
界面一览
界面一览
Development buildAn honest in-engine snapshot of the card grid and pack interface. It shows current implementation progress, not final art.
设计支柱
这款游戏的核心
- 01Card-stacking colony simulation during the day phase
- 02Deterministic auto-battler defense during the night phase
- 03Data-driven cards, recipes, packs, quests, and encounters
- 04Event-driven UI with bilingual runtime localization
工程实现
工程实现
- 过程 01
Make preparation the player's primary skill
- 背景
- Direct unit control would turn the night phase into a conventional tactics game and weaken the system-building premise.
- 方法
- Keep day planning interactive and make night combat deterministic and hands-off.
- 结果
- Success reflects the colony the player built, but weak feedback would make losses feel arbitrary, so combat explanation is essential.
- 过程 02
Separate game data, rules, and presentation
- 背景
- Cards, recipes, quests, packs, and encounters need frequent content iteration without coupling every change to scene objects.
- 方法
- Store definitions in ScriptableObjects, run rules in plain C# services, and reserve MonoBehaviours for views and input.
- 结果
- Content becomes easier to validate and test, while the project needs explicit IDs, event contracts, and editor tooling.
结果
一个扎实的 Unity 6.4 系统策略游戏制作基础,拥有清晰文档与公开源码,可继续推进到完整垂直切片。
复盘
构建笔记
LAST KERNEL 尚未正式发布,但它已经远远超出预留概念阶段。当前代码库包含完整垂直切片所需的局内状态、卡牌、合成、战斗、防御、任务、本地化、音频与界面层。下一阶段的主要风险是内容与调优,而不是架构是否存在。
设计笔记
工作记录
- ScriptableObjects hold card, pack, recipe, quest, and encounter data while plain C# services own the rules.
- The day-to-night loop separates player planning from deterministic hands-off combat, making preparation the primary skill.
- Runtime-switchable English and Simplified Chinese localization is built into the project instead of deferred until release.
- A custom project validator checks missing references, duplicate IDs, and invalid data after structural changes.