Godot模拟游戏开发蓝图Skill godot-genre-simulation

这个技能提供了使用Godot引擎开发模拟和经济类游戏的完整专家指南,涵盖经济管理、时间系统、NPC模拟、反馈循环等关键模块,帮助开发者快速构建管理模拟、城市建造、资源优化等游戏类型。关键词:模拟游戏、Godot开发、经济系统、资源管理、反馈循环、游戏设计、蓝图。

游戏开发 0 次安装 2 次浏览 更新于 3/23/2026

名称: godot-genre-simulation 描述: “模拟和大亨游戏(如SimCity、RollerCoaster Tycoon、Factorio、Two Point Hospital)的专家蓝图,涵盖经济管理、时间进展、互联系统、NPC模拟和反馈循环。适用于构建管理模拟游戏、大亨游戏、城市建造者或资源优化游戏。关键词:大亨、经济系统、资源管理、时间尺度、反馈循环、进度解锁、模拟时钟。”

类型: 模拟 / 大亨

优化、系统掌握和令人满意的反馈循环定义了管理游戏。

可用脚本

sim_tick_manager.gd

专家级的基于时钟的模拟,具有可变速度控制和批处理功能。

核心循环

投资 → 建造/管理 → 生成收入 → 优化 → 扩展

在模拟游戏中永远不要做的事情

  • 永远不要在_process()中单独处理每个模拟实体 — 在固定时钟中批量更新(例如,每秒一次)。模拟1000个业务单独处理 = 每秒60k次调用。批量处理 = 每秒1k次调用。
  • 永远不要使用浮点数表示货币float会累积舍入错误。$1.10 * 3 = $3.2999999。使用int分:1100 * 3 = 3300分 = $33.00精确。
  • 永远不要让早期游戏变得枯燥等待 — 前置决策点。前5分钟必须吸引玩家。不要让他们等待10分钟才能首次解锁。
  • 永远不要使用线性成本缩放 — 建筑成本为10 * 等级在100级时会崩溃(1000成本)。使用指数:BASE * pow(1.5, 等级)创造有意义的权衡。
  • 永远不要向玩家隐藏关键数字 — 显示收入/支出明细、生产率、效率百分比。优化游戏需要透明度。
  • 永远不要允许无限资源堆叠而没有后果 — 存储上限创造有趣的决策。无限资源移除策略。
  • 永远不要每帧更新UI标签 — 更新50个UI标签 @60fps = 每秒3000次更新。使用信号:仅在值更改时更新。

经济设计

任何大亨游戏的核心是其经济。关键原则:多个相互关联的资源,强制权衡

多资源系统

class_name TycoonEconomy
extends Node

signal resource_changed(resource_type: String, amount: float)
signal went_bankrupt

var resources: Dictionary = {
    "money": 10000.0,
    "reputation": 50.0,  # 0-100
    "workers": 0,
    "materials": 100.0,
    "energy": 100.0
}

var resource_caps: Dictionary = {
    "reputation": 100.0,
    "workers": 50,
    "energy": 1000.0
}

func modify_resource(type: String, amount: float) -> bool:
    if amount < 0 and resources[type] + amount < 0:
        if type == "money":
            went_bankrupt.emit()
        return false  # 不能为负
    
    resources[type] = clamp(
        resources[type] + amount,
        0,
        resource_caps.get(type, INF)
    )
    resource_changed.emit(type, resources[type])
    return true

收入/支出跟踪

class_name FinancialTracker
extends Node

var income_sources: Dictionary = {}  # source_name: amount_per_tick
var expense_sources: Dictionary = {}

signal financial_update(profit: float, income: float, expenses: float)

func calculate_tick() -> float:
    var total_income := 0.0
    var total_expenses := 0.0
    
    for source in income_sources.values():
        total_income += source
    
    for source in expense_sources.values():
        total_expenses += source
    
    var profit := total_income - total_expenses
    financial_update.emit(profit, total_income, total_expenses)
    return profit

时间系统

模拟游戏需要可控的时间:

class_name SimulationTime
extends Node

signal time_tick(delta_game_hours: float)
signal day_changed(day: int)
signal speed_changed(new_speed: int)

enum Speed { PAUSED, NORMAL, FAST, ULTRA }

@export var seconds_per_game_hour := 30.0  # 真实秒数

var current_speed := Speed.NORMAL
var speed_multipliers := {
    Speed.PAUSED: 0.0,
    Speed.NORMAL: 1.0,
    Speed.FAST: 3.0,
    Speed.ULTRA: 10.0
}

var current_hour := 8.0  # 从早上8点开始
var current_day := 1

func _process(delta: float) -> void:
    if current_speed == Speed.PAUSED:
        return
    
    var game_delta := (delta / seconds_per_game_hour) * speed_multipliers[current_speed]
    current_hour += game_delta
    
    if current_hour >= 24.0:
        current_hour -= 24.0
        current_day += 1
        day_changed.emit(current_day)
    
    time_tick.emit(game_delta)

func set_speed(speed: Speed) -> void:
    current_speed = speed
    speed_changed.emit(speed)

实体管理

工人/NPC

class_name Worker
extends Node

enum State { IDLE, WORKING, RESTING, COMMUTING }

@export var wage_per_hour: float = 10.0
@export var skill_level: float = 1.0  # 生产力乘数
@export var morale: float = 80.0  # 0-100

var current_state := State.IDLE
var assigned_workstation: Workstation

func update(game_hours: float) -> void:
    match current_state:
        State.WORKING:
            if assigned_workstation:
                var productivity := skill_level * (morale / 100.0)
                assigned_workstation.work(game_hours * productivity)
                morale -= game_hours * 0.5  # 工作使工人疲劳
        State.RESTING:
            morale = min(100.0, morale + game_hours * 2.0)

func calculate_hourly_cost() -> float:
    return wage_per_hour

建筑/设施

class_name Facility
extends Node3D

@export var build_cost: Dictionary  # resource_type: amount
@export var operating_cost_per_hour: float = 5.0
@export var capacity: int = 5
@export var output_per_hour: Dictionary  # resource_type: amount

var assigned_workers: Array[Worker] = []
var is_operational := true
var efficiency := 1.0

func calculate_output(game_hours: float) -> Dictionary:
    if not is_operational or assigned_workers.is_empty():
        return {}
    
    var worker_efficiency := 0.0
    for worker in assigned_workers:
        worker_efficiency += worker.skill_level * (worker.morale / 100.0)
    worker_efficiency /= capacity  # 归一化到0-1
    
    var result := {}
    for resource in output_per_hour:
        result[resource] = output_per_hour[resource] * game_hours * worker_efficiency * efficiency
    return result

顾客/需求系统

class_name CustomerSimulation
extends Node

@export var base_customers_per_hour := 10.0
@export var demand_curve: Curve  # 一天中的小时 vs 需求乘数

var customer_queue: Array[Customer] = []

func generate_customers(game_hour: float, delta_hours: float) -> void:
    var demand_mult := demand_curve.sample(game_hour / 24.0)
    var reputation_mult := Economy.resources["reputation"] / 50.0  # 100声誉 = 2倍顾客
    
    var customers_to_spawn := base_customers_per_hour * delta_hours * demand_mult * reputation_mult
    
    for i in int(customers_to_spawn):
        spawn_customer()

func spawn_customer() -> void:
    var customer := Customer.new()
    customer.patience = randf_range(30.0, 120.0)  # 离开前的秒数
    customer.spending_budget = randf_range(10.0, 100.0)
    customer_queue.append(customer)

反馈系统

视觉反馈

# 金钱飞向银行、资源流动等
class_name ResourceFlowVisualizer
extends Node

func show_income(amount: float, from: Vector2, to: Vector2) -> void:
    var coin := coin_scene.instantiate()
    coin.position = from
    add_child(coin)
    
    var tween := create_tween()
    tween.tween_property(coin, "position", to, 0.5)
    tween.tween_callback(coin.queue_free)
    
    var label := Label.new()
    label.text = "+$" + str(int(amount))
    label.position = from
    add_child(label)
    
    var label_tween := create_tween()
    label_tween.tween_property(label, "position:y", label.position.y - 30, 0.5)
    label_tween.parallel().tween_property(label, "modulate:a", 0.0, 0.5)
    label_tween.tween_callback(label.queue_free)

统计仪表板

class_name StatsDashboard
extends Control

@export var graph_history_hours := 24
var income_history: Array[float] = []
var expense_history: Array[float] = []

func record_financial_tick(income: float, expenses: float) -> void:
    income_history.append(income)
    expense_history.append(expenses)
    
    # 保留最后N个条目
    while income_history.size() > graph_history_hours:
        income_history.pop_front()
        expense_history.pop_front()
    
    queue_redraw()

func _draw() -> void:
    # 绘制收入/支出图表
    draw_line_graph(income_history, Color.GREEN)
    draw_line_graph(expense_history, Color.RED)

进度与解锁

class_name UnlockSystem
extends Node

var unlocks: Dictionary = {
    "basic_facility": true,
    "advanced_facility": false,
    "marketing": false,
    "automation": false
}

var unlock_conditions: Dictionary = {
    "advanced_facility": {"money_earned": 50000},
    "marketing": {"reputation": 70},
    "automation": {"workers_hired": 20}
}

var progress: Dictionary = {
    "money_earned": 0.0,
    "workers_hired": 0
}

func check_unlocks() -> Array[String]:
    var newly_unlocked: Array[String] = []
    
    for unlock in unlock_conditions:
        if unlocks[unlock]:
            continue  # 已解锁
        
        var conditions := unlock_conditions[unlock]
        var all_met := true
        
        for condition in conditions:
            if progress.get(condition, 0) < conditions[condition]:
                all_met = false
                break
        
        if all_met:
            unlocks[unlock] = true
            newly_unlocked.append(unlock)
    
    return newly_unlocked

常见陷阱

陷阱 解决方案
经济太容易破坏 广泛平衡、软上限、收益递减
早期游戏无聊 前置有趣的决策、快速早期进度
信息过载 渐进式披露、可折叠UI面板
没有明确目标 里程碑、成就、场景
繁琐的微管理 自动化解锁、批处理操作

Godot特定提示

  1. UI: 广泛使用Control节点,Tree用于列表,GraphEdit用于连接
  2. 性能: 批处理实体,而不是每帧处理
  3. 保存/加载: 将所有游戏状态转换为Dictionary以便JSON序列化
  4. 等距视图: 使用正交投影的Camera2D

参考