысле поддержки моддинга. В данный момент мы сфокусированы на масштабируемости, стабильности и базовых игровых циклах, уже есть базовая функциональность Steam Workshop, позволяющая выгружать сейвы игрового мира. В планах сначала расширить до работы со структурами, потом до текстурированных мешей. Мы пойдём по пути KSP и Cities: Skylines в плане моддинговых инструментов, предоставим их для экспорта вашего контента в сцену движка Unity и написания DLLок для изменения/дополнения базовой игры, которые смогут лазить в БД, работать с WEB и т.д.
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We have plans to support modding of additional content, such as items and structures, during the Early Access process. Supporting modding does add additional complexity and can involve unique bugs, so we are not planning to launch into Early Access with more modding support than we already have. However, our benchmark for modding support is Cities: Skylines, and Kerbal Space Program. So our planned modding support is extensive. Our modding support will be provided through Steamworks, for simplicity.
FAQ, 3 Aug 2017 @ 1:50am
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I've been basically using CM as a litmus test for our aims with modding. My hope is that our modding would support what CM does, and in doing so would also free the game up to be a platform to run other ideas as well.
Currently our focus has been on scalability, stability, and completing some basic game loops to achieve fun. We have already got some basic steam workshop functionality in game allowing the uploading of world saves.
The plan is to extend this initially to simple items like structures, and then later to more complex items such as skinned meshes like humans.
We are going to follow the approach taken by Cities Skylines and KSP in terms of mod tools. Provide tools for a unity scene to allow you export your content and also write DLLs to change/compliment the base game.
These things should allow not only round based gameplay that CM has, but also connections to database, websites, etc... using DLLs injected into the main game.
2017 6 Jul @ 11:39am - Атмос?- Есть базовый класс-менеджер, который можно переписать. Надо проще — есть конфиг. Добавить новые газы/жидкости нетривиально, т.к. потребуется лезть в неткод и модифицировать пакеты (WTF? Они рукожопы и там всё захардкодили, что ли? — прим. перев.)
Атмосферка считается одинаково в турфах (они же тайлы или воксели) 2x2x2 метра, в предметах и в группах труб.
- Завезли теплообмен практически между всем подряд, разные сорта труб, радиаторы
- Штуки и атмос излучают тепло в соответствии с законом Стефана-Больцмана (если кто забыл, это про излучение абсолютно чёрного тела — прим. перев.). Также есть упрощённая версия конвекции и теплообмен между штуками и атмосом вокруг них.
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At the moment we have a common "base" class for all managers, ThreadedManager, so AtmosphericManager inherits that. Essentially a programmer on your team could overwrite that class of AtmosphericManager and have it calculate the atmospheres entirely differently.
At a simple level most of the values will be exposed anyway in a config file. Adding new gases/liquids is non-trivial though, as you then also need to modify the network message(s) that are sent to clients. However we might look at a way to improve that down the line.
We have the following class structure for atmospherics:
An Atmosphere has a GasMixture, which contains the list of "moles". Each gas type (including water) is a child of Mole.
You can have an atmosphere that is a world atmosphere (inhabits a 2x2x2m grid), thing atmosphere (is the atmosphere inside a thing, such as a gas canister), or a network atmosphere (shared by a group of pipes). The atmosphere does not care what it is inside, it will operate the same way. We already have exploding pipes (can see on the streams). So fire etc... all gets conducted as normal inside the pipes, as it would in the world.
2017 6 Jul @ 12:18pm
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We decided to wait with radiator implementation till these bugs were fixed. We have a simple model for them, working as an attachment you put on top of a pipe - like the pipe meter. These will then perform heat transfer at a MUCH greater rate than a standard pipe.
Pretty much everything will do some kind of heat transfer. We will likely have a special pipe that has very low rates, insulated pipes, for pumping very hot stuff through.
2017 6 Aug @ 10:41am
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Yes, heat transfer includes radiative cooling - things and atmospheres radiate heat via the Stefan-Boltzman law.
Atmospheres also dissipate heat via a simplified version of convection, and items do transfer heat to it's surrounding atmosphere.
2017 7 Aug @ 3:46am - DRM и прочие анальные зонды?- Пока планируем только базовые от Steam, поэтому чтоб играть, надо быть там залогиненным. (Steam-версия RimWorld при запуске вручную ругается, но работает - прим. перев.)
- Для простоты сильно интегрировались со Steamworks, оффлайн играть будет можно, но Steam нужен. Специально защиты от пиратов пока не планируется, в роли неё будут частые апдейты.
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We have no plans to add additional DRM from the basic needed for steam. The game will check you own the game when you login. It will exit if you are not logged into steam and own the game, as the game requires steamworks systems to run (achievements, steam workshop, matchmaking, etc...).
FAQ, 3 Aug 2017 @ 1:50am
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As sunspots noted: the game is heavily integrated into steamworks out of simplicity. It's much more work for us to support multiple systems.
We haven't actively looked into DRM, as we don't think it is very effective against piracy and ends up simply annoying your legitimate customers. We anticipate the game to be updated so often over the next two years that any cracking group maintaining active releases will struggle anyway.
Offline play should be fine, but the game will require steam simply because so much what we're doing (even in singleplayer) requires steam to function. A good example is the steam workshop integration.
2017 1 Aug @ 7:30amПродолжение ниже из-за оверквотинга.