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