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自动小镇 ENGINE-BUILDAUTONOMOUS TOWN ENGINE-BUILD
SurvivalTown
把《吸血鬼幸存者》的升级三选一放进小镇经营:小镇持续自动运转,玩家一边升级,一边处理突发事件带来的危机。Vampire Survivors-style three-choice upgrades meet town management: the town runs on its own while the player chooses upgrades and responds to crises.
个人独立项目|2026.05–至今|开发中。我负责玩法判断、系统规则、升级内容与迭代方向;AI 协助完成大部分代码和升级编辑工具。Solo project | May 2026–present | In development. I make the gameplay, systems, upgrade-content, and iteration decisions; AI assists with most code and the upgrade editing tools.
↓ 先看项目SHOW ME THE WORK默认静音播放,可用播放器控制暂停或开启声音。Plays muted by default. Use the controls to pause or enable sound.无法播放?打开视频文件 ↗Trouble playing? Open the video file ↗
视频加载失败,请打开文件重试。Video could not load. Open the file to try again.
语境与问题CONTEXT + PROBLEM
先定义玩家真正需要判断什么。Define what the player actually needs to judge.
小镇会持续消耗与生产资源,人口、食物、财富和安全共同塑造发展节奏。玩家不逐个指挥居民,而是在准备选择、发展升级、突发事件与路线发现时改变系统方向。The town continuously consumes and produces resources. Population, food, wealth, and safety shape progression while the player intervenes through preparation, upgrades, incidents, and route discovery.
第一次完整试玩时,我发现大多数升级只是在增加资源产量,整个游戏很像一块数值面板。我开始调整升级的作用,让发展路线也能改变后续选择和地图。In my first full playthrough, most upgrades only increased resource output; the game felt like a dashboard of numbers. I began changing what upgrades do so development routes could also change later choices and the map.
关键决策KEY DECISIONS
规则不是功能清单,而是一组取舍。Rules are tradeoffs, not a feature list.
- 01
用三次开镇准备建立起始倾向THREE PREPARATION PICKS DEFINE THE OPENING
安居农舍、瞭望所、公用粮仓等选择不要求玩家先理解整套系统,而是先用清晰的资源与行为变化形成一条可读的开局路线。Choices such as housing, watch posts, and communal granaries establish a readable opening trajectory before the player understands the whole simulation.
- 02
让小镇运行,再让事件打断稳定态LET THE TOWN RUN, THEN INTERRUPT ITS STABILITY
自动步进先暴露资源趋势;事件与宏观回应再改变消耗、供给或安全压力。玩家判断的是趋势和后果,而不是逐帧微操。Autonomous ticks reveal resource trends; incidents and macro responses then alter consumption, supply, or safety pressure. The player reads trajectories rather than micromanaging frames.
- 03
把路线发现做成进程中的空间回报ROUTE DISCOVERY AS A SPATIAL PROGRESSION PAYOFF
我把科技和魔法做成需要先发现的路线;路线开启后,后续选项和地图地标会一起变化,部分升级也会改动危机规则。I made technology and magic routes that must first be discovered. Opening a route changes later upgrade choices and map landmarks; some upgrades also change crisis rules.
- 04
在工作台里整理下一轮升级草案DRAFTING THE NEXT UPGRADES IN A WORKBENCH
工作台用来整理升级条件、分支与依赖。务农及其后续科技线、对应地图表现和事件解锁目前只写进了工具,还没有接入游戏运行时。The workbench organizes upgrade conditions, branches, and dependencies. Farming and its later technology branch, associated map changes, and event unlocks are still tool-side drafts and have not entered the running game.
结果与反思OUTCOME + REFLECTION
把实现、验证和下一次判断连起来。Connect implementation, validation, and the next judgment.
我已从本地交付版本启动游戏,完成三次筹备到小镇运行,并检查了暂停、视角控制和声音。上方 60 秒视频记录了这份原型的实际运行。项目仍在开发,尚未向外部玩家开放试玩。I launched the locally delivered build, played through the three preparation choices into the running town, and checked pause, camera controls, and audio. The 60-second video above records this prototype in action. Development continues; it has not been opened to external playtesters.
这次原型把“低操作频率”具体化为可验证的节奏问题:小镇必须先给出足够清楚的趋势,玩家的下一次介入才会显得重要。The prototype reframed “low interaction frequency” as a testable pacing problem: the town must communicate a clear trend before the next intervention can feel meaningful.