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GabrielJack

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A member registered Oct 16, 2016 · View creator page →

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Already there since October 16 '-' I think I just phrased it a bit badly, so I edited my comment.
https://trello.com/c/XQkYQdb6/204-localization#comment-58039863bbcab1098014a9cb

I could help with Brazilian Portuguese, if needed >.>

:O Wish you all the luck with this project, then ^^
If you'd care for a suggestion on a monetization system that won't get the game out of free, I'd say "micro-transactions" for the strictly cosmetics on the game, but leaving a way to acquire them through playing as well, either being through effort or through some kind of "betting system" where a player may directly challenge another with both betting a part (makes me remember of Medabots XD), maybe both... Also, I'd suggest adding a small "donate" button on the cellphone app.

I really hope you are able to have this is your full-time job without having any personal issues and think you are amazing for doing something like this. Hope it works (y) =D

PS: Please, don't make it a payed game, filled with ads or those video ads you are obligated to watch to keep on playing >< that always ruins games for me and I really loved this one ç.ç but I am kind of poor, and wouldn't be able to buy it T-T...

(4 edits)

This was my very first posting here, just a few days ago ^^" I didn't really make all that effort as it just "sprung to mind" and I refined it a bit over a few minutes.
I was reading the road map and thinking on how this system could be used to create a competition while remembering Counter-Strike when this suddenly just "popped" in my head.

The idea isn't to directly control the bots with the drone, but to give them objectives that the AI can use to act upon. Imagine the AI being a player and the drone giving the objective being the system of an FPS game. Depending on what is on "his mind", he might still ignore the objective.

The idea was just to help the bots navigate the map, able to create up to 3 different paths at the same time, while also being able to actively tell them who to focus fire on, what resource to go and get or which ally to follow. Simple direct commands. I do know it's quite far fetched, but I also believe it to be an exciting concept and could be used as inspiration for GFX47 to create a new mode of his own or even create the Drone or the Fog of War with different purposes, so there is still use for this even if it is not implemented.

I've actually tried to become a game designer once, have been game tester for a few games, participated on modding communities and always try to give suggestions and/or feedbacks on games I like, so to me it is no bother at all if the idea is not used, actually, as I always give the suggestions and ideas half expecting they will be used, half expecting they won't =]

Just an up to put all my 3 posts together, as Ammunition & Energy and Support Bots affect this game mode quite a lot.
Please, comment what you think about it or what would you like to add to this idea that I might have overlooked or not thought through.

(1 edit)

Support Modules to the upcoming "Bot Customization" system that takes the place of the weapons module, making support bots non-combative and purely assisting.

Tied to [Suggestion/Request] Ammunition and Energy

Resource Supporter:
Resource Bots are intended to stay out of harms way while resupplying assault bots with energy and ammunition.
They consume Resources they find around the map to be able to produce large amounts of ammo rounds over time.
They also recharge their energy faster when standing still and can supply energy to allies over Medium Range.
Moves faster than other bots.
Can still be programmed to carry resources to base without consuming them.

Defense Supporter:
Non-combative battle assistant intended to work as a shield for his allies.
Has extremely high health and extra shield and his shield regenerates faster after not taking damage for a while.
His shield covers a wider area then the bot itself, so that he doesn't stay directly in front of his allies to protect them.
Consumes twice the energy of other bots to produce his shield.
Recharges energy slower.
Moves quite slow but receive movement speed boost if allies taking damage within Medium Range.

Healing Supporter:
Replenishes health of bots within Short Range by the cost of energy.
Has twice the amount of energy other bots possesses.
Has low health and shields.
Moves at the same speed as most assault bots.
Can replenish his own health.

(1 edit)

It would be connected to the bot customization's weapons module. So your weapons of choice are decided before the game starts according to the strategy you are thinking about.

If you used an ammunition weapon, your bot could have access to special ammo power-ups, while energy blaster bots would not be able to pick up those power ups but would have an "unlimited" ammunition, as it would be tied solely to their energy.
It is basically clip and total ammo count handled by your AI programming, with clips and power-ups spawning around the map or with refill locations.

Energy is simple "action costs energy". Walking costs over time, ammo weapons cost little energy per shot while blaster weapons cost significantly.

I'm still going to make a post about the support bots in a few minutes, but I'll tag this post in it to address the possibility of support bots refilling an allied bot ammunition a certain amount from time to time, by creating ammo on their inside from time to time consuming a resource to be allowed to create ammo over "x" minutes every "y" seconds.
Maybe make it as a "support module" that takes the place of the "weapon module"? He'd be non-combative, so would most probably have an escort AI. I'm still thinking a bit on how I'm gonna suggest it at the actual post, but have been thinking on two kinds, resource support and defense support.

The different kinds of ammo are but an extra to this idea but I believe it would also need a condition, like:
If [Ammo] is [Type]...

I really hope it doesn't sound all that complicated, but it is not intended to be an "arms race" but strictly "strategical planning", as all has to be considered pre-game and different ammunition would be just a power up that gives X rounds of ammo of a certain kind, so it wouldn't last forever...

Later today, I'm gonna suggest "support-bots", to heal, replenish shield and also recharge energy and ammo, if it is indeed implemented. All of that together makes for one hell of an array for bigger game modes, allowing for lots of strategies and needs some serious AI's to work efficiently.

It's interesting because, later on, there might be different kinds of ammo. Such as barrier piercing rounds, that ignore the barrier, or barrier breaking ones, that do much more damage to the barrier but barely damage the bot itself.

If there are energy blasters, it gets even more interesting, as ammunition robots would be able to change their ammo type, though would be limited to ammunition while energy blasters would always have the same energy round but have an "unlimited" amount of ammo as they need but wait for their energy to fill again.

(1 edit)

Name says it all, kinda.
Certain game modes can have an ammunition and energy limits, with custom games being able to still be unlimited.
The limit must be a bit high, though.
Bots spend energy to move and regenerate shield and spend ammunition to fire with a small amount expenditure of energy per shot for aiming system and impact absorption.
Besides ammunition, energy can be used as ammo if there are energy blasters instead of projectile weapons for a higher cost of energy per shot. This opens up the possibility for continuous laser weapons as well, with extremely high cost per second.
Special ammunition power ups would be interesting in a system like this as only projectile weapons would be able to use secondary ammo but would be limited to the amount of ammunition they possess, meaning energy blasters would be better for a longer battle but projectile weapons would be more flexible as they'd be able to use small amounts of special ammo gathered around the map tactically.

Bots recharge a small amounts of energy per second if standing still.
Around maps, players would find ammo packs and recharge pads, also recharging and resupplying if within Short Range to their home base.

Conditions:
If [Energy] above/below [x%]
If [Ammunition] above/below [X amount]
If [Ammunition] Type [Power-Up]
If [Recharge Pad/Ammo Pack] within/not within [Range]

(30 edits)

3 in 1 as they are connected for this game mode.


Mode: Plant the Bomber
-Big map/Obstacle Field-

New Map Mechanic: Fog of War.
Bots and player can only see what is immediately around the bot and they can't see the map or enemy bots location at game start. Everything appearing fully black, becoming covered in a soft shadow after a first look.

New Bot Type: Flying Drone
A different kind of bot with different abilities. It does not possess a weapon and can't be targeted by ground units (in this game mode).
It is controlled real-time by the player by tapping on the screen and does not have an AI (In this game mode).
Used to open the map with a wider field of view and mark up to 3 different simultaneous "objectives" right bellow it.
Objectives may be the ground, a resource, an enemy or an allied unit, as means to issue a command of who to follow, attack or where to move to dynamically.
Drone can fly over MOST obstacles. Drones colide with each other in mid air but do not posses a life (in this game mode).


Players can change the AI of their bots while the game mode is running.
They have to select up to 3 AI's to their bots before start from their list of pre-created AI's.
AI's can't be edited from withing this game mode and must be created outside.
Drone must be within a certain range to a bot for it to change its AI, else action stays on hold with its current AI still active until the Drone arrives within range.
Tap and hold over a bot to select its new AI as 2 bubbles appear at each side of your finger, slide to select the AI and lift to choose.

Game mode does not posses time passage controls.


Game Start:
3(or more) Possible maps [Random].
6 Possible start locations[Random] (1vs1/ Team/ Multiplayer Deathmatch possibilities).
3 Bots p/Player.
1 Drone p/Player.
1 Extra special bot per team with a different color, a blinking red light and a unique AI [Bomber] that can't be changed but can be analyzed by the player before start. He is the bomb and must detonate over a certain area around the enemies base as one of the possible winning objectives.
Bomber always explodes on death, direct physical contact with enemy unit and when inside detonation objective.

Main Objectives:
-Detonate enemy home base/area.
-Destroy all enemy bots.

Side missions to collect resources to base and build a new bomber or bot.
Spawn at base. Only one bomber may be spawned at a time for each player/team.

Fulfill any of the main objectives to win.


Notes:
-One may create 3 multi-purpose AI's, each giving preference to one of the 3 objectives or the closest objective. He might use the same AI for all his bots, use always the same objective and also allow more freedom to his bots. There is a big array of choice.
-There are 18 possible re-combinations between map and start location for 1vs1, with the new bot types that are to come also being random at the start of the game, that makes almost every game unique by itself.
-One may use his bomber to destroy multiple enemy bots at the same time or focus on protecting the bomber from damage to destroy the base, there is a high degree of strategical flexibility to win the game from offensive to defensive. Your bomber explosions also damage your bots.
-As a team, one player may focus on gathering resources and building more robots while two other focus on combat, while in deathmatch, things will be extremely high-paced and more AI relied upon, so having good multipurpose AIs is mandatory.
-A player may use his drone's collision to hinder an enemy from marking objectives even though he can't damage nor destroy an enemy drone.
-Team matches can be 2vs2 or 3vs3, but only one bomber per team may be alive at a time.
-If the bomber dies and there is enough resources, a new one spawns automatically at base.
-Player's bots are personal, but one player may donate or request bots to a team member. If you are out of bots, a team member may donate you one, but your drone still works to open the map.
-Objectives are team-shared, meaning up to 3 objectives to the whole team. Tapping an objective on the map twice in a row within a certain amount of time makes it disappear, tapping once highlights the objective for the team for a short moment.
-At deathmatch, there are up to 6 bombers roaming the map right at game start, depending on the number of players.
-What happens when two bombers collide?