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Off-Topic => Games => Game Development => Topic started by: Jules1 on July 22, 2015, 03:45:15 PM

Title: Robot Combat prototype in progress
Post by: Jules1 on July 22, 2015, 03:45:15 PM
I've just been working on it for this morning, so I don't have sound, good models, effects, or any fancy stuff yet.

I think I remember some folks on here designing robots in blender (or maybe it was just autocad?) If anyone wanted, they could shoot me some blender models.

Here's a little teaser gif

(https://gametechmods.com/uploads/images/75733robot.gif)
https://gametechmods.com/uploads/images/75733robot.gif (https://gametechmods.com/uploads/images/75733robot.gif)
Title: Re: Robot Combat prototype in progress
Post by: Reier on July 22, 2015, 04:17:32 PM
dude sick bro! keep us updated :)

and welcome to GTM
Title: Re: Robot Combat prototype in progress
Post by: rnifnuf on July 22, 2015, 04:22:34 PM
Welcome to Gametechmods, Jules!

I really like the animation here. That hit by the spinner reminds me of Son of Whyachi vs. Nightmare from the old Battlebots. If you got enough models, this could become an animated Robot Wars-like show.
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 22, 2015, 04:26:33 PM
Thanks guys.

That was me though.

I couldn't get on to my real name for some reason.
Title: Re: Robot Combat prototype in progress
Post by: Reier on July 22, 2015, 04:26:48 PM
WELCOME TO GTM JULES
Title: Re: Robot Combat prototype in progress
Post by: RedAce on July 22, 2015, 04:28:14 PM
That animation is looking great so far.

Also. Hi Jules. Nice to see you back.
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 22, 2015, 04:34:16 PM
Thanks guys.

There's actually not any 'animations'. It's all just working through the physics system.
Title: Re: Robot Combat prototype in progress
Post by: Avalanche on July 22, 2015, 04:50:54 PM
PERMABANNED FOR MULTI ACCOUNTING. GET OUT.
Title: Re: Robot Combat prototype in progress
Post by: Badnik96 on July 22, 2015, 04:54:09 PM
I have some Rhino models I could shoot you if you wanted em.

Welcome back and nice work!
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 22, 2015, 05:21:45 PM
I have some Rhino models I could shoot you if you wanted em.

Welcome back and nice work!

Thanks.
Sounds good. PM me one or two.
Title: Re: Robot Combat prototype in progress
Post by: Somebody on July 22, 2015, 07:31:54 PM
WELCOME TO GTM JULES

Lolololol
Title: Re: Robot Combat prototype in progress
Post by: Shield on July 23, 2015, 10:16:36 AM
The physics look great! cant wait to have a demo of this come out, or a full fight video
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 23, 2015, 12:25:04 PM
I could release a demo now, but I'd rather wait a week or so to get some more systems in.

In the meantime, I'd like to ask you guys a few questions so I can get some opinions on some stuff.

What do you guys want in a damage / scoring system?
       Do you guys want points to accumulate based off of weapon stats and collision speeds? Or keep the damage behind the scenes and simply score off of number of weapon strikes, orrrr... What? I'm open to ideas.

I should be able to create a KO countdown, and also make sure the opponent can't be touching them in order for it to start, to prevent cheap wins.

Should I focus on having components fail realistically, or go the same route as RA2 and have the bots auto-lose after the chassis has taken a certain amount of damage?

What kind of stage hazards do you guys want to see in the demo level? (This question is obviously less important :p but I should he able to implement whatever)

Any other ideas or tips?

I'm starting slow, and I'm not claiming this will ever be a real game, but it will, at the very least, be a fun arena with a few bots.
Title: Re: Robot Combat prototype in progress
Post by: Shield on July 23, 2015, 06:32:25 PM
I could release a demo now, but I'd rather wait a week or so to get some more systems in.

In the meantime, I'd like to ask you guys a few questions so I can get some opinions on some stuff.

What do you guys want in a damage / scoring system?
       Do you guys want points to accumulate based off of weapon stats and collision speeds? Or keep the damage behind the scenes and simply score off of number of weapon strikes, orrrr... What? I'm open to ideas.

I should be able to create a KO countdown, and also make sure the opponent can't be touching them in order for it to start, to prevent cheap wins.

Should I focus on having components fail realistically, or go the same route as RA2 and have the bots auto-lose after the chassis has taken a certain amount of damage?

What kind of stage hazards do you guys want to see in the demo level? (This question is obviously less important :p but I should he able to implement whatever)

Any other ideas or tips?

I'm starting slow, and I'm not claiming this will ever be a real game, but it will, at the very least, be a fun arena with a few bots.

That KO/no touching countdown thing sounds like a sweet idea.

As for components failing, I think if possible it'd be more realistic to program it so that if the control board/batteries are shaken up too much or damaged the bot is inactive. But idk if that'd be too hard to program
Title: Re: Robot Combat prototype in progress
Post by: Somebody on July 23, 2015, 06:35:03 PM
Yeah if there could be a failure for a panel, and then it would come off, and then you could physically hit the (quite weak) interior components, that would be the coolest way to do it. So one amazing hit could just trash the side of a robot and kill it, even though the rest is super heavily armored.
Title: Re: Robot Combat prototype in progress
Post by: Thyrus on July 24, 2015, 08:20:28 AM
This looks great:0
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 24, 2015, 11:23:34 AM
Thanks again guys.

I've got a fair amount of work done. I created a way to map the keys to the components in game (Doesn't work perfectly. I want to copy RA2s eventually)

I've also created a crusher type bot, similar to Razer, that can latch onto bots and hold them in place. It works quite well. It is even capable of ripping off tires and lifting them in the air while they are stuck on the spike.

If I get the chance I'll post a minute long game-play montage later on tonight.
Title: Re: Robot Combat prototype in progress
Post by: Tashic on July 24, 2015, 11:47:33 AM
Looks very cool!
I also prefer the more realistic damage.
Title: Re: Robot Combat prototype in progress
Post by: Shield on July 24, 2015, 11:59:21 AM
Thanks again guys.

I've got a fair amount of work done. I created a way to map the keys to the components in game (Doesn't work perfectly. I want to copy RA2s eventually)

I've also created a crusher type bot, similar to Razer, that can latch onto bots and hold them in place. It works quite well. It is even capable of ripping off tires and lifting them in the air while they are stuck on the spike.

If I get the chance I'll post a minute long game-play montage later on tonight.

YASSS
Title: Re: Robot Combat prototype in progress
Post by: G.K. on July 24, 2015, 01:27:46 PM
This is very cool, Jules.

What have you build this game in?
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 24, 2015, 03:07:19 PM
This is very cool, Jules.

What have you build this game in?

Thanks brother.

I'm using the Unity3D engine and writing the code in C#.

I think pretty soon I'm going to make a more official topic including a checklist of what I have done so far (some things that may appear easy were super hard and vice versa) , what I think I can get done in the next week or so, what I may be able to get done in a month, and so on.

I also need some type of name before I post any sort of prototype.
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 25, 2015, 12:23:11 AM
I decided I would post a few unedited videos to show how the prototype is truly functioning, as opposed to showing just when it works the best.

In this video I tried to illustrate that the spike can 'sink' into certain materials but not others (I haven't assigned every object yet, so not all function as they should)

It's easier for the bot to grab a hold of certain objects with the spike. Heavier objects are harder to hold on to and are much more likely to fall off if they are lifted. The longer any object is attached to the spike, the more likely it is to slide out of the grasp.

This system is nowhere near done, but I am very happy with the progress I made on it just working on it today.

I got held back on a lot of progress today due to a bug that suddenly arose with my spinning motors when the game was built as an .exe which wasn't there while running it in the editor.
You might notice the wheel on the right side of the clamp bot is kind of jumpy / bouncy. I don't know what is causing it. Very frustrating....

I'm probably going to post 2-3 more videos tonight.

Let me know what you all think so far.

https://www.youtube.com/watch?v=FKM6SCdDuzM&feature=youtu.be (https://www.youtube.com/watch?v=FKM6SCdDuzM&feature=youtu.be)
Title: Re: Robot Combat prototype in progress
Post by: Shield on July 25, 2015, 01:55:54 AM
I like it!
Title: Re: Robot Combat prototype in progress
Post by: G.K. on July 25, 2015, 09:19:47 AM
The ability to do that kind of picking up is really cool, it's a shame to not have that RA2. The way you're constructing the mechanic sounds good too. And I see you can take components off in this, a big thumbs up from me there.

Can't really pick out anything from that piece of footage that I'd particularly say needs changing, assuming that there was a reason for most of the bots not moving - other than the lack of a Mako-style bot so far :P
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 25, 2015, 10:54:50 AM
The ability to do that kind of picking up is really cool, it's a shame to not have that RA2. The way you're constructing the mechaninc sounds good too. And I see you can take components off in this, a big thumbs up from me there.

Can't really pick out anything from that piece of footage that I'd particularly say needs changing, assuming that there was a reason for most of the bots not moving - other than the lack of a Mako-style bot so far :P

Mako will live... soon...
Thanks a ton.

There's no AI yet, all of those bots were just controllable with keyboard controls (aside from the 4 wheeled bot who's motors are set to rotate automatically for now)

Here's a quick MP match I filmed last night. My brother is a germ freak so he had his own keyboard plugged in. It is an old PS/2 connector which seems to have caused glitches in the interpretation of our inputs which is why it probably looks like we are controlling like idiots at certain points. (also, tank controls, which neither of us are too comfortable with)

I'm going to be busy for the next day and a half or so, but once I am free I am going to go all out on getting a playable 1 v 1 demo with one player vs one AI bot in a simple hazard-less arena. The AI bot will likely be a hammer or flipper bot. Any requests for the player bot?


https://www.youtube.com/my_videos?o=U (https://www.youtube.com/my_videos?o=U)
Title: Re: Robot Combat prototype in progress
Post by: Avalanche on July 25, 2015, 11:06:21 AM
Clamp bot for player pls. Also,is the clamp automatic in how fast and how far it goes up and down ala Razer from the Robot wars games?
Also, heres a link that doesnt link to the users youtube account vids.
https://www.youtube.com/watch?v=3F3obOpNbvY (https://www.youtube.com/watch?v=3F3obOpNbvY)
Title: Re: Robot Combat prototype in progress
Post by: G.K. on July 25, 2015, 11:17:46 AM
That link didn't help but I found it here. (https://youtu.be/3F3obOpNbvY)

The gameplay only goes to make me look forward to your demo. I'm really enjoying the physics and the collision mechanics. Again, this clamp bot is really cool - I liked the clamp manouvre at ~0:30 - reminiscent of some of the action we've been getting with bots at BattleBots this year. As with Avalanche, in an ideal world I'd get to play with that clamper in the demo, but if not either is cool.

Are you planning on having any other camera modes? The one you've got is good but a couple more perspectives would be ace.

Tank controls are different but you get used to them - we had the same thing with botApp, which was a similar thing we found a few years back but never really got past an initial alpha. I'm not worried about the driving glitchiness at the moment, you're still in the middle of the development stage.

Other than that, I'm wondering on the scope you're planning - will this have multiple arenas or a builder mode etc? (Not that it would matter if it didn't, because it does the combat so well)

Also, I'm intrigued by the 'secret' button.   :gawe:
Title: Re: Robot Combat prototype in progress
Post by: G.K. on July 25, 2015, 05:09:21 PM
Also, I've answered your questions from that post the other day - see the spoiler.

Title: Re: Robot Combat prototype in progress
Post by: Jules on July 26, 2015, 10:16:30 PM
Woops. Sorry about that bad link guys.

Clamp Controls-
 if you are pressing a button it is going down up to a certain limit. If the button is let go, it is on it's way back to the start. I could easily change it so that one button brings it down, one button brings it up, and if no buttons are pressed nothing happens. I'm just liking this way for now.

Camera Angles-
For right now, it's just the camera angle that you can see. But given a few hours I am 90% sure I could replicate and implement all of the camera angles seen in RA2. You can see in the gif one I just added (currently the camera angles are only controlled via button in the pause menu)

That Hazard-
It's a flipper! I currently have a trigger zone, if an object enters it, it waits a second and then fires. It then waits a few seconds before returning to it's starting position. See gif!

The Scope-
I think I will make a new post about this in the near future with more detail. I have realistic goals. Everyone loves building bots, but I am focused on fun gameplay for now.
Having said that, I do have some ideas for implementing a building system, and I don't think it is an unrealistic goal or anything like that.

I'd appreciate it if you guys could spread the word. I'd love more opinions and advice!

I would also be willing to do a developer blog type thing where I would share what I am currently working on, go into issues I am experiencing etc if there is enough interest.

For example, tonight, I am about to start working on the count out system and after that, a system that allows for wheels to be damaged and knocked off their axis like what happened in Stinger vs Warhead in episode 3 of this season of BB. (Instead of having the wheels either be okay or completely off)

(https://gametechmods.com/uploads/images/41625Flip.gif)



Title: Re: Robot Combat prototype in progress
Post by: CodeMoose on July 28, 2015, 12:40:24 AM
Looks cool. Any thoughts on making it open source on github (or similar)? I'm sure quite a few people would be interested in issuing contributions.
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 28, 2015, 02:31:51 AM
Looks cool. Any thoughts on making it open source on github (or similar)? I'm sure quite a few people would be interested in issuing contributions.

Thanks.

I haven't really put much thought into it.
For the next few weeks Im going to have a ton of free time so I will likely be working on it a lot. If a point comes where I don't have time to work on it, I would likely hand it over.

I would gladly accept and inpliment models, textures, menu graphics, sound effects etc, but for the time being at least, I'd prefer to work on the code alone.
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 02, 2015, 01:43:22 PM
https://www.youtube.com/watch?v=OUHuuItoewA (https://www.youtube.com/watch?v=OUHuuItoewA)

Here's a new video that shows off a basic arena with a pit, a bot, and the KO count out system.
It still needs some tweaking, but I can easily modify how far a bot needs to move, and how long it takes for the countdown to appear.

How do you guys feel about having the hud display the bot names and the KO count down? I'm not sure how I feel about it.
Title: Re: Robot Combat prototype in progress
Post by: Thyrus on August 02, 2015, 02:18:01 PM
I imagine it to be hard to always have an eye in the corner to check if you get counted out or not
Title: Re: Robot Combat prototype in progress
Post by: playzooki on August 02, 2015, 02:36:05 PM
I imagine it to be hard to always have an eye in the corner to check if you get counted out or not
A way to make it more obvious would be to play a sound or something when a robot is being immobilized
Title: Re: Robot Combat prototype in progress
Post by: G.K. on August 02, 2015, 02:38:52 PM
I think it's quite cool in the corner there. How exactly does it work - what sort of mobility do bots need to show to break the count?
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 02, 2015, 06:03:15 PM
I will have it play a sound effect at each tick of the counter with the noise becoming more urgent as it nears zero.
All of the hud and menu graphics are placeholders FYI.

Currently, It just keeps track of how far the bot has moved.
To put it simply, I have it tuned currently so that the bot has to move 1 unit every 20 seconds to be considered active (The timer is only visible once it reaches 10)
This means they must move 1 unit away from an initial point. It can't move back and forth .5 units.

For reference, the cube in this gif which shows off the pit is 1x1x1

(https://gametechmods.com/uploads/images/95977ezgif.com-resize.gif)
Title: Re: Robot Combat prototype in progress
Post by: Kungfooey242 on August 08, 2015, 03:10:53 AM
If only i was that good with unity ;(. This is what i made after a whole week: https://gametechmods.com/forums/index.php?topic=17322.0 (https://gametechmods.com/forums/index.php?topic=17322.0)

But anyways... good work! It looks very nice. Perhaps RA 3 confirmed? Lol
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 19, 2015, 11:39:42 AM
Just a quick update in case anyone is following along-

I haven't been working on the project too much lately cause I've been busy and kind of frustrated with it.

I've run into problems with having a horizontal spinner configured like Tombstone keep traction on it's wheels realistically instead of being spun from the spinners force.
I've also run into joints and connections not being stiff and perfect like they should be (which would obviously be a problem with a rapidly spinning weapon etc.)

Instead of getting stuck on this and not making progress in other areas I've decided that over the next few days I'm going to implement a system that deals with collisions between objects that...

-Plays different sounds and visual effects depending on the materials (IE: Metal hitting lexan will make a different sound than metal hitting metal - which would also create sparks)
-The collision speed will determine the sound played, the volume of the sound, and will change the properties of the visual effect.
Title: Re: Robot Combat prototype in progress
Post by: Avalanche on August 19, 2015, 03:14:03 PM
For immobilisation, maybe half the units needed? Slow bots or pinned ones will have a hard time.
Good luck sorting out the traction and joint issues, and the effect system sounds really good.
Title: Re: Robot Combat prototype in progress
Post by: tomgsx on August 22, 2015, 06:04:52 AM
I am curious if you would be willing to share this project in it's current state, or explain how you went about the weaponry. I previously attempted this in Unity and ran into many issues with the joint system Unity provides. The hinge was never rigid enough to use it for weapons like hammers/flippers. Alternatively, I would certainly be willing to assist you with this project.
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 23, 2015, 01:31:40 AM
Here is a half-done demo. Should be easy to extract and run.

https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9REJRWDRiOUIzNFk&export=download (https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9REJRWDRiOUIzNFk&export=download)

(https://gametechmods.com/uploads/images/90683Main Text.jpg)

It's a working title. (I don't love it) I'm open to suggestions.

It's windows only.
I should be able to do a Mac build but I would need someone to test for me first.





I was able to get a lot of what I wanted done, but the collision graphics / audio system is not ready yet.
There is a ton that is not finished, but I figured why not.


There is currently--
-No Ai
-No Sound at all
-No Motor weakening / failure
-Only one match-up

Some things to consider--
-The demo only allows 16:9 display ratios because I was having issues with my menus. This will be fixed ASAP
-The spinner bot controls poorly while upside down. I could fix this easily, but I chose to keep it this way for a more even fight between the two bots.
-I am aware that the flipper is springy and doesn't always sit where it should. This will be fixed soon.
-The back of the spinner bot's chassis looks kind of funky. This will also be fixed soon.
-Right now the flipper's wedges tend to get stuck on the ground at certain points, this is intended as a way to balance out wedge bots vs non wedge bots. (let me know what you think)
-Both bots are fairly slow, that is because I need to do some work on my motor scripts before they behave normally at high speeds. (The weapon motor also needs to be tweaked)
-Currently, after a bot has lost, it can still be controlled. This will be fixed soon.
-None of the models / textures are finalized, I am focused more on getting the game play working decently first
-The follow cameras (3 and 4) don't turn to follow the bot. I'm assuming that is something people want?
-Just now, as I posted this build, I noticed a glitch where if the flipper's flipper-thingy gets knocked off but sticks on the chassis it can cause stupid damage to the bot, quickly destroying it. This will be fixed in future builds.

I would love to hear what you guys think. Especially any game breaking bugs etc.


For immobilisation, maybe half the units needed? Slow bots or pinned ones will have a hard time.
Good luck sorting out the traction and joint issues, and the effect system sounds really good.

I'm currently liking it as it is. This prevents a bot with one wheel, for example, from spinning around and staying 'mobile'. I'm going to tweak the system more in the near future. You guys should let me know how you like it currently.
I am toying with the idea of making there be a certain distance between both bots before the countdown starts. In most RL matches that I have seen the countdown starts after one bot has 'backed off'

I am curious if you would be willing to share this project in it's current state, or explain how you went about the weaponry. I previously attempted this in Unity and ran into many issues with the joint system Unity provides. The hinge was never rigid enough to use it for weapons like hammers/flippers. Alternatively, I would certainly be willing to assist you with this project.

As of right now, I'm not willing to share my project. It's my baby...  I don't work too well in a team, and almost zero of my code is commented haha

I would be happy to bring some people on board for textures, models, audio, menus, etc. but for right now I'm keeping the code private.

I've been struggling with the joint system a ton myself. Increasing the physics iteration count and increasing the updates per frame are quick fixes that have helped, but I have also programmed in my own custom joints.
Title: Re: Robot Combat prototype in progress
Post by: Badnik96 on August 23, 2015, 02:53:04 AM
Occasionally there's some physics glitches but it seems to work well so far. Only problem I have with it is that Private Pain seems to lose somewhat randomly (once I tapped the wall and it said cenotaph won) and you can still use the flipper after what I presume i supposed to be its Co2 tank rupturing.

also, it seems Cenotaph does not have a cap on how quickly it can spin. For some bizarre reason, this only seems to happen when it's inverted.
Title: Re: Robot Combat prototype in progress
Post by: FOTEPX on August 24, 2015, 05:39:22 AM
Occasionally there's some physics glitches but it seems to work well so far. Only problem I have with it is that Private Pain seems to lose somewhat randomly (once I tapped the wall and it said cenotaph won) and you can still use the flipper after what I presume i supposed to be its Co2 tank rupturing.

also, it seems Cenotaph does not have a cap on how quickly it can spin. For some bizarre reason, this only seems to happen when it's inverted.

The reason why Private Pain loses randomly is because it's flipper is way too fragile. It's entire flipper setup can break down from bumping into a wall.

Also, it's wheels are too strong, and Cenotaph seems to be indestructable right about now.
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 24, 2015, 08:28:19 AM
Thanks a lot for testing it out and reporting back guys. It truly helps a lot. This build should be much more enjoyable and playable. If you enjoy it, spread the word so I can get some more feedback.
https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9d0pJQm95cEEtVHM&export=download (https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9d0pJQm95cEEtVHM&export=download)

I let a few completely stupid things through on that build. My bad


- The biggest error thing I let through was that damage calculations were only taking into account linear velocity and not angular velocity as well. It would take a while to explain why that happened, but basically, It was just me making a huge oversight. That has been fixed

- When Cenotaph was flipped over the motor's angular velocity was being tracked as negative, so... whoops, there was indeed no limit. Good catch. That's been fixed

- That effect which looked like the CO2 tank rupturing was actually played when the bot lost. It is supposed to look like electrical failure, like the motherboard frying and releasing smoke. It clearly needs to be worked on a lot.

- Cenotaph and his wheels were indeed indestructible, this has been fixed

- Cenotaph was losing randomly while bumping walls (and the floor... woops.) because I am attempting to implement a system that allows for damage to be caused by collisions with the arena and between bot chassis, as apposed to just predefined weapons / hazards etc. If I can properly implement this system it will...
       - Allow for flippers, rammers, etc. to be more effective without needing to have damaging weapons (Ie, popups in RA2 are generally more effective than pure flippers because of the way it handles damage)
       - Punish 'wild' bots for slamming themselves into the arena after collisions. For example, when Tombstone essentially destroyed itself after that huge hit.

The damage system has been drastically improved since yesterday, but it is nowhere near complete.

Here the things that I remember that have changed for this build.


- Cenotaph
   - is no longer indestructible.
   - has new wheels, which probably make it a little too fast and overpowered right now

- Various durability tweaks
- Damage calculations now take into account linear velocity and angular velocity as they should
- Arena collisions now have a thresh hold for when the damage is applied and a limit to how high the damage can be. (I'm keeping a close eye on these numbers and they will still be tweaked)

- Once a component or the chassis has reached it's damage limit it must still take a hit of a minimum size before it is destroyed.
   - The numbers on this still need to be tweaked
   - I am toying with the idea of giving different components and different chassis armors varying 'final hit' thresholds

- Bots don't instantly lose once the chassis has taken max damage. Basically all of the components fail. (A bot can only lose by coun-tout or ring-out )
- The bots have lost their textures due to a glitch. (They weren't great anyways) They will be back later.

Here are a few issues that I am aware of. They are on my to-do list.
- Motors do not currently get damaged or weaken
- Cenotaph's spinning blade is currently indestructible
- Tires may take damage and even get torn off from skidding on the floor from a bot being thrown horizontally.
- Being struck by Private Pain's flipper causes too much damage.
Title: Re: Robot Combat prototype in progress
Post by: MassimoV on August 24, 2015, 11:12:14 PM
this is actually pretty fun to mess around with
Title: Re: Robot Combat prototype in progress
Post by: Badnik96 on August 25, 2015, 01:02:23 AM
you want me to send you the rest of that wheel pack i was talking to you about? would probably be a start towards better looking bots imo

did you ever get my rhino models to work? i'd love to be a robot designer for this

buffing both robots' total hit points (or whatever) would make this a lot more fun, right now they usually break down after about a minute or so

one last thing, if the smoke is meant to be electronics (the ko indicator) it should be a more slow, trickly effect than the poof of smoke it is now. if i could think of an example video i'd link it here

Title: Re: Robot Combat prototype in progress
Post by: Jules on August 25, 2015, 02:49:32 AM
Thanks for the feedback, I appreciate it. I'm doing this for fun but I do like knowing that some people are getting some enjoyment out of it.

I'm probably going to be releasing an update everyday until Saturday when I start school. I really want to get a decent sound system in by then.

I'll still work on it after that, but progress will just slow down considerably.
I'm a computer science / game design double major though, so if anything, it will help the game in the long run haha.

I've got it set up to allow bot selection and arena selection, so that, along with some number tweaking should be uploaded tomorrow. (25th)

Hopefully I will have one more playable bot added in, to allow for more than just the current match up and mirror matches.

Yeah, you're right about the quick matches, and the smoke effect.


Nah, I never got those Rhino models working right. They were basically, half inside out, if that makes more sense. They consist of edges that are only viewable from one side, and a lot of the edges are facing inwards towards the center of the models.
(Still probably doesn't make sense haha)

But 3d models of components would be helpful. Motors, discs, whatever...  A Nightmare- esque chassis would be cool. I want to get a vertical spinner in there
Title: Re: Robot Combat prototype in progress
Post by: Avalanche on August 25, 2015, 04:40:14 AM
Cant load up, computer isnt x64 or something
Title: Re: Robot Combat prototype in progress
Post by: G.K. on August 25, 2015, 05:53:01 AM
Currently away from a useable computer but I'll dump feedback on you when I can play it
Title: Re: Robot Combat prototype in progress
Post by: Impossible343 on August 25, 2015, 07:54:14 AM
will there be an option to have more than 2 robots in the arena at once?
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 25, 2015, 11:21:53 AM
Hmm... That's strange. I'm actually running on a 64 bit machine. Are you actually getting to the screen that asks for your resolution or no?
EDIT - I read that wrong. Sorry. That could be it actually. I was having an issue with a plug-in running on 86x.

I should be able to post an identical web player version of the build today anyways.

Yes, there will definitely be support for more than 1 v 1. The issue right now is most non-gaming-keyboards only accept like 3 keys input at once or whatever, so until I've got AI up and running that's kind of on the back burner.

I also plan on whipping up controller support just how it works in RA2 (which I used to have a lot of fun with)
I'd move that up on my to do list if anyone was hoping to use it to play local MP.
Title: Re: Robot Combat prototype in progress
Post by: Jules on August 25, 2015, 04:28:01 PM
https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9cVBNRk03NFI5Z2M&export=download

I actually switched my focus today to work on the in game editor.
I made a lot of progress and already have the ability to save bots and then load them into fights. I also ran into a big speedbump so it's not ready to be played around with yet.

For this build all I have done is allowed for the robots to be picked and fixed the flippers springyness on it's default position (not it's fired position yet)
I'm waiting to tweak the numbers on durability etc. because what I really need to do is overhaul how damage is calculated.

Avalanche, I built this as 86x so it should work if that was the issue. If not, I will post it somewhere to be played in browser.
Title: Re: Robot Combat prototype in progress
Post by: Avalanche on August 25, 2015, 04:42:43 PM
https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9cVBNRk03NFI5Z2M&export=download

I actually switched my focus today to work on the in game editor.
I made a lot of progress and already have the ability to save bots and then load them into fights. I also ran into a big speedbump so it's not ready to be played around with yet.

For this build all I have done is allowed for the robots to be picked and fixed the flippers springyness on it's default position (not it's fired position yet)
I'm waiting to tweak the numbers on durability etc. because what I really need to do is overhaul how damage is calculated.

Avalanche, I built this as 86x so it should work if that was the issue. If not, I will post it somewhere to be played in browser.
Pretty sure my terrible laptop atm doesnt have program files of 64x or 86x , so probs that means i cant run it.
Title: Re: Robot Combat prototype in progress
Post by: Sage on November 01, 2015, 08:31:29 AM
Just found this..

Did a match or two. You put a lot of work into this, it is really cool!
Title: Re: Robot Combat prototype in progress
Post by: Jules on November 08, 2015, 05:20:13 PM
Just found this..

Did a match or two. You put a lot of work into this, it is really cool!

Thanks. I haven't done much work on it for the past few months, but I definitely plan on returning to the game over winter break.

I don't even have any room to hook up my desktop in my dorm :/

Either way, I've hit a road block in the robot saving department.

There's a 20$ plug in I may buy that should do the trick and allow the user to easily save robots to a file, but I dont want to dish out the money unless a few people are interested in the game.
Title: Re: Robot Combat prototype in progress
Post by: Sic on November 26, 2015, 11:15:35 AM
Just found this..

Did a match or two. You put a lot of work into this, it is really cool!

Thanks. I haven't done much work on it for the past few months, but I definitely plan on returning to the game over winter break.

I don't even have any room to hook up my desktop in my dorm :/

Either way, I've hit a road block in the robot saving department.

There's a 20$ plug in I may buy that should do the trick and allow the user to easily save robots to a file, but I dont want to dish out the money unless a few people are interested in the game.
Just save your required info into a comma/newline separated .txt file and parse through it when you want to load. If done correctly you can build just about anything at runtime.
You can also use the System.Xml namespace to build up your hierachy into an XML format, which is easy to read.
Title: Re: Robot Combat prototype in progress
Post by: toAst on January 02, 2016, 12:27:59 PM
have you considered asking some of the guys at arc if you could use some of their models for bots because a few of them are downright nasty
Title: Re: Robot Combat prototype in progress
Post by: Badnik96 on January 04, 2016, 12:03:59 AM
Is Jules even still working on this?

also toast come back to arc man we miss you
Title: Re: Robot Combat prototype in progress
Post by: Jules on March 14, 2017, 04:47:18 PM
Short answer - I haven't really been working on this because I've been busy with school.

Long answer - No, but that isn't a terrible thing because I'm a computer science and game design student. I do plan on making a full fledged robot combat game eventually, but I don't know when I'll have the time to put tons of time into it - especially considering I am working on it alone,

Yesterday and today I've started from scratch to redo some systems.

Yesterday I made a system that allows robots to be saved and loaded from a text file (along with user set parameters - like burst motor angles and key bindings) I plan on working on this more over the next few days, and should have a full bot-builder complete that I could post if you guys wanted to try it out.

Today I'm working on tweaking the physics to avoid the problems that I and many others have faced while trying to create a game like this.

Right now I'm working on the wheels by implementing a system similar to what was in RA2, but avoiding the quirks and weirdness that was seen in it.

Because of the weirdness that occurs with spinning objects and torque, etc that happens in Unity it's not as simple as using a spinning joint - especially with large mass differences between the chassis and the wheels.

Here's an example of a robot with a chassis of around 110 kg and wheels of about 1 kg each.
The bricks are 3kg each and the big yellow box is 200 kg
(It's a big file. It may take some time to load)

http://i.imgur.com/rdHp0nK.gifv
Title: Re: Robot Combat prototype in progress
Post by: Badnik96 on March 14, 2017, 07:34:01 PM
i really hope you aren't planning on keeping burst motors for the final game, they're probably the least realistic part of ra2

other than that it looks great
Title: Re: Robot Combat prototype in progress
Post by: FOTEPX on March 14, 2017, 07:43:33 PM
I hope you find time to work on this, I quite enjoyed the short time I had with it.

i really hope you aren't planning on keeping burst motors for the final game, they're probably the least realistic part of ra2

Realistic pneumatic systems would be lovely, but that's getting quite ahead of ourselves in these early stages. For now, as a placeholder, I say they're alright.
Title: Re: Robot Combat prototype in progress
Post by: Asbestosstar on March 14, 2017, 10:30:04 PM
Can it run on old and new systems?
Title: Re: Robot Combat prototype in progress
Post by: Jules on March 14, 2017, 10:40:26 PM
I get what you're saying about that, but burst motors have a special place in my heart haha

It will be possible to build complex piston mechanisms eventually, but it will require more work out of my saving/loading system - which I don't have a ton of experience with.

Here's an example of what I hope to be possible simply by attaching various components in game. Right now it's clearly possible, but the in game building / saving systems aren't designed for it yet.

(http://i.imgur.com/tlRbdRH.gif)
Title: Re: Robot Combat prototype in progress
Post by: Badnik96 on March 14, 2017, 10:54:26 PM
excellent! hope you get it figured out dude, this has some serious potential imo
Title: Re: Robot Combat prototype in progress
Post by: Asbestosstar on March 14, 2017, 11:32:58 PM
I get what you're saying about that, but burst motors have a special place in my heart haha

It will be possible to build complex piston mechanisms eventually, but it will require more work out of my saving/loading system - which I don't have a ton of experience with.

Here's an example of what I hope to be possible simply by attaching various components in game. Right now it's clearly possible, but the in game building / saving systems aren't designed for it yet.

(http://i.imgur.com/tlRbdRH.gif)

You should make that 1 component.
Title: Re: Robot Combat prototype in progress
Post by: Jules on March 15, 2017, 12:45:17 AM
If it's one component then it is essentially the same thing as a burst motor. Yes?

Allowing one to build a mechanism like this out of components also allows the different parts to break / take damage separately.
Title: Re: Robot Combat prototype in progress
Post by: Mouldy on March 15, 2017, 04:39:18 AM
Boy- you better keep at this otherwise I'll deport you.

Title: Re: Robot Combat prototype in progress
Post by: Asbestosstar on March 15, 2017, 09:48:24 AM
If it's one component then it is essentially the same thing as a burst motor. Yes?

Allowing one to build a mechanism like this out of components also allows the different parts to break / take damage separately.

But why would you want it, any how if 1 part breaks the whole thing does.
Title: Re: Robot Combat prototype in progress
Post by: Dreamcast on March 15, 2017, 10:29:30 AM
But why would you want it, any how if 1 part breaks the whole thing does.

The pneumatic lifting motors could be programmed to have more power, granting the components more use on flippers and hammers. One could also use armor to hide as much of a weapon system as possible.
Title: Re: Robot Combat prototype in progress
Post by: Thyrus on March 15, 2017, 11:06:08 AM
If it's one component then it is essentially the same thing as a burst motor. Yes?

Allowing one to build a mechanism like this out of components also allows the different parts to break / take damage separately.

But why would you want it, any how if 1 part breaks the whole thing does.

Ohhh no! A game that would be closer to reality  :(
Title: Re: Robot Combat prototype in progress
Post by: kix on March 15, 2017, 11:20:34 AM
If it's one component then it is essentially the same thing as a burst motor. Yes?

Allowing one to build a mechanism like this out of components also allows the different parts to break / take damage separately.

But why would you want it, any how if 1 part breaks the whole thing does.

Ohhh no! A fame that would be closer to reality  :(

A fame?
But the idea is good! More parts to break.. Will the parts bend when it is hit by a weapon?
Also how is bot design going? I think there should be complex mode... For advanced designing..
Title: Re: Robot Combat prototype in progress
Post by: Badger on March 15, 2017, 02:24:12 PM
looks nice, would you consider a rack-and-pinion piston setup, like the VDMA bursts in DSL 2.2?

You should consider joining the GTM discord, I know a little bit but Apanx is really an expert who is always willing to help.
Title: Re: Robot Combat prototype in progress
Post by: Jules on March 15, 2017, 03:34:18 PM
looks nice, would you consider a rack-and-pinion piston setup, like the VDMA bursts in DSL 2.2?

You should consider joining the GTM discord, I know a little bit but Apanx is really an expert who is always willing to help.

Rack and pinion? Forgive my ignorance, but is that basically a spinning motor with gears that ends up pushing a piston? Something like that should be possible.

But for now I'm going to focus on getting the building system up to snuff before I worry about implementing more stuff.

I'll check out the discord.
Title: Re: Robot Combat prototype in progress
Post by: Philippa on March 15, 2017, 03:41:24 PM
(https://gametechmods.com/uploads/images/36085Untitled.png)
Rack and pinion on Terrorhurtz's axe.
Title: Re: Robot Combat prototype in progress
Post by: Badger on March 15, 2017, 03:44:25 PM
Yeah, basically a piston pushed a rod that turns a gear. A way of turning linear movement to rotational movement :P
Title: Re: Robot Combat prototype in progress
Post by: DarkMatterGaming on March 15, 2017, 09:41:00 PM
I want to see this to completion.

Make up for what RA3 should have been. I have faith!!
Title: Re: Robot Combat prototype in progress
Post by: toAst on April 16, 2017, 12:57:28 AM
oh my god this is back :claping
Title: Re: Robot Combat prototype in progress
Post by: cjbruce on July 05, 2017, 07:42:33 AM
I've just been working on it for this morning, so I don't have sound, good models, effects, or any fancy stuff yet.

I think I remember some folks on here designing robots in blender (or maybe it was just autocad?) If anyone wanted, they could shoot me some blender models.


Great, inspirational work here!  Nicely done!
Title: Re: Robot Combat prototype in progress
Post by: Badger on July 05, 2017, 09:20:19 AM
I've just been working on it for this morning, so I don't have sound, good models, effects, or any fancy stuff yet.

I think I remember some folks on here designing robots in blender (or maybe it was just autocad?) If anyone wanted, they could shoot me some blender models.


Great, inspirational work here!  Nicely done!
A very cool project that's also very dead, unfortunately.
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 16, 2017, 06:30:51 PM
This is not 'very dead' :p but I have been pretty busy with other projects.

I'll have a building and saving/loading 'teaser' up in the next week or so.

Beyond that, my next goal is to get a chassis building system working.
Title: Re: Robot Combat prototype in progress
Post by: FOTEPX on July 16, 2017, 06:48:18 PM
This is not 'very dead'... I have been pretty busy with other projects.

Well, we all thought it was! :p

I'll have a building and saving/loading 'teaser' up in the next week or so.

Space-age.

...No, but outside of my colin mockery, this is hella dope. Can't wait to see it!

Beyond that, my next goal is to get a chassis building system working.

That'll be quite a hefty task - think we could get a demo or something playable before you undertake that?
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 16, 2017, 11:08:08 PM
You can scroll back a few pages for something playable.

I'm currently doing all the boring / difficult stuff that needs to get done to lay a framework for the game to be good, as opposed to getting 'something playable.'

It is no fun, but that's the way it is.
Title: Re: Robot Combat prototype in progress
Post by: cjbruce on July 18, 2017, 10:23:56 AM
You can scroll back a few pages for something playable.

I'm currently doing all the boring / difficult stuff that needs to get done to lay a framework for the game to be good, as opposed to getting 'something playable.'

It is no fun, but that's the way it is.

@Jules

I sent a pm/email -- not sure if you got them, or are even interested, but please let me know so we can collaborate and/or deconflict.

 :smile:
Title: Re: Robot Combat prototype in progress
Post by: Jules on July 18, 2017, 05:00:52 PM
Never got em'. I just double checked. I'll PM you my email though, that's the best way we can talk.
Title: Re: Robot Combat prototype in progress
Post by: cjbruce on July 19, 2017, 07:40:58 AM
Never got em'. I just double checked. I'll PM you my email though, that's the best way we can talk.

I received your pm and sent an email.  Were you able to receive the email on your end?  I have a sneaking suspicion that my email is being blocked.
Title: Re: Robot Combat prototype in progress
Post by: toAst on July 20, 2017, 05:11:46 AM
just expressing my continuing support... you do you my friend, god speed! :claping
Title: Re: Robot Combat prototype in progress
Post by: Herpaderp64 on September 23, 2017, 07:26:43 PM
any robot combat game gets my support instantly,  :rage <FOOKIN GO FOR IT M8 YOU MAKE THAT FOOKIN GAME!