Good question. In the current version I think you do need two controllers to play, I had not worked out how to re route the controller input when only one controller is plugged in when I made this, in my sailing game I've fixed this problem tho. Thanks for pointing this out, maybe ill come back to this and add it some time, although I am rather busy atm so I wont make any promesses
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Haha, cool, unofficial record holder! Anyway, yeah, hard to say whether changes like pre-grabbing would feel right until trying them, also thought about having hard to grip holds which are indicated by haptic feedback, at the end of the day maybe simple is best though, haha. On the other extreme I have been planning to try a purely physics based vr locomotion system some point, where you react to physics and only your head and hands have collisions, so then climbing would not require coding, but be just putting your hands on top of holds and pulling yourself up! perhaps physics glitches would be too common and nauseating though, only one way to find out, ill let you know how it goes!
Excellent fun, A very fast paced little climbing game which quickly troughs new challenges at you keeping you always a little frantic and terrified of falling!
Yetibytes, since you ask, I did level 6 in 28 seconds, and beat level 7 in 45, I'm certain thats not close to setting any records, haha, just glad to have beaten those two at all!
I like how quick the death/ re try turnaround is normally, however when you miss a grab you often land on the starting platform, which is problematic since you survive, but are usually out of reach of any holds to re try, would ironically be more forgiving if you just died when you landed on the platform again, haha. or I suppose a blanket method would be to respawn the player if they were stationary, with no holds in the play space, since in that scenario they are stuffed! until the green gets them anyway.
I do a fair bit of bouldering myself, and love how crazy vr allows yo to go with it! Some things really frustrate me with all vr climbing games ive tried though, like how the grabbing works, in real life if your doing a dynamic move, a jump and grab for example, you dont start to grab when your hand is on the hold, by then its too late, you tend to start to hook or prepare your hand appropriately for the next hold during transit so most the action of grabing a hold is done before you touch it, when you do reach the hold your hand just hooks it with you barely needing to react, so I recon it would feel more realistic to be able to hold the trigger to "prepare to grab" so it could be held in advance and have it grab the first hod it hits while you are still "preparing to grab". Would allow far more daring jumps I think, and shift more advantage to planning complex moves a moment before acting, even with dynamic moves like in real climbing.
Glad you enjoyed! And yeah, the controls of the whale were very much an experimental system. Its fun if you master it, but its understandably not worth the time mastering it for most since its a one off quirky mechanic, haha! idk if you remember the very first time you tried a fps game with a mouse, but I bet you spent a lot of time stuck looking at the floor or ceiling, I know I did...
Fantastic! An intense very satisfying game, going against the trend of "one button" games you must master the use of 3 gestures and use them tackticaly to survive! One of my favourite mobile games I've yet played :)
Very nice, I had thought of making a game where you play as or assist planta myself, very impressed with how satisfying you made the blowing of dandelion seeds feel, and how they sprout up etc!
I could not get my head around how the perspective would effect the wind, just had to rely on trial and error mostly though! Also, seeds are not visible when playing on phone, and not zoomed in. Still very nice concept!
Thanks! Glad you enjoyed it! Impressed and pleased you mastered the controls too, they did not feels as intuitive as I had hoped, despite their simplicity, been pondering ways to improve that, but not came to anything yet.
If you or your daughter are after any other games where you play as creatures I have a rabbit game, and a cute rolling alien game ;)
Oh Nice! Thats pretty efficient, I've re worked my shotgunners to carry on attacking the same enemy into medium range if their shields are still low, to avoid having to stop and start chasing an enemy until they stop running, I think it would also make them immune to that particular method of confusion coincidentally, but I can see that being pretty cool against most enemies!
Not tried it yet but I can imagine a chasing AI could work, if you just run at an enemy when their shields are low to try chase them off the edge of the map!
Yeah, was ridiculouse, Here is a vid of it! I like how we both exploited this, but didn't fix it in our own attacker AI, I've cut out the ball carrier focus now, so next time things could be a bit more bloody, haha hmm I wonder if there are any other ways to exploit this delay! I've found it is less successful to pursue robots since the delay was added which is annoying, but perhaps this too can be used, with fleeing robots leading the enemy or something, hmm.
Someone did this to me, at first I was like, "there is a bug with the game" then I realised, nope, its more there is a bug in my AI, and likely in many other peoples, so ive been taking advantage of that too, very fun, but not guaranteed to work, since many people do not use the "is carrying resource" filter, and likely less and less will the more its abused, haha. Keep up the mind games ;) I like it.
Hahahaha, yeah indeed it has! I have literaly got 3 AI types I think which I tend to switch between to mix stuff up, been trying out using multiple AI's a lot recently, realized I can create unsymmetrical attacking formations that way, idk if that's a good or bad thing works sometimes, could just be chance, but still, its more interesting to watch after seeing similar battles pan out so many times!
Yeah I had been thinking about this, I think a certain amount is down to chance, especially if using long range, since its such small chances you have to actually hit, but some bots really are good at certain maps, based on as you say the starting locations. Is intersting.
1600 elo challenge? I'm in! So far I've not been a player of the skill to hold a high position for that long, but ill give it a go, I don't mind being thrashed anyway, as long as you make it look dramatic!
Thought I should say Sevas deserves some credit for my latest strategy, I'm using the concept of moving towards the weakest enemy when out of desired range, hadn't thought to do that before xD like how it plays, but think that is about the only similarity now, mine is rather more bloated xD
Yeah, good games, I was TheCheeseDragon, You were boss of the circle of death at first, then I found by using my 3 fav AI types on differnt squads I beat you, then that stopped working, so I assume maybe you changed something, idk, but good tense games!
"interesting for you to actually give us your AI" I'm 85% sure I was not fighting that AI, maybe its a tactical move to make us think we know what we are up against! It certainly made me underestimating you at first Sevas!
Got all the basics down pretty well, I think you'l find by using multiple conditions for retreating and attacking, and more different narrowed down attack nodes you might improve the performance a bit. I know what you mean about wanting to get nearer to weak enemies but not being able to due to other fire, it would be cool if you could tell your AI to skirt around the enemies in the way, keeping out of medium range or something, cant see any decent way to do this yet though. Nicely spotted with the avoiding of the ball carrying ones though, I only worked that one out recently, not that its really important if you wait till the enemy is dead since you can get away with wasting some time then. I've seen people who've made AI's very good at collecting, for instance Talos has to be the master of this, with an 80% win loose ratio you cant dis the power of collecting stuff! That being said I'm yet to come up with a good collecting formula, what I like about Talos's method is he does not go for the nearest ball, but seams to get as many as possible near his base, without wasting time getting them all the way back too early.
just decided to start a sub channel to my normal gamedev stuff where I upload some unexpected and funny games I have if anyone is interested.
I had just came up with an AI I thought could pull off collecting spheres before killing the enemies, so was preparing to test against the highly aggressive bots that is the multiplayer community atm, gritting my teeth to be blown to bits, and then watched in bemusement as our bots walked around each other, and then felt bad as my AI ruthlessly attacked the poor passive roadblockers! As soon as I can work out a way to do so I'm going to in build a chivalry concept to my AI so they only attack if an enemy shoots, no more robots should die for nothing!
There's often some battles that feel really epic, funny moments or fails so share them here if you like. I'm hoping it could also be a good place to get to talk to your opponent after an interesting battle.
I'm usually making games in my spear time rather than playing them, but what with this and Inside that has completely reversed... I think I should revert it back really, and i'm kindof hoping for a some more features in Gladiabots before I can unleash my favorite ideas, im kind of running out atm. Looking forward to the next update if we get some new bot types comming!
Also decided to start uploading some vids, linked the first in the lets play section of the forum I think.
if your using long range I would assume your relying extremely heavily on chance, which is annoying. Just an idea I thought to put out there, what if, instead of accuracy decreasing with distance the strength of the lazers decreased? you would have 100% accuracy all the time but the damage goes down to 50% then 10% instead? Perhaps this would make things seam more repetitive from game to game? Or maybe its needed to give players with worse AI a chance, no pun intended, but it would make it more skill based, what do people think, is that a good think? Im undecided on the matter.
Yeah you and others have ripped into my ranks quite efficiently sometimes, I think my long range strategy is probibaly worth it for the first few seconds, and it makes it easy to get everyone on the same target, however it doesnt seam the most efficent way to do it and I'm starting to doubt its value after the enemy has first got into mid range, I wonder, if my new AI experiment is any good im going to try combining them.
I'm hoping different AI types will come in handy more when we have customizable bots, or however that will work, I can imagine sending a few heavy bots in front to attract fire whilest some smaller lighter ones pick up the spheres, or a destraction techneque with some heavy bots and send some light ones round the back to attack htem when they try retreive spheres or when they retreat,its soo damaging attacking retreating bots from both sides, completely messes up how people currently do AI, there is just no way I've found for doing it yet...
Some little things Id like, having played a bit more I notice you often end up playing the same people, would love to have some form of chat system in game, and a send game request type thing, so you could request private duels with your nemesis's!
I think if you werent here Chunkymonkey, Ironically the most useful suggestion we could make here now might be that GFX47 should not look at the suggestions because by the time he has read all this he wont have any time to work on the game xD
aoho.... Feeling nervous now, I feer for my position on the leaderboards xD Ill be on in a moment. Your split team strategy? Oh , the map, yess, that is my speciality xD I assumed you meant using multiple AI types at first, hmm, I have made several attempts at using multiple AI types but never came up with any combinations that improve on just having one type, I like the idea of using multiple though. There is one little tweak I have thought of for my split team strategy, lets try this xD
Interesting, my rules of AI making are this,
1 moving is a wast of time because you cant shoot, to be used only to august formation and let shields re charge. I don't move forward into battle atm, instead re group and get a bit of enemy shield down hopefully before they get to me, thus giving me a head start, means your in more risk of the edge but its always cool watching robots fizzle up on the edge anyway so who cares haha
2 every bullet shot at a secondary target is a wasted bullet in my view, in other words, all allies should shoot the same enemy unless it would risk death.
3 Priorities damaged distant enemies over strong near ones, because the near ones will run off just like the one that's far off did, true you have less accuracy at range, but if you take out an enemy it is worth it. Your team as a whole will take a larger amount of damage, spread across all your bots, but this pays off often for me, (although its a bit unpredictable), since the enemy will (hopefully) have less bots to shoot you with after that, so if all goes well it will pay off.
So far I have not managed to be successful with a collecting whilst fighting strategy, apart from maps like Ambidextrous of course with two spheres and 5 bots you have it pretty easy! I would like to come up with some AI's that could competitively pull off the collecting method on more maps though.
Haha, yeah, sorry about that, good games though! Its interesting, I've also had a fair number of games against Dagger recently beat him a few times but have started copping certain aspects myself, although tbh it doesn't seam to work any more reliably yet.
Upload the vids if you like, your choice, could be cool to look back on at some point from my point of view but not really too bothered. I'm tempted to upload a few too, had some funny programming fails. Someone who created an AI that killed all my bots and then once then picked up ball they just started dancing instead of going to their base, as a result eventually the timer ran out and I won since I had got a ball back earlier xD
Interesting, maybe I'm being dumb but surely its a disadvantage in using this, surely your reasoning for attacking, particularly at longer ranges should be based on factors such as health, shield, if carrying a ball etc, who you shot before is not really important... Unless you could access what the current target of each of your ally robots is, in which case you could avoid the time wasting issue of multiple robots heading for the same ball etc, could also have one type of robot specifically for choosing the enemy to target and all the others shoot at that one robot, so as to control the focus of fire more efficiently. unless I'm mistaken currently targeted currently does nothing of the sort though?
I have a question, idk if this is the best place for it, but if I want to play this on another computer or even from a memory stick will it be possible for me to carry on under the same profile? or will I be starting over each time?
I see, I played 3 rounds against dagger, he was good, beat me on all 3 without any trouble! You were soooo close there against dagger, you have very similar play styles I think. I've also had a game against you (Im TheCheeseDragon) you played an agressive game, I was eaten by the edge!
Cheers, I kindof like that the edges are so dangerous so not to bothered about that one, I'm always impressed when I come up against a highly aggressive enemy who chases me right to the edge and kills my whole team using the berrier, I respect that strategy. I was using avoid to mean avoiding enemy players, friendly players or obstacles when moving to a location, alternatively just a "move in direction" might do the trick, this would be useful for a flanking, not getting in the way of your own bots or maybe a guarding your own teammates.