I have some Rhino models I could shoot you if you wanted em.
Welcome back and nice work!
WELCOME TO GTM JULES
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.
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.
This is very cool, Jules.
What have you build this game in?
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
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.
I imagine it to be hard to always have an eye in the corner to check if you get counted out or notA way to make it more obvious would be to play a sound or something when a robot is being immobilized
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 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.
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.
https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9cVBNRk03NFI5Z2M&export=downloadPretty sure my terrible laptop atm doesnt have program files of 64x or 86x , so probs that means i cant run it.
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.
Just found this..
Did a match or two. You put a lot of work into this, it is really cool!
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.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.
i really hope you aren't planning on keeping burst motors for the final game, they're probably the least realistic part of ra2
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)
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.
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.
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 :(
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.
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.
A very cool project that's also very dead, unfortunately.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!
This is not 'very dead'... 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.
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.
Never got em'. I just double checked. I'll PM you my email though, that's the best way we can talk.