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** Latest :: Server updated on 2019-01-12, "demo" working again **
** Latest bugs :: Looks like I broke most weapons in 0.903a, hahahaha. You may notice bots getting randomly stuck after a "do shoot" action. **
** Development currently halted as we figure out funding **

In a not so distant future, technology has allowed man to eschew heavy lifting and limit his involvement in the most dangerous tasks. Exploration, construction, digging at the bottom of a mine... All (mostly) taken over by the golems of the new era, artificially intelligent mechanoids able to perform where man cannot, to handle chemicals and explosives and withstand the elements like man never could.

Four major business conglomerates lead the technological race, making a fine profit purveying their goods to any country that can afford them. Now, as news of the first positive terraforming experiments on Mars hit the media, they are covertly opening franchises, calling for AI engineers from all over the world...


Such is the background across which our events occur.
What is really happening is left to be discovered as the events unravel (hopefully, if we manage to last 6-12 months or so, time will tell). Why the surge in world-wide production ? Why all the black suits driving around, why the odd looking truck columns, why the rumors of distant gunfire by nomads and hunters in areas well known for being deserted ? What's with the fences, and the lights in the sky at night ?

Why did Uganda recall its ambassadors in Washington and Tokyo ?

...what's with the nerdcitement in the OpenSource community ?

:: GAMEPLAY SYNOPSYS ::

The Player is called to assemble his mechs from the available catalogue, and design their A.I. from a variety of possible actions, such as moving, scanning its surroundings for threats and obstacles, locking on a target or making use of weapons.

As the Player successfully fields the mechs of a specific vendor, he gains reputation with the vendor, which unlocks new models and equipment.

:: ASYNCHCRONICITY ::

The encounters happen asynchronously, in a way that is unusual but not completely unseen before. And frankly the way that made most sense, if not the only one that made any.
We digress.

The Player, as stated, assembles and equips his mechs, and uses them to compose Teams, which are then recorded in the database.
The Player can then choose an opponent Team from the Encounter setup screen, and watch the fight.

Hence the two Players are not required to be online at the same time, nor any interaction is required by either apart from having published their Team on the server.

The Encounter results are finally recorded, all damages calculated, balances updated, reputation/prestige increased where appropriate, all statistical data stored to be reviewed at leisure.

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After 2 years of inactivity, we are still here, and the will to complete and publish this tiny gem of niche entertainment is very much still alive. Alas, development is halted. Let's ask myself about it. What's going on?

Hello. That is correct, there has been no new development of Bot.Kill(); since the last 0.903a update in 2016. Thing is, this - developer of fantastic games - is not my actual job. I am a freelance web developer (since about 2000), who, like many others, played videogames for decades whilst dreaming of making his own.

This appeared to become an actual possibility when I happened upon a small windfall in 2016, just around the time I was looking up game engines for a different, rPi based project. Struck by Unity3d's simplicity, I decided to take a dive and invest said windfall in making a game I wanted for ages to see made. I promptly sacked all my clients, and worked full time for several months on Bot.Kill();.

About one month's work away from a suitable, fully working beta, as I went about purchasing a commercial license for Unity, I had the unpleasant surprise of finding the funds gone. While I will not detail how and why, the end result was a scramble to rebuild a business from scratch, and the ensuing sudden interruption in Bot.Kill();'s development.

So, is it still coming out or what? Are we going to ever play this?

I should hope so, yes. As soon as I find an extra 10k or 2 lying around. I would love, in fact, to hire a more experienced developer(s) (I literally learned Unity from scratch for this) to give it the final touch, refactor it and stay on for the future implementations.

What works right now?

The server, which seems to have gone down at some point in 2018, has just been restored.

It is in theory fully possible to play a complete game, saving the roughness of the CPU design interface which, lacking a number of controls, can allow for the design of a broken AI. Shame that I seem to have broken most weapons with the latest client update, which can cause the bots to get stuck randomly while shooting. It's still good enough to deliver the concept, but it would be nicer if you could also play a full match properly.

Game breaking bug aside, what else is missing? What's in the future?

A solid web counterpart: viz, a website to handle registration, scoreboards, AI designs and what have you.

New classes of bots: skirmishers, support, heavier tank-like units with specific purposes.

New tactical elements: fire, explosion, electricity, EM, hacking, healing.

New UI actions: in particular a group dedicated to danger assessment, locking orders, team and environment awareness.

Maps: like, done properly, and more of them, with environmental effects.

Mods: game deserves to be moddable.

Storyline, events: not giving this away yet.

Lots of ideas, some may even be good, so I hope the guy I mentioned in question #2 is really good at this.

So, in brief?

Yes, it is still coming out. Not yet, but it is.

Thank you for your time.

Thanks for having me!

Bot.Kill(); v0.903a out

Bot.Kill(); v0.903a out

News

While there is a ton to do still - there always is - this build marks the implementation of the last (until we can think up some more) game-wide mechanic...

Bot.Kill(); v0.903a daily 2

Bot.Kill(); v0.903a daily 2

News

Update focused on UI enrichment and visual feedback, with added implementation of the hit and damage system.

Bot.Kill(); v0.902a HotFix 2

Bot.Kill(); v0.902a HotFix 2

News

Addresses game breaking bug in encounter setup with certain team configurations.

Bot.Kill(); v0.902a HotFix 1

Bot.Kill(); v0.902a HotFix 1

News

Addresses gamebreakers found while testing 0.902a. Added mouse pointer! And load/save feedback.

Add file RSS Files
Bot.Kill(); v0.903a

Bot.Kill(); v0.903a

Full Version

While there is a ton to do still - there always is - this build marks the implementation of the last (until we can think up some more) game-wide mechanic...

Bot.Kill(); v0.903ad2

Bot.Kill(); v0.903ad2

Full Version

Update focused on UI enrichment and visual feedback, with added implementation of the hit and damage system.

Bot.Kill(); v0.903a WiP

Bot.Kill(); v0.903a WiP

Full Version

Daily build. Fixes a bunch of minor issues, vastly improves encounter UI. Inventory balancement continues.

Bot.Kill(); v0.902a HotFix 2

Bot.Kill(); v0.902a HotFix 2

Full Version

Addresses game breaking bug in encounter setup with certain team configurations.

Bot.Kill(); v0.902a HotFix 1 reupload

Bot.Kill(); v0.902a HotFix 1 reupload

Full Version

Addresses gamebreakers found in 0.902a. With added mouse pointer! And other stuff.

Bot.Kill(); v0.902a

Bot.Kill(); v0.902a

Demo

Client v0.902a for Bot.Kill();, details about the release in the Articles section.

Comments
KKingJohn
KKingJohn

Looks great mate, keep up the good work!! :D

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Bot.Kill();
Platforms
Windows
Developer & Publisher
Tana Delle Tigri
Engine
Unity
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