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** Latest :: Server updated on 2020-05-30, weapon bug fix ** ** Development crawling onwards to Beta ** 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...

Post news Report RSS Bot.Kill(); v0.903a out

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, leaving room for actual fun stuff, like adding new actions to use while designing your AIs.

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0903 damagefx

BotKill v0.903a Release Notes

Environment: lighting redo
Or at least an attempt at balancing.

Gameplay: finally implemented heat and heat dissipation
Each action contributes to raise the heat, which is reduced at regular intervals by the bot's HeatSink stat.
Upon reaching 100%, the bot locks for 10 seconds to cool down 50 heat points.

Gameplay: reintroduced variable cpu speed
Different CPUs can now go at different speeds, and be influenced by the installation of this or that module.
A lower CpuSpd value will mean a shorter interval between actions.

Gameplay: hit and damage chance on moving target
A walking, jumping, running, or ducking target will have a chance for damage to be reduced by a variable amount.

Gameplay: thermal and explosive damage properties
Weapons can now be modified to deal an amount of thermal damage, which increases the heat of the target by x amount, or equipped with explosive for a chance to deal critical hits (x5 times the normal damage).

Gameplay: aim correction
Turned the bots' joints this way and that to improve their aim over distance.

Fx: venting
Visual and audio effects tied to heat dissipation and overheating.

Fx: damage effects, smoke, fire
As a bot takes damage, this is reflected on screen by seemingly random parts catching fire or leaking smoke.

Fx: impact prefabs relocation
Relocated impacts in a more seemingly manner.

Bot Fitting: highlight item if not model compatible
Part of developments still to come, for now fitting a non compatible item on a chassis will highlight that item in yellow. I.e. fitting an Opensource part on a Seishin chassis.

Bot Fitting : unfit item
As described. Press the little [-] to remove the item from its slot.

UI: custom cursor
Again, not much to say.

UI: team lifebars
In Encounter, the team's advantage is displayed rather than their hypothetical lifebars. As one team prevails on the other, the bar will reflect this by changing color.

UI-Gameplay: feedback inflicted damage
A complement of a number of above mentioned additions, hitting a target will pop up text in the hit location describing the magnitude of the damage (hit, pierce, glance, critical).

UI: IO feedback
Long overdue confirmation of Login/Save/Load actions.

UI: topcam prettification
Team scores up top, bots' FlyCam toggles joined with the bots' individual lifebars down bottom.

UI: flycam prettification
A major element of this update. A bot's FlyCam now shows information on just about everything the bot knows about itself. Locks, distances, threats (in dev), heat and overheating, weapons status and ammo, and more.

UI: end encounter panel prettification
May not be the end for it, but it's a lot nicer than it's been so far.


Note: Weapons are in the middle of being updated with the new properties and rebalanced; right now most have the same exact stats, and some may be broken. I can however vouch for the MiniGun.

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