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Robot Rumble 2.0 => Robot Rumble 2.0 => Topic started by: cjbruce on July 14, 2017, 07:16:46 AM

Title: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 07:16:46 AM
(http://www.robot-rumble.com/RR2-BuildBattle1024banner.png)

THE ALPHA BUILD IS FINALLY HERE!

https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Robot Rumble 2 is a 3D robot combat simulation game currently under development by Nerd Island Studios, LLC.  The game is a labor of love by several members of the GameTechMods community, and we are excited to announce our public Alpha release during the live filming of BuggleBots 2018.  We are shooting for a release date of fall, 2019.  Join the conversation here on GameTechMods, follow us on Twitter at @robot_rumble, and most importantly, sign up to join the closed beta at www.robot-rumble.com.

Build in the BotLab: Create custom parts from scratch with our built-in 3D modeling tool, combine those parts with prebuilt components to build a robot, then use sensors and logic to design your robot's AI for battle!
Fight in the Arenas:  AI vs AI, AI vs Player, or Player vs Player in local multiplayer matches
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on July 14, 2017, 08:35:54 AM
But... Will it run on Vulkan API?
JK
Actually, Awesome work. Hope to see this become next big robot figgting game.
Keep up the good work!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on July 14, 2017, 10:00:08 AM
Very cool to see another person have a crack at this. Keep us posted, this is the kind of stuff that the majority of the forum would be super interested in!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on July 14, 2017, 10:16:29 AM
Nice work there! Very impressed.

It's cool that you are trying to make it a simulator, rather than just a game.

I see that the wheels are very smooth, how did you achieved that? Did you use one of the standard colliders or something else?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 10:18:49 AM
Since we don't have gaming rigs at school, I am attempting to achieve as much detail as possible while maintaining 60 fps gameplay.  Here are some screenshots showing some models I am working on.

AmpFlow A28-400 gearmotor (modeled in Blender, textured in Substance Painter):
(http://nerdislandstudios.com/unity/ampflowmotordetail.png)

Welded 3/4" square tubular steel frame showing 5/16" hex bolts and 1/8" steel plate (modeled in Blender):
(http://nerdislandstudios.com/unity/blenderrobotdetail.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on July 14, 2017, 10:22:16 AM
Oooo! Nuts and bolts too!

Nice ampflow model as well.

Loving the details :)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 10:32:26 AM
Nice work there! Very impressed.

It's cool that you are trying to make it a simulator, rather than just a game.

I see that the wheels are very smooth, how did you achieved that? Did you use one of the standard colliders or something else?

Thank you!

For the original version of the game (Robot Rumble 1.0), I used Oimo.js physics, which uses cylinder colliders and is very smooth.  I just started with Unity, and it looks like PhysX is the only option, so I am experimenting with different drive mechanisms.  So far I have tried the following:

1. Forces applied directly to the model when keys are pressed (not at all realistic).
2. The standard Unity wheel colliders + white frictionless "casters" in the corners.  This is the model that you see in the link.
3. Cylindrical mesh colliders with hinge joints.  I made 16-sided, 32-sided, and 64-sided meshes in Blender and pulled them into Unity to see how they behave.  32- and 64-sided meshes work fine, but aren't quite as smooth as the wheel collider.

I am also considering an improved wheel collider that ray-casts in multiple directions for each wheel, but for now I am pretty happy with solution #2.  It has really low overhead and works wheel for protected wheels.  For flippable robots I will need to take a different approach, but right now I am just worried about getting everything running.

My target platform will be desktop with game controllers (Xbox and PS).  I would like to get it running with the Spectrum DX6i controllers we use for our real robots.  Assuming I can get them working, I will post a "how to" for this so people can use the real controllers.  For now, the simulator is intended to be 2-player multiplayer and 1-player vs AI.  Since I'm working in Unity this time, I would like to export to as many platforms as possible, potentially even to mobile and AirConsole, though I would need to think a lot about control scheme for those.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 10:41:01 AM
Oooo! Nuts and bolts too!

Nice ampflow model as well.

Loving the details :)

Re: Nuts and bolts - Of course! :)  It might be a little crazy to try to include every little screw that we use in a real robot, but right now I am exploring the limits.

I just received permission from AmpFlow to use models and the AmpFlow logo in-game.  I'm hoping to get permission from the other component manufacturers as well.  Hopefully everything ends up looking and feeling like the real thing.

The big problem we have is that we don't have our own arena, so students have to learn how to drive on the day of the competition.  Inevitably, this doesn't turn out well.  The goal is to give students driving experience beforehand so that they aren't completely befuddled by the controls when their robot is turned around in an odd orientation.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on July 14, 2017, 10:47:11 AM
Thanks for the info!

I have tried as well to make a robot combat game, didn't go very far, but I did encounter the problem of the wheels, I used a method where I have the collision model of the wheel not completely fixed to the wheel itself, but I used a configurable joint to make it like a shock absorber radially, so it doesn't jump because of the not completelly smooth collision mesh.

But I'm sure you can find a much better and less messy solution than that!

I love the Idea of using the real controllers!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 12:20:48 PM
Thanks for the info!

I have tried as well to make a robot combat game, didn't go very far, but I did encounter the problem of the wheels, I used a method where I have the collision model of the wheel not completely fixed to the wheel itself, but I used a configurable joint to make it like a shock absorber radially, so it doesn't jump because of the not completelly smooth collision mesh.

But I'm sure you can find a much better and less messy solution than that!

I love the Idea of using the real controllers!

I think you might be overestimating my abilities!  :smile:

How much of an issue did you find the jumpiness to be?  Did you try increasing the number of sides?

I also found that adding sphere colliders as skids seems to reduce the jumpiness.  Apparently PhysX computes friction for every contact point, so as the number of contact points changes, the friction changes. Maybe this is the cause of some of the jumpiness?  Spheres only have one contact point, which I am thinking would smooth things out.

Also
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on July 14, 2017, 01:10:47 PM
Wow. I'm working on a robot combat game prototype too, but this just blows mine out of the water in terms of graphics. I wish you luck!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on July 14, 2017, 01:23:31 PM
unity is a good dev environment, i use it, I will check it out,maybe i will use it in a GTM event. Will the rumbles allow more bots that RA2?


EDIT:Looked at it, good start, cant wait to see more,Looks in lots of ways better that RA1 ,RA2 and almost RA3 graphic wise.
Also, nice , that may be the best online fighting game, there are some but none this style, You should also port to tablets, I only know 1 other bot fighting game that is inactive, I would love to see that on tablets.

Also, You can Make AI to make the other bots move with these simple lines of code if you want to try.

Transform tr_Player;
   float f_RotSpeed=3.0f,f_MoveSpeed = 3.0f;

   // Use this for initialization
   void Start ()
   {

      tr_Player = GameObject.FindGameObjectWithTag ("Player").transform; }

   // Update is called once per frame
   void Update ()
   {
      /* Look at Player*/
      transform.rotation = Quaternion.Slerp (transform.rotation , Quaternion.LookRotation (tr_Player.position - transform.position) , f_RotSpeed * Time.deltaTime);

      /* Move at Player*/
      transform.position += transform.forward * f_MoveSpeed * Time.deltaTime;
   }
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 03:33:14 PM
unity is a good dev environment, i use it, I will check it out,maybe i will use it in a GTM event. Will the rumbles allow more bots that RA2?


EDIT:Looked at it, good start, cant wait to see more,Looks in lots of ways better that RA1 ,RA2 and almost RA3 graphic wise.
Also, nice , that may be the best online fighting game, there are some but none this style, You should also port to tablets, I only know 1 other bot fighting game that is inactive, I would love to see that on tablets.

Also, You can Make AI to make the other bots move with these simple lines of code if you want to try.


Sweet!  Thanks for the AI script!  I have been wondering how to handle identifying a particular game component.  I suppose player1 and player2 would have their own tags?

When you say "more robots", do you mean more robots that are pre-made and ship with the game, or are you referring to a user's ability to create and store more of their own creations?

In either case, I'm working as a solo developer in my spare time (an hour or two each day) right now, so I have to be really careful to make sure the scope of the project doesn't get too big.  The priorities are:

Priority One:
- A complete basic robot model (2 wheels, no weapon) that looks like the real thing.  At this point, this means a lot more 3D modeling and texturing (ESCs, batteries, wiring, wiring harness, cable management, etc.).
- Physics-accurate (or as accurate as possible) controls and feel for the basic robot.  This will take a lot of tweaking with the physics engine, and some work to get game controllers working in "tank tread", single-stick, and double stick controls.
- A complete basic arena with a 2-minute countdown timer (our real-life "Rumbles" are all two minutes long).
- An intelligent scoring system that attempts to model the (entirely subjective) judging at our actual competitions.  This might prove to be the trickiest part, as it is mostly based on how "exciting" a particular competitor is if no one is knocked out.  Does anyone have any ideas on how to do this?
- Music, sound effects, and arena lighting
- Game UI
- Enemy robot AI
- 2-player local multiplayer controls

Priority Two:
- Basic robot wheel customization: Where should the wheels be?  How many wheels?  What diameter? Which motor?
- Robot weapons: Horizontal vs vertical spinner vs drum vs wedge vs flipper?

Priority Three:
- Fully-configurable component placement: Which style of motor should we use? Where should the batteries be? Tubular vs bracket vs welded plate construction? Wiring? ESC placement?
- Location-based damage model: This isn't something we typically see a lot of in competition though, as robots are typically knocked out in unpredictable ways (a wire comes loose internally, a battery loses charge, an ESC gets jostled).  The only real weapon damage I have seen in our competition is that when someone hits someone else hard enough, their own weapon breaks.  It is exciting, but embarrassing too.  I don't think I have seen anyone penetrate armor enough to cause internal damage to a battery.
- Gamification: New arena types - Unrealistic gravity? Fire/water/wind, sloped arenas, other craziness?
- Online multiplayer (this is money-dependent, and I'm reluctant to incur monthly multiplayer server costs unless I am confident that the game can be self-sustaining)

Priority Four:
- Reimagining the simulation as a game for mobile/tablets/AirConsole/console

At the moment, Robot Arena doesn't have anything to worry about as the premier platform for what it does, but I would like to develop Robot Rumble to the point where it is both useful and fun to play.

In the end, I hope to simulate the feel of the real competition.  These YouTube videos show our students in our first two year's of competition.  They are the inspiration for this project:

https://www.youtube.com/watch?v=GzPvcuaTSCc (https://www.youtube.com/watch?v=GzPvcuaTSCc)

https://www.youtube.com/watch?v=MMVcygcpSYY (https://www.youtube.com/watch?v=MMVcygcpSYY)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on July 14, 2017, 04:16:22 PM
Sweet!  Thanks for the AI script!  I have been wondering how to handle identifying a particular game component.  I suppose player1 and player2 would have their own tags?

When you say "more robots", do you mean more robots that are pre-made and ship with the game, or are you referring to a user's ability to create and store more of their own creations?

[/quote]
I think you would tag the everybody"Player" and only give the script to the AI players. So th'all kill each other. Did you test the lines i sent you?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 04:42:59 PM
Sweet!  Thanks for the AI script!  I have been wondering how to handle identifying a particular game component.  I suppose player1 and player2 would have their own tags?

When you say "more robots", do you mean more robots that are pre-made and ship with the game, or are you referring to a user's ability to create and store more of their own creations?

I think you would tag the everybody"Player" and only give the script to the AI players. So th'all kill each other. Did you test the lines i sent you?
[/quote]

Regarding tags:  Ahh!  Nice!  I'm not used to attaching scripts yet.

I haven't tried the script, because isn't it written for non-rigidbodies? 

I was planning to give AI robots the exact same control mechanism as the players, which means applying torque to the drive wheels, rather than directly modifying the robot transform.  In Construct 2 I did this with the following:

1. Forward/Backward acceleration: Compute a dot product between the AI robot's forward vector (world space) and the bearing to the target (world space).  If the dot product is positive, then apply equal torque to both wheels to make the robot go forward. If the dot product is negative, do not apply torque.  This means the target is behind the AI robot, and they should just turn but not drive forward or backward.
2. Left/Right steering: Compute a cross product between the two vectors.  Apply turning torque to each wheel according to the cross product. 
Also, check the dot product to see if it is negative.  If so, then the target is behind the AI robot, and we need to apply the maximum turning torque to get the AI robot around as quickly as possible.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kaiser on July 14, 2017, 04:51:26 PM
Someone give this guy a medal.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 05:09:14 PM
Someone give this guy a medal.

Thanks for the vote of confidence, but I don't want to overpromise and underdeliver!

I figure I need to get everything in the "Priority One" list done before October.  If that happens, then I should be in good shape to turn out an actual shippable product sometime in the next few years. 2 months to get the basic game working, then 2 years to polish it.  :)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on July 14, 2017, 05:16:06 PM
Someone give this guy a medal.

Thanks for the vote of confidence, but I don't want to overpromise and underdeliver!

I figure I need to get everything in the "Priority One" list done before October.  If that happens, then I should be in good shape to turn out an actual shippable product sometime in the next few years. 2 months to get the basic game working, then 2 years to polish it.  :)
Just keep plugging away at it my dude, frequent updates are a must to keep projects like this from dying

If you ever need development help, many of the people on the forum have lots of knowledge and experience, and I'm sure they'd be happy to help.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 14, 2017, 05:23:56 PM
Someone give this guy a medal.

Thanks for the vote of confidence, but I don't want to overpromise and underdeliver!

I figure I need to get everything in the "Priority One" list done before October.  If that happens, then I should be in good shape to turn out an actual shippable product sometime in the next few years. 2 months to get the basic game working, then 2 years to polish it.  :)
Just keep plugging away at it my dude, frequent updates are a must to keep projects like this from dying

If you ever need development help, many of the people on the forum have lots of knowledge and experience, and I'm sure they'd be happy to help.

Will do!  The students keep my honest, and I need to stay on track to make sure they have a working simulator in October.

As far as help goes, I would love to find an experienced Unity dev to partner with.  I have my own company, and am willing to go 50-50 on revenue.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on July 25, 2017, 09:21:56 PM
You could use the part of my code for facing the player in you game and just have other animation do the walking.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 26, 2017, 06:47:55 AM
You could use the part of my code for facing the player in you game and just have other animation do the walking.

For this version of the game, I am looking to control movement through the physics engine, rather than directly via the transform.  I think a mobile version might benefit from simplified transform-based movement though -- it is further down on the list, but still definitely an option I would like to explore.  I'm pretty sure I could bust out a top-down version of a mobile game relatively quickly once the full PC version is done.

I'm hoping to put out an announcement on the game in the next week or two.  Still waiting on a few details... :)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on July 27, 2017, 02:41:34 AM
- An intelligent scoring system that attempts to model the (entirely subjective) judging at our actual competitions.  This might prove to be the trickiest part, as it is mostly based on how "exciting" a particular competitor is if no one is knocked out.  Does anyone have any ideas on how to do this?

i would imagine a system that would record the speed of both bots upon impact when it's a non-weapon hit and speed/damage upon weapon hit, maybe even including something like a 'sparks' system that would sway judge opinion in favor of those who generate more sparks from their hits, but also to make things fair for flippers and shovers a counter-point system that reverses judges favor through hazard impact and slams (flips, too) as well. sounds complicated but probably possible if fine tuned juuust right
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on July 27, 2017, 02:44:31 AM
You could use the part of my code for facing the player in you game and just have other animation do the walking.

For this version of the game, I am looking to control movement through the physics engine, rather than directly via the transform.  I think a mobile version might benefit from simplified transform-based movement though -- it is further down on the list, but still definitely an option I would like to explore.  I'm pretty sure I could bust out a top-down version of a mobile game relatively quickly once the full PC version is done.

I'm hoping to put out an announcement on the game in the next week or two.  Still waiting on a few details... :)
*record scratch* say whaat

do you understand how long i have been begging to see this happen? so many mobile developers out there and nobody has had even the slightest impulse to try a robot combat game for mobile devices! it has the potential to blow the **** up, i'd think! imagine the online multiplayer... /swoon
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 27, 2017, 06:24:56 AM
*record scratch* say whaat

do you understand how long i have been begging to see this happen? so many mobile developers out there and nobody has had even the slightest impulse to try a robot combat game for mobile devices! it has the potential to blow the **** up, i'd think! imagine the online multiplayer... /swoon

Again, I don't want to overpromise and underdeliver.  There already are at least two games out there, one of which is the original "Robot Rumble", that kinda-sorta do robot combat in a very gamified way.  The big thing that RA2/RA3 have that don't exist on mobile is the bot building aspect.  In my mind, this is *way* harder to do in 3D.  It is pretty simple to do in 2D, if you aren't worried about 3D physics.  But a 2D physics-based robot combat game is also a very different game.

My core competency is actually 2D mobile development, but my fear is that it is really difficult to do mobile controls in a satisfying way for a 3D robot combat game.  I already started the process in the original Robot Rumble for AirConsole, then spent another two months iterating on things until I had cut everything down to a 2-button control scheme (left button - go forward & turn left, right button - go forward & turn right, both buttons go backward, no buttons drive forward).  It isn't perfect, and I want to rethink everything in a proper 3D PC game first before trying to tackle mobile again.

Another option is to pretty much require a MFi/game controller if you want to play on your phone.  It might cut user base, but it would make the controls so much better.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on July 27, 2017, 06:57:02 AM
i think the most intuitive way to allow controls to be handled would be to allow you to kind of 'drag and drop' useable buttons for your robot onto your screen kind of like how one would customize the button placement for a mobile emulator on their screen. but again that would take a certain amount of know-how to do (not trying to imply that you don't have that kind of know-how, but i have no doubt in my mind that creating a game in any respect for a mobile platform is no easy venture)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 27, 2017, 07:06:54 AM
i think the most intuitive way to allow controls to be handled would be to allow you to kind of 'drag and drop' useable buttons for your robot onto your screen kind of like how one would customize the button placement for a mobile emulator on their screen. but again that would take a certain amount of know-how to do (not trying to imply that you don't have that kind of know-how, but i have no doubt in my mind that creating a game in any respect for a mobile platform is no easy venture)

This is an interesting idea!  Make the game about creating control schemes as much as creating robots...

Imagine someone puts seven motors/actuators on their robot, each controlled by their own button.  They would quickly find that they have created a huge driving challenge.  I wonder if this could be fun, or if everybody would quickly realize an optimal control scheme and stick with it.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on July 27, 2017, 07:18:00 AM
ha! now that's some way to think about it, you're absolutely right though. especially considering you've only got so much space you can allow yourself for buttons on a mobile screen before you've run out of space to see what the hell you're doing, it does it's own work keeping outlandish and unrealistic design in check.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 27, 2017, 07:47:39 AM
ha! now that's some way to think about it, you're absolutely right though. especially considering you've only got so much space you can allow yourself for buttons on a mobile screen before you've run out of space to see what the hell you're doing, it does it's own work keeping outlandish and unrealistic design in check.

I kinda want to prototype this today... :idea2:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: maybeChrisJack on July 27, 2017, 07:49:05 AM
I've found that everybody has their own preferred control scheme regardless of game. For controlling robots I've toyed with Tank-controls, Single-stick and even car-style (RT drives, LS steers). If it's something you can afford to develop people will likely enjoy having the option.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 27, 2017, 08:22:21 AM
I've found that everybody has their own preferred control scheme regardless of game. For controlling robots I've toyed with Tank-controls, Single-stick and even car-style (RT drives, LS steers). If it's something you can afford to develop people will likely enjoy having the option.

I have a project that I played with back in february that let you switch between eight different standard controller options, so this is definitely something that could be put into a game.  I think it would be cool to try making a fully customizable smartphone button configuration that goes beyond what you could do with a physical controller.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 27, 2017, 04:43:24 PM
ha! now that's some way to think about it, you're absolutely right though. especially considering you've only got so much space you can allow yourself for buttons on a mobile screen before you've run out of space to see what the hell you're doing, it does it's own work keeping outlandish and unrealistic design in check.

Here's an initial stab at a mobile-friendly robot control scheme builder.  I didn't have enough time to finish today, and will try to work out the bugs tomorrow:

http://nerdislandstudios.com/botlabprototype/index.html (http://nerdislandstudios.com/botlabprototype/index.html)

Forces are not being correctly applied by the motors, but at least you can see how things might work.

To use:
1. Add two motors and drag them to the left and right sides of the robot.
2. Add as many buttons as you want and drag them to the gray control area at the bottom of the screen.
3. Tap on a button to select it.  Once it is selected, you can tap on motors to change that motor's control direction for that button.
4. The red "X" deletes the button.
5. The "hand" icon allows you to reposition a button.
6. When you are satisfied with the control scheme, tap the "Play Mode" text.
7. To go back into edit mode, tap the "Edit Mode" text.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Starcore on July 27, 2017, 07:50:19 PM
- An intelligent scoring system that attempts to model the (entirely subjective) judging at our actual competitions.  This might prove to be the trickiest part, as it is mostly based on how "exciting" a particular competitor is if no one is knocked out.  Does anyone have any ideas on how to do this?

i would imagine a system that would record the speed of both bots upon impact when it's a non-weapon hit and speed/damage upon weapon hit, maybe even including something like a 'sparks' system that would sway judge opinion in favor of those who generate more sparks from their hits, but also to make things fair for flippers and shovers a counter-point system that reverses judges favor through hazard impact and slams (flips, too) as well. sounds complicated but probably possible if fine tuned juuust right

I would comment to not forget F= MA. While you can do shortcuts of how much damage a weapon does and assume a lot of things if one bot is much lighter than another and/or if you scale the weapons at all to the scale of the bot size then please don't forget to scale the amount of damage it can do in collisions, ramming and weapon contacts.

Also on your movement, if you do dot products to decide if a bot can move towards a foe or not, you are not taking into account if one or more motive wheels have been removed or damaged. If they planned for redundancy in having more than usually 4 wheels and that using dot product checks and the opponent is at nearly right angles will cause pretty strong errors in the movement.

Finally, the dot product method assumes always the same level which can be an assumption you can take if you plan on always having flat arenas but will be a problem if you later change mind to have ramps, bumps, multi level options.

Sorry if I have missed things in diving in midstream and seeing some possible issues.

Starcore
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on July 27, 2017, 07:53:29 PM
nice work with the control setup! that's pretty much exactly what i was talking about. i think that would be a perfect way to implement your control schemes in a way that's customize-able to each robot  :beer:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 28, 2017, 06:39:43 AM
- An intelligent scoring system that attempts to model the (entirely subjective) judging at our actual competitions.  This might prove to be the trickiest part, as it is mostly based on how "exciting" a particular competitor is if no one is knocked out.  Does anyone have any ideas on how to do this?

i would imagine a system that would record the speed of both bots upon impact when it's a non-weapon hit and speed/damage upon weapon hit, maybe even including something like a 'sparks' system that would sway judge opinion in favor of those who generate more sparks from their hits, but also to make things fair for flippers and shovers a counter-point system that reverses judges favor through hazard impact and slams (flips, too) as well. sounds complicated but probably possible if fine tuned juuust right

I would comment to not forget F= MA. While you can do shortcuts of how much damage a weapon does and assume a lot of things if one bot is much lighter than another and/or if you scale the weapons at all to the scale of the bot size then please don't forget to scale the amount of damage it can do in collisions, ramming and weapon contacts.

Also on your movement, if you do dot products to decide if a bot can move towards a foe or not, you are not taking into account if one or more motive wheels have been removed or damaged. If they planned for redundancy in having more than usually 4 wheels and that using dot product checks and the opponent is at nearly right angles will cause pretty strong errors in the movement.

Finally, the dot product method assumes always the same level which can be an assumption you can take if you plan on always having flat arenas but will be a problem if you later change mind to have ramps, bumps, multi level options.

Sorry if I have missed things in diving in midstream and seeing some possible issues.

Starcore

As a physics teacher, I couldn't forget F=ma if I tried!  :bigsmile:

To be honest, I have a lot more game playing to do -- I just recently downloaded RA2 (where has this game been all of my life?) to see how everyone else has solved these problems.  My gut instinct is to use change in kinetic energy (1/2mv^2) for damage and change in momentum (mv) for relative movement.  I still consider myself really naive, as this question of how to handle damage has been solved many times before, so I will keep playing around.

I'm not quite sure I understand your statement about problems with using the dot product in the case of wheel damage.  In the original Robot Rumble, the dot and cross products were computed to determine an intended direction of motion, and torque was applied to the wheels to make that happen. If the intended direction was 90 degrees from the current robot heading, the dot product would be zero, while the cross product would be maximum and result in a maximum turning signal.  The system was self-correcting though.  In the case of a lost wheel, the dot and products would constantly adjust, changing the signal to each wheel to compensate so that an AI could still steer precisely toward its target, albeit not as quickly due to the loss of a wheel.

I totally get what you mean about more complicated arenas.  How did you solve the AI problem in this case?  Did you use an A* algorithm, or similar?  How did you handle multiple levels?

I am brand new to AI programming, so any tips would be greatly appreciated!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on July 28, 2017, 10:52:40 AM
Kinteic energy applied would be the smartest move for a points system I would think. I personally think that you're planning too far ahead, though. IMO you should get a working prototype of 2 bots interacting in an arena before even worrying about anything else, like bot building, points systems or damage models. Walk before you run, so to speak.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on July 28, 2017, 11:29:06 AM
Applied........
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on July 28, 2017, 11:42:03 AM
IMO you should get a working prototype of 2 bots interacting in an arena before even worrying about anything else, like bot building, points systems or damage models. Walk before you run, so to speak.

Considering that we just lost our Unity programming lead, you are probably right.

If we can't find someone to work in Unity, I'm confident that I can get Robot Rumble 2.0 up and running in Construct 2, but I was hoping to migrate to a development environment that is not nearing its End Of Life.

In either case, there are lots of scope and design decisions to make (Do we have multilevel arenas? Do we try to do realistic or gamified damage? Do we support online multiplayer? etc.)  It helps to sort these things out early on in the process.  For Robot Rumble we had the game working fairly quickly, approximately one day to get two robots moving and fighting.  The rest took an additional four months.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on July 28, 2017, 11:44:52 AM
Can i be a proggramer dude?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 05:57:20 AM
Now available - playable 2D mockup!  Here is a link to the mockup:

http://nerdislandstudios.com/rr2D8-17-17/index.html (http://nerdislandstudios.com/rr2D8-17-17/index.html)

Over the past week I have been mocking up a new version of the game in 2D.  We still intend to build a 3D version, but this 2D version will allow us to try things out and rapidly iterate before committing to an idea and building all of the 3D artwork and gameplay.

Edit: The robots are controlled entirely by AI.  You can drag&drop them around the screen, but I wanted to see how things would play out with AI-only robots.  When the robot lab is built, you will be able to make new designs and AI rules.

(http://nerdislandstudios.com/rr2D8-17-17/mainmenu.png)
(http://nerdislandstudios.com/rr2D8-17-17/2Dgameplay.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 06:08:48 AM
Full disclosure: Thanks to help from @Starcore and others on the forum, I just recently realized that AI battles are a huge part of the RA2 experience.  I had assumed that people played RA2 because of PvP multiplayer (either local or online multiplayer), but realize that because of the robust AI built by the modding community, the game is now so much more than that.

This has changed my opinion of what Robot Rumble 2.0 should be.  Perhaps RR2.0 should be primarily about building AI bots that battle in tournaments.  AI should be an integral part of the Bot Lab, with screens dedicated to designing AI behavior.  What do you think?

Is AI design important enough to make it the central focus of the game?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on August 18, 2017, 06:16:24 AM
As the online multilayer of RA2 is non existend people had to rely on AI to host tournaments. We never really had a choice to say we prefer AI over PvP as we haven't experienced PvP in a propper way yet
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 08:58:50 AM
As the online multilayer of RA2 is non existend people had to rely on AI to host tournaments. We never really had a choice to say we prefer AI over PvP as we haven't experienced PvP in a propper way yet

Fair enough.  I thought about including online multiplayer in the poll, but left it off for two reasons:

1. I'm not aware of any robot combat games that do online multiplayer.  The closest thing I know of is the original Robot Rumble for AirConsole (local multiplayer) that I built, and games like Rocket League which don't have nearly as many moving parts, and have a massive development team.
2. It is *really* hard to build an online multiplayer game based on 3D physics.  You have to worry about variable network latency and accurately predicting the motion of objects when each player has a physics engine that is essentially a random number generator generating different position, rotation, velocity, acceleration, etc.

As it is, it scares me to even consider building online multiplayer in RR2.0.  I really like the AI-only solution -- I think it is really elegant, and changes the dynamic of the game to something that is more strategic than fast-twitch-response-based. 

I was thinking we could still do local multiplayer running on a single screen.  I have many fond memories of playing Mario Kart 64 with friends while sitting on the couch.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on August 18, 2017, 12:53:28 PM
If the focus of the game is multiplayer, it will die off pretty quickly due to a lack of sustainable userbase. While multiplayer functionality would be great, I think the focus should be AI combat. It should also be possible for users to make the AI control their own bots.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on August 18, 2017, 01:17:32 PM
If the focus of the game is multiplayer, it will die off pretty quickly due to a lack of sustainable userbase. While multiplayer functionality would be great, I think the focus should be AI combat. It should also be possible for users to make the AI control their own bots.


Not exactly, im sure there are people who want a good multiplayer combat fighting game, i know 2 kinda modern rc games, they both did ok, one is the dreaded RA3. THey both had multiplayer, but they were all full of bugs. If you can make a better game then both of those, people may think fighting robots with other people is fun, if you market it right, dont have bugs.
One thing RC games ive seen latley, there made in unity as well, but are really buggy. But there are also nonbuggy games in unity, so it is possible to avoid bugs, if you just market it well, this is key, lots of people who never heard of robogames , Robot wars or battle bots may join. YOu should do multiplayer. Make it so it automaticly connects to random opponents. One game gave you a code and made you give it to someone else , i doubt it was used there, i am voting for multiplayer.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 01:21:09 PM
If the focus of the game is multiplayer, it will die off pretty quickly due to a lack of sustainable userbase. While multiplayer functionality would be great, I think the focus should be AI combat. It should also be possible for users to make the AI control their own bots.

I agree on both counts: 

It takes pretty significant numbers to support online multiplayer rooms.  This is pretty rare for indie developers to sustain an online multiplayer community for more than a few months, and nonexistent for part-time indie developers like me.  Local multiplayer is another story, however.  "Robot Rumble" averages just under 2 players per game - people are more likely to play while sitting together in the same room than they are to play single-player.

I envision an improved robot building lab that is designed with AI building in mind.  There should be at least one screen (maybe a tab called "AI software"???) where players can configure the AI for the robot directly inside the robot lab.  It is going to take a lot of thought to get this right -- 15 years of AI development by the GTM community boiled down into one easy-to-digest screen is not going to be easy, but I think it is doable.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 01:30:16 PM
one is the dreaded RA3. THey both had multiplayer, but they were all full of bugs.

i am voting for multiplayer.

I personally haven't tried RA3 yet.  How is the online multiplayer experience? 

I'm afraid of underestimating how difficult it is do this well.

I expect that there would be a lot of robot parts that appear to randomly teleport when a packet arrives that is delayed by 300 ms and the robots are forced to shift their positions to the new spot.  Even with interpolation, there could be weirdness as robots rotate into position under the control of a linear interpolation function instead of the user's input.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: TheRoboteer on August 18, 2017, 01:37:16 PM
one is the dreaded RA3. THey both had multiplayer, but they were all full of bugs.

i am voting for multiplayer.

I personally haven't tried RA3 yet.  How is the online multiplayer experience? 

I'm afraid of underestimating how difficult it is do this well.

I expect that there would be a lot of robot parts that appear to randomly teleport when a packet arrives that is delayed by 300 ms and the robots are forced to shift their positions to the new spot.  Even with interpolation, there could be weirdness as robots rotate into position under the control of a linear interpolation function instead of the user's input.
RA3 multiplayer is a bit of a mess. It's buggy, occasionally laggy, and you can only play with people on the same continent as you with no option to change servers. It is still far better than RA2 online via Gameranger though.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 02:00:07 PM
RA3 multiplayer is a bit of a mess. It's buggy, occasionally laggy, and you can only play with people on the same continent as you with no option to change servers.

I suspect that the same continent rule is designed to mitigate the problem of >1 second lag and lots of loss as packets travel around the planet.  I probably would have made the same design choice.  In a game that doesn't require as much synchronization, I think you can get away with opening players up to servers on other continents.  For example, this is much simpler for a 2D game where you only have to deal with translation in x-y and a single degree of rotation, maybe with a few height values thrown in here and there.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Dreamcast on August 18, 2017, 02:42:12 PM
The only reason why we have so much AI is because online play is horrible.

Not that there's anything wrong with making it easy to AI a robot, or having AI'ing options. The Starcore AI pack robots were (IIRC) designed as sparing partners for multiplayer.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 03:11:04 PM
The only reason why we have so much AI is because online play is horrible.

Not that there's anything wrong with making it easy to AI a robot, or having AI'ing options. The Starcore AI pack robots were (IIRC) designed as sparing partners for multiplayer.

Given the choice between AI robot battles and a fun PvP online multiplayer experience with manually controlled robots, you would prefer the latter?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 03:17:51 PM
Another option I toyed with back in February was to create a point-and-click control scheme.  Robots would fight with AI, but you would tell them where to go and who to attack.

This might be the worst of all worlds though: it would lack the immediacy of direct controls, would still suffer from syncing issues as robots automagically lerp() to new positions and rotations, and require someone else to be online to battle.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on August 18, 2017, 03:28:28 PM
But there is a multiplayer game worse than RA3 worse than RA2, rumble bots, for that, it just gives you a code to give to someone else which is just your ip adress, even worse, they suggest you be on the same connection which almost kills the point, and it is really glitchy, like other bots not moving, so yes there is worse than RA3 and RA2 with GameSpy.
Another option I toyed with back in February was to create a point-and-click control scheme.  Robots would fight with AI, but you would tell them where to go and who to attack.

This might be the worst of all worlds though: it would lack the immediacy of direct controls, would still suffer from syncing issues as robots automagically lerp() to new positions and rotations, and require someone else to be online to battle.
thats gonna be hard to do, have you ever tryed to AI in RA2?
You also need to name your controls and have smart zones and everything, and point and click will be also hard to code.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 03:58:43 PM
But there is a multiplayer game worse than RA3 worse than RA2, rumble bots,

Thanks for the suggestion to check out Rumble Bots!  We looked at it last year but we never tried online multiplayer.

Point and click targeting isn't too bad.  The code for "go to this spot" is identical to the code for "go to this target", which already exists in Robot Rumble.  In Unity, I believe this means just adding a raycast from the mouse to the arena floor to find the target location.  I have also done A* pathfinding before to navigate around obstacles, but doesn't Unity have this capability built in with the NavMesh system?

I downloaded DSL, and still need to play around with it to get the hang of how the whole thing works.  My goal is to create something simple and intuitive for beginners, but robust enough to handle a functionally infinite variety of AI designs.  This might be beyond my ability, but I will start working on a 2D version of the robot builder in the next few weeks to see how it goes.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on August 18, 2017, 04:13:36 PM
 never heard of Robot Rumble, is it a game?

Do you mean bot arena?
THat has a point and click interface, i think its left clicking targets you bot(But its 2D not 3d), you should consider trying.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 18, 2017, 04:28:15 PM
Robot Rumble is a game that a group of students and I released back in February for Airconsole (www.airconsole.com).  RR was a student project, and for RR2.0 I am looking to release a much more polished product.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 19, 2017, 11:12:32 AM
I have been playing around with Rumble Bots on an iphone.  It is well done, but it appears to be a 3D game with 2D physics.  It is a smart choice, because that makes everything faster and online multiplayer much easier.

The key issue I have with online multiplayer is dealing with flipper bots and latency.  If I were fighting against a flipper bot and a couple of packets were lost or delayed, I wouldn't know, and would charge at my opponent who would apparently be standing still.  Meanwhile, on his screen, he might see me standing still and take advantage of the situation.  I think I have just scored a good hit, then suddenly, BOOM!  I am mysteriously on my back, having lost the match.  Rage would ensue, because from my point of view I should have just scored big.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on August 19, 2017, 11:18:08 AM
It might not be my place to say, but it looks to me like you have all these ideas you want to implement, but you don't have much of a base game right now. Multiplayer is a very complex and difficult thing to implement properly, and I personally think you should just get the physics engine and a couple bots sorted first as a proof of concept (like Jules did), and from there you can add onto that. I've fallen into the trap of having a huge scope for an awesome project, then realising after a ton of work that I can't do everything at once, and I end up with nothing to show. I wouldn't want this project to befall a similar fate.


You can conceptualise and post cool ideas all day, but if you can't implement those ideas into a game it's all for nothing.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 19, 2017, 03:26:29 PM
You can conceptualise and post cool ideas all day, but if you can't implement those ideas into a game it's all for nothing.

You are correct about this, of course.  I hadn't mentioned yet that @tashic and I are working together.  He already has a working base of a game.  The physics need a lot of tweaking.  We were hoping to bring @jules in, but he won't be available for this project.

So far the team is just @tashic and me.  We are still working on bringing in a lead Unity developer, and are hesitant to go too far into the official Unity project if there is a chance that we will bring someone on who will want to work with their own programming paradigm/style.  This is why we are doing things like artwork and 2D mockups at this point.

So far we have the following scope:

COMPLETE OR NEARLY COMPLETE
-3 different drivable robots (functional, but the physics needs a lot of tweaking -- see @tashic's thread)
-2 different arenas (1 complete, 1 more on the way)
-Working robot AI in a different game engine

HIGH CONFIDENCE ITEMS
-A complete game UI for selecting robots and playing single player or local multiplayer with game controllers / AirConsole.
-iOS and Android ports of the single-player game.  I have moonlit as an iOS developer for the past 5 years, and have launched an 1100-hour project for iOS.  I am confident in my ability to modify this game for iOS.
-A build system based entirely on predefined and pretextured models: pick a chassis, place motors, place wheels, place weapons, place sensors for AI

MEDIUM CONFIDENCE ITEMS
-A build system that allows a player to create their own chassis mesh, as exists in RA2/RA3.  I have most of the principles figured out, and know where to borrow most of the code.
-A bot-sharing server and database, where players can share their designs and download new ones.  I have experience building several server-based apps, and know exactly how I would do this.

LOW CONFIDENCE ITEMS
-A build system that allows players to texture their chassis.  I know this is doable in principle, but I haven't started investigating it yet.

EXTREMELY LOW CONFIDENCE ITEMS
-Online multiplayer:  Unity has a pre-made signaling server, with Photon as another option.  The hardest part of this is client side, and I have enough trouble wrapping my head around realtime multiplayer with something relatively simple like a top-down shooter.  I don't think I could deliver a good player experience with this game.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 27, 2017, 03:42:42 PM
Good news!

We are thrilled to announce that we have put together the core team for "Robot Rumble 2.0".  tashic, tomgsx, and I will be working together on the project, and have set a launch date target of mid-2019.  Starcore has graciously offered his guidance in the development of AI, and we are hoping to make this a big part of the game at launch.

Thank you for all of your kind words of support, and we hope to make this game something that we can all be proud of and enjoy for years to come.

-The Robot Rumble 2.0 Core Development Team
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on August 27, 2017, 03:44:50 PM
Great news!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on August 27, 2017, 07:53:30 PM
Good news!

We are thrilled to announce that we have put together the core team for "Robot Rumble 2.0".  tashic, tomgsx, and I will be working together on the project, and have set a launch date target of mid-2019.  Starcore has graciously offered his guidance in the development of AI, and we are hoping to make this a big part of the game at launch.

Thank you for all of your kind words of support, and we hope to make this game something that we can all be proud of and enjoy for years to come.

-The Robot Rumble 2.0 Core Development Team
Nice! I look forward to following the game's development!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 06, 2017, 01:21:45 PM
Howdy all,

We just wanted to let you know that work is continuing.  @tomgsx is in the process of building out the menu system and combat dynamics.  @tashic has taken on the significant project of creating the BotLab.  He has some pretty cool ideas about new ways to build robots from smaller pieces.  We don't know what is going to work and be robust enough to ship yet, but hopefully some of them work well.

Meanwhile, we have a website and the beginnings of a logo:

http://robot-rumble.com (http://robot-rumble.com)

(http://robot-rumble.com/logo-squareandtorch.png)

The T-square and the welding torch were chosen to represent an emphasis on building.  We are hoping to make a great robot building experience, where players can test their creations in combat, rather than focusing only on the combat.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on September 06, 2017, 01:31:01 PM
Thanks for the update, the logo looks good. Glad to hear that you're tackling this in a modular manner

Can you comment on if you're taking moddability into account during development? One of this things that has kept RA2 relevant for so long is how much of the game can be modified without touching the actual source code, or in other words how little of the game is hardcoded.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 06, 2017, 02:31:52 PM
Thanks for the update, the logo looks good. Glad to hear that you're tackling this in a modular manner

Can you comment on if you're taking moddability into account during development? One of this things that has kept RA2 relevant for so long is how much of the game can be modified without touching the actual source code, or in other words how little of the game is hardcoded.

We are hoping to make a system that is inherently flexible enough that modding isn't really necessary.  Here are a few of the things we are exploring:

Creating Custom Meshes
@tashic is attempting to make a mesh builder that allows you to "cut out parts" on a virtual bandsaw and weld them together to make whatever you want.  In theory it should be doable, but there are lots of gotchas along the way that could cause a lot of performance problems if we aren't careful.  We haven't gotten to custom texturing yet, and frankly, we still have a lot to learn about texturing and decals in Unity.

User-Built AI Code
My other goal is to study @starcore's AI work to see if we can pull out the basic logic and expose it to the user in a much more flexible way.  The vision is to have a system where players could program their robot AI, much in the same way our high school students do with their robotics kits (VEX and Lego Minstorms).  To be honest, we haven't started on this yet, and I envision that it will take a significant amount of work to do.  I have the basics of a system in mind for AI steering and attacking, and a conceptual framework for handling AI task priority (do I attack? run away? help my teammate? etc.), but I still have a lot more basic research to do before this begins to come together.  If we can't get this working, then maybe we can make the AI modding experience similar enough to RA2 + DSL that existing players will know what to do.

Whatever we can't build in, we are hoping to expose to the modding community, though it is almost as difficult to do this well as it is to build it right into the game.

First things first though -- we are getting close to an updated version of @tashic's original version.  I was hoping to test it with my robotics students sometime in the next two weeks, then publish it here for everyone else to try.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on September 06, 2017, 02:49:05 PM
@tashic is attempting to make a mesh builder that allows you to "cut out parts" on a virtual bandsaw and weld them together to make whatever you want.

this would be amazing if you get it to work. looking forward to seeing what comes together further down the line.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 07, 2017, 02:50:26 PM
New logo.  This version is cleaner:

(http://robot-rumble.com/logo-ROBOTRUMBLE2.0.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Philippa on September 07, 2017, 02:51:46 PM
The other one looked a million times better, but okay.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 07, 2017, 03:10:47 PM
The other one looked a million times better, but okay.

I appreciate the honesty!  What was it you liked about the first logo that is missing from the new one?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: TheRoboteer on September 07, 2017, 03:13:08 PM
The other one looked a million times better, but okay.

I appreciate the honesty!  What was it you liked about the first logo that is missing from the new one?
New one is just some text on a black background. The other one had some character to it. It actually looked like a logo rather than something kinda generic.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Guldenflame on September 07, 2017, 03:21:47 PM
I feel like the old one was a little more childish than this new one (Probably because of the pickaxe.  What does that have to do with robots?).   But I do agree it's much less interesting.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Philippa on September 07, 2017, 03:34:41 PM
The other one looked a million times better, but okay.

I appreciate the honesty!  What was it you liked about the first logo that is missing from the new one?
New one is just some text on a black background. The other one had some character to it. It actually looked like a logo rather than something kinda generic.
Pretty much this. The other one could be an icon for the game as well as the logo so it's got a better branding rather than just some text that you don't instantly see is textured, rather than just plain grey.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: dragonsteincole on September 07, 2017, 03:42:23 PM
I think a good idea for the logo would be to incorporate a shape or logo that is the essence of the game boiled down into 1 image, like a lot of the RW/Battlebots branding revolves around gears or hex bolts that give off a mechanical vibe. The idea for this game would be as a building tool or mechnaism for people to learn how it's put together, so incorproating a wrench or a spanner into the logo would give a little more visual excitement, whilst not being an overly complicated logo either.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 07, 2017, 03:45:51 PM
The other one looked a million times better, but okay.

I appreciate the honesty!  What was it you liked about the first logo that is missing from the new one?
New one is just some text on a black background. The other one had some character to it. It actually looked like a logo rather than something kinda generic.
Pretty much this. The other one could be an icon for the game as well as the logo so it's got a better branding rather than just some text that you don't instantly see is textured, rather than just plain grey.

Fair enough.  My eye tends toward minimalism, but the broader community's opinion is the one that counts.

Thanks again for the feedback, and I'll keep working on it.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 27, 2017, 02:55:48 PM
My apologies for the length of time between updates.  We have been working on all sorts of odds and ends.  @tashic is busy with the BotLab, @tomgsx is working on combat, and we might be bringing a new team member on board.

Hopefully the next update will come soon, but for now, here is an animated version of the logo:

(http://nerdislandstudios.com/robotrumble/logo-animatedgif.gif)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Hoppin on September 27, 2017, 03:00:17 PM
Seems like it'd be a good loading bar as well. Though I think having the laser cut out the name would be cooler, though I understand that's more complicated
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 27, 2017, 06:01:37 PM
Seems like it'd be a good loading bar as well. Though I think having the laser cut out the name would be cooler, though I understand that's more complicated

Oh... great idea!  I like it!

This one was done in After Effects, but I'm thinking it might be cool to recreate it in Unity to give in-game control of the animation.  The straight path of the laser does seem a natural fit for a loading bar.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on October 02, 2017, 12:30:11 AM
i dont care what anyone else says, i actually really ****ing love the first logo. i think it's close to perfect.

and on the topic of multiplayer: yes, this. please.
the reason there isn't an active multiplayer community for this game is because the multiplayer, according to many (excluding my easy-to-please self... let's ****in' battle, yall!) was awful. i personally crave the ability to DRIVE my robot against another human-piloted bot. that's where half the fun is! maybe your bot is designed better, or has superior weaponry, or what-have-you. but i've outwitted and manouvered you, and now you have to suck sparks, loser! that's entirely my sh**.

so please, please do that.

love~ :heart_smiley:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on October 02, 2017, 12:39:30 AM
oh-- and do keep in mind with your question: this is a community built around a game where the most functional part of it's playability is the customization and building, so that's what your answer is going to be. i'm kind of a unicorn here in this sense because i'm more about competition than idle tinkering, and that not being the strong point of the game this commuinity is built around means that people like me (who do exist and likely don't post here because of the lack of mano y mano combat as a strength of the game) could absolutely be a target market of sorts for your game has it the technical capability to implement a solid online battle system. do keep in mind that you can certainly expand your target market outside of the average ra2 player if you pay enough mind to improve on the things where ra2 was weak, rather than just building a stronger ra2 (which limits your community to those of us who are already here, and god forbid that's all!)

makes sense?  :approve:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 02, 2017, 06:09:17 AM
oh-- and do keep in mind with your question: this is a community built around a game where the most functional part of it's playability is the customization and building, so that's what your answer is going to be. i'm kind of a unicorn here in this sense because i'm more about competition than idle tinkering, and that not being the strong point of the game this commuinity is built around means that people like me (who do exist and likely don't post here because of the lack of mano y mano combat as a strength of the game) could absolutely be a target market of sorts for your game has it the technical capability to implement a solid online battle system. do keep in mind that you can certainly expand your target market outside of the average ra2 player if you pay enough mind to improve on the things where ra2 was weak, rather than just building a stronger ra2 (which limits your community to those of us who are already here, and god forbid that's all!)

makes sense?  :approve:

Absolutely, and I totally appreciate where you are coming from.  I thought about this a lot when I found out about the RA2 community a few months ago.  The first version of "Robot Rumble" was extremely basic (it only had one robot + 3 powerups), included no robot building at all, and was "couch multiplayer" only.  But I think it was actually fun.

Couch multiplayer is pretty easy to build, and is absolutely something we intend to do with this version.  In addition to making a really beautiful version for Steam, I'm trying to figure out how to get Unity WebGL to behave well enough to make an AirConsole version like the original so that up to 8 people can play against each other locally on their smartphones.  I'm even considering porting a WebGL version in something other than Unity just because I like AirConsole a lot, and think it has potential for a game like this.

I am really looking forward to a game where I have 4 people with PS4-style controllers sitting in a room together playing against each other with robots that they have built.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 02, 2017, 12:46:50 PM
It has been a while since any of us has released a build to the public, so I figure it is about time to share the love.  We are playing around with a lot of things at the moment, so this version is pretty incomplete.  If you are curious, here are a few things we are trying:

1. Post-processing effects: If you select a 1-player battle, the effects are enabled.  If you select a 2-player battle, the effects are not enabled.  Otherwise, they are essentially the same screen.  Please let comment below if the post-processing effects are causing problems!

2. The BotLab exists, but @tashic is still at the very early stages of working out the mesh builder.

3. I am just starting to work on sounds now.  The only things that have sounds attached are the menu selections.

Windows: http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild9-30-17.zip (http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild9-30-17.zip)

Mac OS: http://nerdislandstudios.com/robotrumble/macos/builds-OSX9-30-17.app.zip (http://nerdislandstudios.com/robotrumble/macos/builds-OSX9-30-17.app.zip)

Linux: We don't have a Linux build, but please let us know if this is something that would appeal to you, and we will make one!

Screenshot:
(http://nerdislandstudios.com/robotrumble/rr2-carbide-lensdirt2.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kill343gs on October 02, 2017, 05:12:29 PM
Hey man, that's an outstanding start you guys have right there. My one gripe is just a visual one, and it's one that it shares with a lot of modern games. The lighting is a bit much. I understand that you want everything to appear real and shiny, but the lighting is almost giving the camera a haziness to it. I'd consider trying a bit less shine.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 02, 2017, 08:15:36 PM
Hey man, that's an outstanding start you guys have right there. My one gripe is just a visual one, and it's one that it shares with a lot of modern games. The lighting is a bit much. I understand that you want everything to appear real and shiny, but the lighting is almost giving the camera a haziness to it. I'd consider trying a bit less shine.

Thank you for the feedback and the kind words!  :beer:

To be honest, I'm just learning about visual effects post-processing, and I need to do a lot of experimentation to get things right.  At this point, I am curious to see how much post-processing can be done before it starts slowing down the game to an unacceptable level.  Frame rate is more important than visual effects, and it is good to hear people say that we have too much visual effects, because it is much easier to scale them back than to add more.

Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Reier on October 02, 2017, 08:33:24 PM
looking very nice so far. great start

keep up the good work
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Mr. AS on October 02, 2017, 08:43:01 PM
Downloaded it for myself, the special FX are definitely giving me some input lag + framerate drops. The 3D model work is coming along nicely though.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 02, 2017, 08:51:01 PM
Downloaded it for myself, the special FX are definitely giving me some input lag + framerate drops. The 3D model work is coming along nicely though.

Sounds good.  What kind of a machine are you running on?

I'm curious to see if there is a big difference between running the game with an integrated GPU vs a dedicated card.

The 3D models are all @tashic's work.  He's awesome.  :smile:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Mr. AS on October 02, 2017, 08:56:54 PM
Downloaded it for myself, the special FX are definitely giving me some input lag + framerate drops. The 3D model work is coming along nicely though.

Sounds good.  What kind of a machine are you running on?

I'm curious to see if there is a big difference between running the game with an integrated GPU vs a dedicated card.

The 3D models are all @tashic's work.  He's awesome.  :smile:
I've got this if that means anything:
(https://i.imgur.com/r5PA8rl.png)
It's basically a toaster.

I tried the "2P test" mode which ran far smoother than the other game modes. Maybe you could have that be the low graphics setting and the effects used in the other game modes be the high graphics setting.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 02, 2017, 09:17:12 PM
Downloaded it for myself, the special FX are definitely giving me some input lag + framerate drops. The 3D model work is coming along nicely though.

Sounds good.  What kind of a machine are you running on?

I'm curious to see if there is a big difference between running the game with an integrated GPU vs a dedicated card.

The 3D models are all @tashic's work.  He's awesome.  :smile:
I've got this if that means anything:
(https://i.imgur.com/r5PA8rl.png)
It's basically a toaster.

I tried the "2P test" mode which ran far smoother than the other game modes. Maybe you could have that be the low graphics setting and the effects used in the other game modes be the high graphics setting.

 :laughing

I had forgotten that @tomgsx had thrown in the "2P Test" mode as well.  It has pretty much nothing in the way of lighting and shadows, and is perfect for low-end machines and WebGL.

On my 2013 11" MacBook Air and 2017 Dell Inspiron Laptop with 8 GB of ram I am seeing:

1P - Runs and looks pretty, but there are a lot of frame drops.
2P - Runs smoothly.
2P Test - Runs smoothly.

It is interesting to me that the 2013 MBA and the 2017 Inspiron perform almost identically.  I suspect it is because they are limited by the onboard laptop GPUs.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on October 02, 2017, 09:24:09 PM
what are the controls for the second bot in 2P? both the wsad and arrow keys drive the P1 robot.

also it looks good so far considering it's basically the engine tashic had a few months ago with a couple of additions
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on October 03, 2017, 09:46:11 AM
Running good on my HD7950 (but then. It is 3gb)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 03, 2017, 10:41:57 AM
also it looks good so far considering it's basically the engine tashic had a few months ago with a couple of additions

True!  Progress is slow, but hopefully steady.  We are doing a lot of learning and experimentation right now, which doesn't necessarily show up in the build.

what are the controls for the second bot in 2P? both the wsad and arrow keys drive the P1 robot.

They are still linked to the same robot.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 03, 2017, 10:45:25 AM
Running good on my HD7950 (but then. It is 3gb)

Thanks for the info!  I'm hoping that older dedicated GPU cards will be able to handle the max settings.  This will give us more room to play around with particles.

What screen resolution are you running?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Squirrel_Monkey on October 03, 2017, 01:29:47 PM
Some feedback.
I would like to agree with kill and say that the post-processing is way too much. The shine and lens effects are really distracting. I image at some point it should be possible for these to be togglable.
What sort of framerates are you expecting? I'm supposedly getting 25fps on my 980ti in 1080p windowed which seems a bit low.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 03, 2017, 01:37:37 PM
Some feedback.
I would like to agree with kill and say that the post-processing is way too much. The shine and lens effects are really distracting. I image at some point it should be possible for these to be togglable.
What sort of framerates are you expecting? I'm supposedly getting 25fps on my 980ti in 1080p windowed which seems a bit low.

Good to know.  For the next revision I think I will get rid of the "lens dirt" and turn the bloom way down. I'm thinking we can also get rid of the ambient occlusion.  It is a nice effect, but I don't think it really adds that much when the scene is so full of hard edges.  Motion blur is cool too, but I think we have a better way to do motion blur that doesn't require any post-processing.

If you don't mind my asking, in the "2 Player" mode, are you seeing 60 fps?  This scene doesn't have any post-processing at all.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Squirrel_Monkey on October 03, 2017, 01:41:27 PM
Some feedback.
I would like to agree with kill and say that the post-processing is way too much. The shine and lens effects are really distracting. I image at some point it should be possible for these to be togglable.
What sort of framerates are you expecting? I'm supposedly getting 25fps on my 980ti in 1080p windowed which seems a bit low.

Good to know.  For the next revision I think I will get rid of the "lens dirt" and turn the bloom way down. I'm thinking we can also get rid of the ambient occlusion.  It is a nice effect, but I don't think it really adds that much when the scene is so full of hard edges.  Motion blur is cool too, but I think we have a better way to do motion blur that doesn't require any post-processing.

If you don't mind my asking, in the "2 Player" mode, are you seeing 60 fps?  This scene doesn't have any post-processing at all.
I was puzzled by the low FPS and it turns out that the game isn't putting almost any load on my GPU unless I click out of the game. Then it shoots to over 250fps and 100% GPU load.
In "2 Player" the same 25fps occurs but I get over 500fps when I click out of the window leaving Carbide's weapon spinning.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: geese on October 03, 2017, 01:47:36 PM
I played around with it earlier. It seems the higher graphic options have vsync enabled as it capped the fps to my monitor's refresh rates, but that's not really an issue for a robot combat game.

I was able to consistently hit 240 fps @1080p and 60 fps @4k with a 1080ti

@s_m iirc had a similar issue when I ran it windowed.

 :thumbup from me. Can't wait to see where this goes.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 03, 2017, 02:59:56 PM
Here is a new build.  I got rid of the lens dirt, ambient occlusion, and motion blur, and scaled way back on the bloom in the "1 Player" scene.

It should look better, and hopefully perform better:

http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild10-3-17.zip (http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild10-3-17.zip)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Philippa on October 03, 2017, 03:05:16 PM
(https://i.imgur.com/7gpZZJq.jpg)

Newest build is pretty good. I noticed that my framerate improved when I was right in the corners, like directly in the spotlights, and worsened in the middle of the arena.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 03, 2017, 03:24:45 PM

Newest build is pretty good. I noticed that my framerate improved when I was right in the corners, like directly in the spotlights, and worsened in the middle of the arena.

Weird.  I wonder if it has to do with how much of the screen is being replaced every frame...
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: WenXiangLee on October 03, 2017, 07:10:02 PM
I will try this game in Friday.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on October 04, 2017, 03:24:12 AM
Running good on my HD7950 (but then. It is 3gb)

Thanks for the info!  I'm hoping that older dedicated GPU cards will be able to handle the max settings.  This will give us more room to play around with particles.

What screen resolution are you running?

640X480
Well.. I have a sh** monitor sooo.. 720p (but i think that it would run above 60fps on 1080p)
Full specs (and a bit of a huuuuge bottleneck):
CPU: AMD Athlon X2 (dual core 2.6 ghz, not OC)
RAM: 4 Gigs DDR2
GPU: Sapphire HD 7950 Boost Edition, 3gb vram
OS: Windows 10 pro, 64 bit
(I ordered Phenom X4, and 8 gigs of DDR3, so will see how it works)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 20, 2017, 08:54:54 PM
@tashic, @tomgsx, @AnarchyFox  and I have been tooling away for the past few weeks working on all sorts of things.  We wanted to get a new build out in time for Thanksgiving here in the US, so here is the latest!  Enjoy!

Windows Build: http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild11-20-17.zip (http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild11-20-17.zip)

Mac Build: http://nerdislandstudios.com/robotrumble/macos/builds-OSX11-20-17.app.zip (http://nerdislandstudios.com/robotrumble/macos/builds-OSX11-20-17.app.zip)

New for this build:

Arena:
(http://nerdislandstudios.com/robotrumble/arena-processed.png)

Lava Pit:
(http://nerdislandstudios.com/robotrumble/lavapit-processed.png)

Warehouse:
(http://nerdislandstudios.com/robotrumble/warehouse-processed.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Dreamcast on November 20, 2017, 09:00:48 PM
I'm gonna download because I want that lava pit.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 20, 2017, 09:04:15 PM
I'm gonna download because I want that lava pit.

No damage system is in place yet, but the pit exists! Progress! :)

Also, the AI doesn't realize the pit exists either, so...
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 20, 2017, 09:06:14 PM
...and saving the best for last, here is a first look at the BotLab (@AnarchyFox  - design, @tashic - interface and logic):

A long shot of the workbench:
(http://nerdislandstudios.com/robotrumble/botlabbench.png)

A closeup of a robot being built using @tashic's mesh builder:
(http://nerdislandstudios.com/robotrumble/buildingarobot.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on November 21, 2017, 12:29:36 AM
This already looks better than ra3 guys. Amazing job. Need to test it when I get home
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 21, 2017, 04:48:40 PM
This already looks better than ra3 guys. Amazing job. Need to test it when I get home

Thank you for the kind words!

We are doing the best we can, but we still have a long way to go before the game is as good as RA2/RA3.

Speaking of a that, I just uploaded a new version with damage and heat in the 2-Player arenas.  The game is now playable as a game!

Here are the new links:

Windows Build - http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild11-21-17.zip (http://nerdislandstudios.com/robotrumble/windows/RobotRumbleWindowsBuild11-21-17.zip)

Mac Build - http://nerdislandstudios.com/robotrumble/macos/builds-OSX11-21-17.app.zip (http://nerdislandstudios.com/robotrumble/macos/builds-OSX11-21-17.app.zip)

Enjoy!  :smile:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: sk8rjess on November 25, 2017, 03:50:14 PM
I signed up just to post. I'm pretty excited about the development and time you guys have put into this. I'm a web dev but you guys make me want to learn unity so I can help. Keep up the good work.. seriously so stoked for this.

I will say I think your latest build had some issues. When starting in 1p i couldn't control carbide. Original sin and eruption did their own thing as if it wanted to have a UI but didn't know what to do. the workshop didn't do anything for me either.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on November 25, 2017, 04:31:25 PM
Right now is in very early development so you can expect bugs and issues as a lot of things we are still figuring out.
But good to see we are getting some attention!

Also what about the workshop didn't feel right? Again, still in development and things aren't really explained to the player at the moment.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on November 25, 2017, 05:29:17 PM
I signed up just to post. I'm pretty excited about the development and time you guys have put into this. I'm a web dev but you guys make me want to learn unity so I can help. Keep up the good work.. seriously so stoked for this.

I will say I think your latest build had some issues. When starting in 1p i couldn't control carbide. Original sin and eruption did their own thing as if it wanted to have a UI but didn't know what to do. the workshop didn't do anything for me either.

Welcome to the forum
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: FOTEPX on November 25, 2017, 05:37:15 PM
So, the next things you need to add, ordered from easiest to hardest-

Recognition of OOTA's/Pittings (Will allow for more strategy)

Limited battery life/flipper gas (Eruption can just flip forever right now)

Fix the Warehouse's cameras (I tried a test fight and couldn't see anything)

Smoke/fire effects for damaged components (Good visual indicator, plus adds some flair)

Ability to rip off components (I know it's possible because they fly off when you disable an opponent, but I haven't been able to rip off a single wheel or anything like that)

1 more robot, then support for up to 4 AI's at once (The dream is of course to be able to do massive multi-bot rumbles at some point.)

Softbody physics (yeah this is never happening)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Dadddjent on November 25, 2017, 06:53:20 PM
THIS LOOKS ****IN SWEET MAN
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 25, 2017, 07:05:07 PM
I signed up just to post. I'm pretty excited about the development and time you guys have put into this. I'm a web dev but you guys make me want to learn unity so I can help. Keep up the good work.. seriously so stoked for this.

I will say I think your latest build had some issues. When starting in 1p i couldn't control carbide. Original sin and eruption did their own thing as if it wanted to have a UI but didn't know what to do. the workshop didn't do anything for me either.

We are thrilled that you are excited about it!  It helps to have people excited about the project when there is so much work left to do.

I think one of the lessons learned on this particular build is to not enable any functions that shouldn’t be tested.  At this point the “1 Player” menu option is redundant, and we haven’t bothered to get rid of it, as it doesn’t do anything that the “2 Player” mode does.  Likewise for the “2P Test” menu option.  We use it to test out new ideas that will eventually be migrated into the game.

The BotLab is partially functional at this point. You can create 3D meshes and assemble the meshes you have created in any size and orientation.  It is pretty neat that it works, but it isn’t obvious how it works at this point.  Once all of the functionality exists, we will need to do a lot of UI/UX work and testing to make robot building as smooth and intuitive as possible.

We will try to post our development here, but I encourage you to sign up for the mailing list on www.robot-rumble.com to receive news and updates.  We will also be using the mailing list to sign people up for beta testing when we are ready for it.  It is still pretty early in the development cycle, but I am hoping to be ready for beta in about 12 months.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 25, 2017, 07:14:47 PM
So, the next things you need to add, ordered from easiest to hardest-

Recognition of OOTA's/Pittings (Will allow for more strategy)

Limited battery life/flipper gas (Eruption can just flip forever right now)

Fix the Warehouse's cameras (I tried a test fight and couldn't see anything)

Smoke/fire effects for damaged components (Good visual indicator, plus adds some flair)

Ability to rip off components (I know it's possible because they fly off when you disable an opponent, but I haven't been able to rip off a single wheel or anything like that)

1 more robot, then support for up to 4 AI's at once (The dream is of course to be able to do massive multi-bot rumbles at some point.)

Softbody physics (yeah this is never happening)

Thanks for the encouragement!

Regarding OOTA/pitting, I am just starting to go through the DSL AI .py files now to figure out how to implement tactics to take advantage of arena hazards.  I will start by hard-coding tactics, but at some point I want to figure out how to integrate tactics building directly into the BotLab.  Ideally, there should be a way to do this that gives all of the flexibility of Python, but is easy to use, and is built right into the game’s UI.

Softbody physics would be great, but we are trying to be very careful to not overload the CPU, and to do deformable bodies we would need to add a lot more vertices.  The option isn’t off the table, but it is competing with other things like more robots, increasing framerate, and particle systems.

In general, though, the damage system needs to “feel right”, and it doesn’t at this point.  I’m hoping to this out over the next few months.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on November 26, 2017, 05:13:39 AM
This version is just nice. There is some stuff to do tho.. most of it is already said soo..
If you need arenas i can make some (you will need 3ds max skills tho)
Ive been messing in botlab and made this... (Still wishing for that sketchup mode of building. Maybe add an extenstion to port designs from 3dsmax or sketchup to the game)
 [ You are not allowed to view attachments ]
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Hoppin on November 26, 2017, 10:41:54 AM
Been loving it so far, though I've noticed a few bugs and issues. 1 is that Eruption turns really slowly, making it a bit sluggish to drive and that it doesn't actually pivot where the wheels are. 2. With the camera when I set it to a camera other than 1 and fire the weapon it'll swap camera usually back to camera 1 but sometimes it's change to camera 2. And finally when you destroy carbide the bar can still damage you, which I do find entertaining but would be frustrating in melee's n what not. This is still in great condition so far and I cannot wait to see what you'll add next.  :bigsmile:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 26, 2017, 04:48:12 PM
This version is just nice. There is some stuff to do tho.. most of it is already said soo..
If you need arenas i can make some (you will need 3ds max skills tho)
Ive been messing in botlab and made this... (Still wishing for that sketchup mode of building. Maybe add an extenstion to port designs from 3dsmax or sketchup to the game)
 [ You are not allowed to view attachments ]

Thanks!

When you said you are wishing for "that sketchup mode of building", are you referring to a UI that is similar to Google Sketchup, or are you thinking that there should be a way to import models created in Sketchup?  If it is the former, do you have any ideas about how to make the UI more user-friendly?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: sk8rjess on November 26, 2017, 06:44:46 PM
Right now is in very early development so you can expect bugs and issues as a lot of things we are still figuring out.
But good to see we are getting some attention!

Also what about the workshop didn't feel right? Again, still in development and things aren't really explained to the player at the moment.

Could have just been my system but I was unable to do anything. I understand the development stage, but I felt like I should have been able to at least click and drag to model as it seems others have been able to do?

Welcome to the forum

Thank you! Long time RA2 player here. I even used the bot builder back in high school to help model flyers for a robot fighting tourney.


We are thrilled that you are excited about it!  It helps to have people excited about the project when there is so much work left to do.

I think one of the lessons learned on this particular build is to not enable any functions that shouldn’t be tested.  At this point the “1 Player” menu option is redundant, and we haven’t bothered to get rid of it, as it doesn’t do anything that the “2 Player” mode does.  Likewise for the “2P Test” menu option.  We use it to test out new ideas that will eventually be migrated into the game.

The BotLab is partially functional at this point. You can create 3D meshes and assemble the meshes you have created in any size and orientation.  It is pretty neat that it works, but it isn’t obvious how it works at this point.  Once all of the functionality exists, we will need to do a lot of UI/UX work and testing to make robot building as smooth and intuitive as possible.

We will try to post our development here, but I encourage you to sign up for the mailing list on www.robot-rumble.com to receive news and updates.  We will also be using the mailing list to sign people up for beta testing when we are ready for it.  It is still pretty early in the development cycle, but I am hoping to be ready for beta in about 12 months.

Signed up! I'll remember that for 1 player. Keep up the great work guys.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 27, 2017, 09:35:37 AM
Right now is in very early development so you can expect bugs and issues as a lot of things we are still figuring out.
But good to see we are getting some attention!

Also what about the workshop didn't feel right? Again, still in development and things aren't really explained to the player at the moment.

Could have just been my system but I was unable to do anything. I understand the development stage, but I felt like I should have been able to at least click and drag to model as it seems others have been able to do?

To edit something in the BotLab:

1. Click "Structure Workshop".
2. Under "Structure List", select "Chassis".
3. Click "Edit".
4. Click "Custom".
5. Draw a shape using the tool.
6. Click "Add layer" to make the shape into a 3D mesh.
7. ***Use the middle mouse button to rotate the shape around so you can see it in 3D.
8. You can go back and edit each layer of points to get the desired shape.
9. When you are happy, hit "Next".
10. Pick a setting for the Collision Generator.
11. Click "Save" to save the shape.
12. The new shape is now added to the "Shape List".

NOTE*** - The current UI relies on the middle mouse button to rotate the view.  If you are using a trackpad on a laptop, you are currently out of luck.  I am hoping to add trackpad support in a future build, as I use a MacBook Air as my daily driver, and I hate to carry a mouse around with me if I don't have to.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 10:36:27 AM
We've been busy creating over the past month, and are hoping to put together a build in the next day or two (Merry Christmas!).  In advance of that, here are a few of the things we have been working on:

1. BotLab - The chassis builder is really close.  Now @Tashic is working on the ability to add components.  Right now, there is only one component in the list, a 10" AmpFlow wheel.

2. Navmesh - We are using the new Unity NavMeshSurface component to dynamically generate Navmeshes.  This will allow for robots to navigate through user-generated arenas.

3. AI Pathfinding Lines - The current build draws lines to indicated where each robot is currently trying to drive to.  This includes pathfinding around obstacles.  It is really interesting to watch as each robot shifts its target path as it moves.

4. Pneumatics system components - Eruption is using a new pneumatics system behind the scenes in this build, with three new components: CO2 Cylinder, Buffer Tank, and Piston.  This new system will be incorporated into the BotLab in the "Actuators" section in a future build.  In order to build a pneumatics system in the game, there are four key attributes:
a. CO2 tank capacity - Dictates how many "shots" can be fired before running out of gas.
b. Buffer tank capacity - Controls the shape of the pressure vs extension curve for the piston.  In particular, this dictates the amount of pressure the piston sees when the piston is fully extended.
c. Piston stroke length - This controls the geometry of the system.  A longer flipper stroke means a greater flipper actuation distance, but also a lower pressure at full extension, and more gas used.
d. Piston diameter - This controls the force exerted by the piston.  A larger diameter piston means more force (proportional to diameter squared), but more gas used per stroke.

5. Arena Builder (PREVIEW COMING SOON!) - The arena builder is still in its infancy.  I don't think we will be ready to preview the arena builder on the next build, but hopefully we will have something to show soon!

6. Sumo Basho Arena - @AnarchyFox was kind enough to port this one over from a previous project.  It is super simple, looks great, and works really well for testing basic robot AI.

7. 5-Robot Limit - We are pushing the CPU really hard, and it looks like the limit to the number of robots in a given match is somewhere between 5-6 robots.  We are including a 5-player version of the "Test Arena" so people can see how chaotic things can get with 5 robots in one battle.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: dragonsteincole on December 22, 2017, 10:56:29 AM
I like the idea of the pneumatic system having its own individual components. it feels like those parts could be adapted to serve in a similar fashion in crusher/hydraulic systems as well.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 02:00:03 PM
I like the idea of the pneumatic system having its own individual components. it feels like those parts could be adapted to serve in a similar fashion in crusher/hydraulic systems as well.

That's what we were thinking too.  The extra parts definitely take up space, so there is now a balancing act to do, and you really need to decide if the extra space is worth it, versus just using motors.  It is also possible to run a pneumatic system without a buffer tank, but the amount of force produced is extremely limited by the rate of evaporation of the CO2 as it leave the high pressure tank.

Eruption is the gold standard, so I did some tweaking to get the numbers to feel right.  I'm thinking it is okay to have a pneumatics system that is less powerful than Eruption's but going much more powerful than that would be so weight- and space-inefficient that it shouldn't be worth the tradeoff.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 02:03:38 PM
The new builds are up on our brand new itch.io page!

Here is the link:

https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

In addition to this thread, we will be posting periodic updates on Twitter: https://twitter.com/robotrumblegame (https://twitter.com/robotrumblegame)

The official website also contains a signup page for game-related emails.  When we are ready to go into beta testing, we are planning to use the email list for beta testers, so please sign up there if you are interested in Beta testing (hopefully next year!).  The official game website is: http://robot-rumble.com
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 02:07:11 PM
(http://robot-rumble.com/5-robotrumble.png)

This is a picture of a 5-robot battle.  Note the lines indicating each robot AI's path to its target.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 02:08:55 PM
(http://robot-rumble.com/sumobasho.png)

Sumo Basho!

This is a tricky arena against an AI opponent.  There isn't much space, and it is easy to accidentally fall off.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 02:10:55 PM
(http://robot-rumble.com/10inchwheelsonarobot.png)

10" AmpFlow wheels.  They are all you can add at the moment.  :smile:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on December 22, 2017, 03:00:56 PM
This is looking really, really promising. Keep up the good work you guys!

edit: downloading the windows build exe and trying to run it gives me this error:
(https://i.imgur.com/JeKBXzB.png)
seems like you forgot to package the rest of the files with it
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 03:54:53 PM
This is looking really, really promising. Keep up the good work you guys!

edit: downloading the windows build exe and trying to run it gives me this error:
(https://i.imgur.com/JeKBXzB.png)
seems like you forgot to package the rest of the files with it

Drat!  I will try to fix it tonight.  Sorry about that!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 22, 2017, 04:51:25 PM
This is looking really, really promising. Keep up the good work you guys!

edit: downloading the windows build exe and trying to run it gives me this error:
(https://i.imgur.com/JeKBXzB.png)
seems like you forgot to package the rest of the files with it

Fixed!  I accidentally included just the .exe, rather than the .zip with all of the files.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: yugitom on December 22, 2017, 09:00:01 PM
I absolutely love the game, so far. I don't know if it actually emulates real life, but I found that the person taking the initiative to move towards the opponent, when they have the same wedge (Eruption vs Eruption), always loses the wedge war. It lead to me losing to Eruption (as Eruption) over and over again until I realised all I had to do was not move, which shouldn't be what anyone should come to the conclusion to. I don't know how much useful this feedback is, honestly, considering the game is in the early stages of development and the pre-built bots are just a demo. Not to mention that I was using a bot against an exact copy of itself. I just thought I'd mention it, anyway. It did make me cry out in joy when I saw this, tho:
(https://i.gyazo.com/db062167e5f73f8d4692084a162e4f5f.jpg)

Edit: After doing Original Sin v Eruption, that could be the way the wedge war works, in this game. Hopefully, this is just because the game is too early in development.

In all honesty, I never get my hopes up too much whenever I see anything like this pop up because the projects usually get abandoned, after a while. Either that or progress on them is made at the pace of a snail dragging a boulder. Nevertheless, I wish you an incredible amount of luck with this project. I really appreciate that you're working on this.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: TheRoboteer on December 22, 2017, 09:41:33 PM
Crashes on startup for me every time I try to run it. If I had to guess at the cause I'd say it might be that I have sh**ty integrated intel HD graphics on my laptop, but I can't be certain. I could well have ****ed up the install somehow. Here's the popup I get. I can also send you the crash logs if you'd like.

 [ You are not allowed to view attachments ]
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on December 23, 2017, 04:04:33 AM
Great progress so far!
I've taken some time to test it thoroughly and here are some notices
- So anytime a select a camera, W and S move the camera setting, and if i press space (weapon button) it selects the camera, which is annoying. Could you remap the camera buttons to f1, f2 & f3 (like in ra2)
- AI Eruption doesn't self right
- Eruption's flipper is too op in damage, or bots are fragile af
- Carbide deals no damage, or force, which makes me think if there is enough weight on spinner for force to flung enemies
Some wishes:
- Immobile countdown timer
- Maybe a component maker, something like a chassis maker
- Material for maker (Steel, alu, etc..., great for comp maker)
- Camera that follows you and AI (Something like Action cam in ra2)
- RA2 like attach point system (maybe add a button to enable/disable it)
All in all great progress and i wish you the best!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 23, 2017, 08:12:56 AM
Crashes on startup for me every time I try to run it. If I had to guess at the cause I'd say it might be that I have sh**ty integrated intel HD graphics on my laptop, but I can't be certain. I could well have ****ed up the install somehow. Here's the popup I get. I can also send you the crash logs if you'd like.

 [ You are not allowed to view attachments ]

Ahh yes!  Our first crash logs! :)

There are four of us building the game, and I was hoping that if were stable for all four of us on different machines that it would be stable for pretty much everyone.  I'm using a 2013 11" MacBook Air with Intel graphics myself, and it is running pretty well, but I do have 8 GB of RAM.  Maybe I can dust off an old Windows laptop from the closet to see if I can reproduce the crash...

Would you mind sending the crash log to developers@nerdislandstudios.com?

Also, details of your machine's OS and specifications would be really helpful.  Thank you so much!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 23, 2017, 08:33:07 AM
I absolutely love the game, so far. I don't know if it actually emulates real life, but I found that the person taking the initiative to move towards the opponent, when they have the same wedge (Eruption vs Eruption), always loses the wedge war. It lead to me losing to Eruption (as Eruption) over and over again until I realised all I had to do was not move, which shouldn't be what anyone should come to the conclusion to. I don't know how much useful this feedback is, honestly, considering the game is in the early stages of development and the pre-built bots are just a demo. Not to mention that I was using a bot against an exact copy of itself. I just thought I'd mention it, anyway. It did make me cry out in joy when I saw this, tho:
(https://i.gyazo.com/db062167e5f73f8d4692084a162e4f5f.jpg)

Edit: After doing Original Sin v Eruption, that could be the way the wedge war works, in this game. Hopefully, this is just because the game is too early in development.

In all honesty, I never get my hopes up too much whenever I see anything like this pop up because the projects usually get abandoned, after a while. Either that or progress on them is made at the pace of a snail dragging a boulder. Nevertheless, I wish you an incredible amount of luck with this project. I really appreciate that you're working on this.

Agreed on all counts! 

Right now Eruption's "tactics" consist of the following:

1. Drive toward enemy.
2. Fire flipper the instant you collide with enemy.
3. Back up slightly until the flipper is reset.
4. Repeat step #1.

Carbide is even simpler:

1. Drive toward enemy.
2. When in range, turn on spinner.


We did a bunch of play testing with my robotics club students, and they found that the computer AI is frustratingly difficult to beat.  The computer is 100% agressive, and unlike in RA2, there is no "thinking delay" for the computer to evaluate its list of tactics.  All in all, I thought it was really good training for my students, who are going to take their real-life robots into battle at the end of February, but not so great for a game where it would be nice to be able to win against a computer opponent every once in a while.

There needs to be a balance, and, unless the game is designed to be AI vs AI, it isn't fair that a computer has zero reaction time when a human has a reaction time on the order of 2/10ths of a second.  On the flip side, the computer is stupid when it comes to hazards.  Right now it is not really avoiding hazards, it just marks an area around a hazard that is "not drivable".  As a human, you can exploit these areas by positioning yourself or the computer in them, then watch as the computer tries to get back to a drivable area.  It also doesn't have any sense of positioning itself or you with respect to the hazard, so you can use that to force the AI into a hazard.

I'm hoping that as I build out the AI system, things will start to come into better balance between computer and human.  We'll see. :)


After reading through a decade and a half of game development threads on here, I understand the sentiment about losing faith in abandoned development efforts.   The good news is that this is not Nerd Island Studios' first multi-year project, it is the fifth, and I am committed to seeing this one through.  It is, however, the most ambitious project I have ever started, and has required the development of more tech than any of the other projects.  We are shooting for a total development time of about 2000 hours, and I think we are on track for a mid-2019 launch.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 23, 2017, 09:55:14 AM
Great progress so far!
I've taken some time to test it thoroughly and here are some notices
- So anytime a select a camera, W and S move the camera setting, and if i press space (weapon button) it selects the camera, which is annoying. Could you remap the camera buttons to f1, f2 & f3 (like in ra2)
- AI Eruption doesn't self right
- Eruption's flipper is too op in damage, or bots are fragile af
- Carbide deals no damage, or force, which makes me think if there is enough weight on spinner for force to flung enemies
Some wishes:
- Immobile countdown timer
- Maybe a component maker, something like a chassis maker
- Material for maker (Steel, alu, etc..., great for comp maker)
- Camera that follows you and AI (Something like Action cam in ra2)
- RA2 like attach point system (maybe add a button to enable/disable it)
All in all great progress and i wish you the best!

Oh man, thanks for all of the great feedback!

1.  Thanks for pointing out camera control mapping.  I'm working on a MacBook without quick access to F-keys, so we might do number keys instead.  Either way, controls up at the top of the keyboard would probably work great. 
2.  Self-righting should be working.  I must have accidentally nerfed it when I rebuilt the pneumatics system.
3.  Damage is our next big thing to tackle.  Right now, damage is based entirely on Joules of energy absorbed, not on force.  This works great for things like "my robot just bashed into a wall and is taking internal damage as components are jostled", but completely ignores things like pincher weapons that apply a consistent force over time.  Right now I am thinking a hybrid of the two might be best.
4. Countdown timer -- check! :)
5. I'll defer to @tashic regarding the component maker. 
6. The ability to make arbitrary 3D shapes exists, but right now there is no texturing/materials.
7. Which key gets follow camera control?  This should be really easy to do.
8. I will defer to @tashic regarding attachment points as well.

This is a great list.  I expect to knock out a least a few of these over the next month or so.  The biggest one is damage, followed by a more robust AI system.  The game still doesn't feel right, with AI being *too* perfect.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on December 23, 2017, 10:30:54 AM
7. Which key gets follow camera control?  This should be really easy to do.
Prolly 4, as it would then be 1,2,3,4
Keep up the good work, and take your time (all of you guys)
Doing RW2016 arena ATM so if you need one, i can send you a model
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: FOTEPX on December 23, 2017, 10:44:53 AM
Okay, so you actually added quite a lot of my suggestions! Nice one!  :claping

The only thing that doesn't seem to be added is:

Ability to rip off components (I know it's possible because they fly off when you disable an opponent, but I haven't been able to rip off a single wheel or anything like that)

...But I understand your point about getting the damage system right first before adding ripping off components as a factor.

Hmm... What else can I think of to add?

-More Robots!!!

-When I did the 4-bot rumble in the test arena, if me or my opponent died, the fight just ended instead of the remaining two fighting it out to a win. I'm guessing this is because 2+ players hasn't been properly implemented yet, and those two extra robots you added aren't recognised by the game as p3 and p4? Hmm...

-Whenever either the human or the AI wins a fight, the controls get jammed and the bot just keeps on doing whatever the last input was. For example, if you were going forward when you won the fight, you'll just keep going forward and run into a wall. I think you should be able to control your robot after the fight, instead of having it taken away from you.

-RUMBLE MODE!!! Select your bot, select "Rumble Mode" for the opponent bot, and then a slider shows up, that can go from 2 to 99. Yes, 100-bot rumbles. I don't care if it runs at 0.1FPS, I want it. The however-many bots are selected at random from the pool, as long as they're at the correct weight class.

-Ooh, speaking of weight classes, how about adding that in next? I know right now all the bots are HW, but just labelling them as such should help when you do add MW's, LW's, FW's, AW's etc...

Can't think of anything else right now, but I'm pretty sure stuff'll come to me around the same time the next update rolls around. Until then, keep up the hard work!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on December 23, 2017, 05:51:00 PM

- Maybe a component maker, something like a chassis maker

- RA2 like attach point system (maybe add a button to enable/disable it)


There already is a component maker, the way it works is that you make individual macro-parts (flippers, hammers, discs, whatever)
that I called "structures" by using groups of "shapes", and I have made a ra2 chassis style tool to make custom shapes.
These macro-parts can then be used in the "robot assembly" part of the botlab.

I'm still thinking how to handle attachment points, with the system that I made I don't think something exactly like ra2 is good, I can see attachments useful to set a custom "origin" point that isn't the center of the grid (or the center of mass as I will probably change).
I'm thinking of adding a snap function for moving/rotating/scaling parts in 3d space to allow for an easier time making symmetric robots if you don't want to type the exact values in the input fields.
And I plan to make a "center" function mainly for axles and wheels/spinners.

I'm now trying to figure out a way to make the system feel more natural, as I see it's not the most intuitive. But hopefully it will be worth it with a degree of freedom higher than in our current dsl ra2.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: dragonsteincole on December 23, 2017, 07:08:56 PM
Regarding attachment points, I think Kerbal Space Program has a decent builder which may be applicable to this game. There are attach points that are pre-defined on certain items, where you can only attach AP to AP. i.e a wheel onto a motor's axle. But also allowing other parts to snap freely onto a surface or part. i.e a tooth on a bar/disc for weapons, skirts on bodywork. It also has options for symmetry, precise snapping to a surface, translation and rotation tools as well, which I think would work well for a bot builder, in comparison to RA2 which is closer to LEGO-style building.

It would be nice to have defined weightclasses as well, but not have the limits, or the number of weightclasses be a set, unchangeable value.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on December 23, 2017, 07:17:19 PM
Yea, in fact I got heavy inspiration from KSP itself, with the move/rotate tools.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on January 01, 2018, 06:28:59 PM
I just put Robot Rumble 2.0 on an iPhone 7 Plus, and here is the result:

https://youtu.be/AXSi9qrPtWw (https://youtu.be/AXSi9qrPtWw)

The game runs solidly during combat, but the BotLab crashes as soon as you try to load it.  This might be fine -- a limited action-oriented version of the game for mobile/Apple TV/console, with the BotLab and Arena Builder reserved for the full version on Windows/Mac/Linux.

Speaking of which, has anyone tried the Linux build yet?  It should work okay, but I don't have a machine set up to test it.

Sometime over the next few days I am going to try to get the game running on Apple TV for local multiplayer with two controllers.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kill343gs on January 01, 2018, 06:52:52 PM
Looks like it runs really well on mobile.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: mjstone on January 13, 2018, 09:24:40 PM
I've just downloaded the linux version and this is what I get.
 [ You are not allowed to view attachments ]
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on January 16, 2018, 09:58:27 AM
I've just downloaded the linux version and this is what I get.
 [ You are not allowed to view attachments ]

Thanks for trying this!

I might have to create my own linux machine to test it.  Apparently the crash details are buried somewhere in a log file:

https://docs.unity3d.com/Manual/LogFiles.html
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on January 16, 2018, 09:59:33 AM
Maybe i can try to test it.
Or you can use VM
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Impossible343 on January 16, 2018, 10:18:36 AM
Wow, This is really cool! I had a lot of fun throwing carbide around the arena
However, am I the only one experiencing severe input lag? It seems to take about a second for the game to register my inputs. Idk if its just my low spec laptop or whether it was an intended feature to simulate IRL robot controls maybe?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: yugitom on January 16, 2018, 12:12:29 PM
It's been a while but I don't remember input lag. I imagine it's your laptop.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on January 16, 2018, 04:28:44 PM
Wow, This is really cool! I had a lot of fun throwing carbide around the arena
However, am I the only one experiencing severe input lag? It seems to take about a second for the game to register my inputs. Idk if its just my low spec laptop or whether it was an intended feature to simulate IRL robot controls maybe?

We haven't included any input lag in the simulation.  What are the specs for your laptop?  Are you using keyboard controls?

The game works great on my 2013 11" MacBook Air, but I am curious to see how low we can go with acceptable performance.  I am hoping to target midrange phones and WebGL.  Phones will probably be okay, but I'm struggling to get WebGL working, not sure why at this point.  We might have to wait for the Steam launch before looking into the WebGL version again.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kill343gs on January 16, 2018, 05:34:48 PM
I didn't experience input lag but I'm on a mid-range machine
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Impossible343 on January 17, 2018, 02:41:59 AM
Wow, This is really cool! I had a lot of fun throwing carbide around the arena
However, am I the only one experiencing severe input lag? It seems to take about a second for the game to register my inputs. Idk if its just my low spec laptop or whether it was an intended feature to simulate IRL robot controls maybe?

We haven't included any input lag in the simulation.  What are the specs for your laptop?  Are you using keyboard controls?

The game works great on my 2013 11" MacBook Air, but I am curious to see how low we can go with acceptable performance.  I am hoping to target midrange phones and WebGL.  Phones will probably be okay, but I'm struggling to get WebGL working, not sure why at this point.  We might have to wait for the Steam launch before looking into the WebGL version again.

After testing on my beefier desktop PC, the input lag seemed to disappear, so it seems it was just my laptop not being powerful enough.

My laptop specs are:
AMD Quad-Core Processor A6-6310 2.4GHz
6GB RAM
AMD Radeon R4 Graphics

It turns out the game only runs at 15fps on this (even on the fastest graphic setting), which is probably what was causing input issues. It was a lot smoother on my desktop
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on February 24, 2018, 02:26:32 PM
Seems cjbruce hasn't posted about it here yet but there's a new build out, with breakable components, new components for the bot lab, and a prototype version of the arena builder, among other things. I'm only posting about it because I want to offer some feedback:


Still looks great and feels great, though. Rome wasn't built in a day, as they say. Keep up the good work!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on February 24, 2018, 04:17:10 PM
Seems cjbruce hasn't posted about it here yet but there's a new build out, with breakable components, new components for the bot lab, and a prototype version of the arena builder, among other things. I'm only posting about it because I want to offer some feedback:

  • The new immobility countdown flickers a lot, which is irritating, and if multiple robots aren't moving then it switches between them rather than each robot having an individual countdown
  • The text is wonky on some of the buttons (esp. in the arena builder). Dunno if that's just coz I'm playing in 720p windowed mode though.
  • The sound balance feels off - some sounds are too loud, others are too quiet. Dunno if it's just me.
  • Eruption's flipper apparently has a limited amount of CO2 but I don't see that indicated anywhere in the UI - if the blue gauge is CO2, then it's not depleting
  • If you click "Help" in the Robot Lab, it spawns a fully-finished robot that then sinks through the table. You can spawn them indefinitely and fill the lab with them. Amusing, but probably not intended?

Still looks great and feels great, though. Rome wasn't built in a day, as they say. Keep up the good work!

You beat me to the punch!

I was trying to concurrently wrap up this build and manage our high school's robot combat club.  Here a little taste of the last three days' festivities:

http://www.youtube.com/watch?v=_CkBFa6RCV0 (http://www.youtube.com/watch?v=_CkBFa6RCV0)

This new build has a lot going on behind the scenes.  I have been doing a ton of experimentation with driving, AI, and physics.  I also put in place the immobility timer.  There is also a component damage system, and Eruption is built with the new CO2 gas system.  Most of this stuff doesn't include any user feedback yet, so you won't know that a wheel is taking damage until it falls off, and you won't know if you are out of gas until the pneumatics stop working.  It is all there, we just need to add sound and particle effects so that there is an indication that something is wrong before it just stops working.

@tashic has been really busy with the BotLab.  It still isn't ready to make a complete robot, but a rudimentary saving system exists.  You can see the save files as robot.txt in one of the game directories.  At a minimum, we would like to get to the point where you can manually share robot files around like you do with RA2.   If we have time, we might be able to automate the process, but this is more of an aspirational goal at this point, and it is more important to nail down the basic functionality.

@anarchy_fox has been working hard on the Arena Builder.  A lot of the stuff from the BotLab should be reusable in here, but we are still very early in the development.

To everyone who has tested it already, thank you!

Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on February 24, 2018, 07:14:57 PM
Gave the newest build a shot, it's starting to look like a very solid base for a full game. I've found some bugs and I have some suggestions.

Bugs:
Some z-fighting with the dummy bot, particularly on the warehouse stage. At one point the mesh floor on the warehouse briefly displayed over the dummy bot's decal.

Suggestions/Compaints:
Eruption's flipper feels super anaemic.
Carbide's spinner feels like it's very slow, but with a ton of torque.
Everything feels like it has way too much HP. Except once an AI Carbide's blade fell off just by hitting my Eruption, with no non-HP damage being cause to my Eruption.
It's difficult to figure out what's doing damage when Original Sin's opponent is taking damage. Is it impact with the arena wall? Contact with the wedge arm things? It feels inconsistent.
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
Eruption's limited CO2 supply is realistic, but not very fun at all, especially with how weak its flipper is. Maybe give a debug option to allow unlimited flips?
Part of what made RA2 so long-lasting was the fact that component data was stored in a user-editable format, allowing for customization. Would it be possible to read robot data from text files, allowing the user to edit carbine's spinner speed or eruption's flipper power, for example?

I had a couple more bugs and inconsistencies but I've forgotten them now. Oh well. ¯\_(ツ)_/¯

Edit: I also managed to flip the DB out of the sumo arena without the DB being killed or the round ending
(https://i.imgur.com/zGRbda1.jpg)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on February 25, 2018, 02:45:17 AM
where can I find the latest build?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on February 25, 2018, 03:07:20 AM
Link to the latest build:
https://robot-rumble.itch.io/
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: WenXiangLee on February 25, 2018, 04:49:04 AM
Link to the latest build:
https://robot-rumble.itch.io/builds
fixed
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on February 25, 2018, 05:06:56 AM
About that help button spawning a robot, that was really for testing the script for recreating from the bot file.

What I want to eventually do with the help button is, well, give the player some idea on what things in the botlab do, that I fully understand isn't clear at all.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Impossible343 on February 25, 2018, 05:45:11 AM
What badger said.
Also the start points seem a bit odd. Like robots often start facing away from each other but sometimes not. I tried a match with original sin in the sumo ring and the physics pushed me out right when I spawned. I could also see the path that AI was planning to take. I assume that's just a debug feature that isn't normally supposed to be visible.

But other than that, great work. I'm looking forward to seeing the robot and arena editors in a more developed form. Looks very promising
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on February 25, 2018, 10:06:41 AM
What badger said.
Also the start points seem a bit odd. Like robots often start facing away from each other but sometimes not. I tried a match with original sin in the sumo ring and the physics pushed me out right when I spawned. I could also see the path that AI was planning to take. I assume that's just a debug feature that isn't normally supposed to be visible.

But other than that, great work. I'm looking forward to seeing the robot and arena editors in a more developed form. Looks very promising
Oh yeah, that was one of the bugs I forgot, Eruption always spawns facing backward.

Also might be nice if the dummy bot was invertible, so it can better serve its purpose as a punching bag. Just my personal opinion
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on February 25, 2018, 12:15:54 PM
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
On Carbide, at least, it appears to represent motor temperature or something. If you have the weapon spinning for too long, the bar starts to fill with red, and you have to release the weapon button to get it to lower again. I don't know what happens if the bar fills all the way up but I'm guessing the weapon just stops working.

Heck yeah, 500 posts
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on February 25, 2018, 03:13:54 PM
Gave the newest build a shot, it's starting to look like a very solid base for a full game. I've found some bugs and I have some suggestions.

Bugs:
Some z-fighting with the dummy bot, particularly on the warehouse stage. At one point the mesh floor on the warehouse briefly displayed over the dummy bot's decal.

Suggestions/Compaints:
Eruption's flipper feels super anaemic.
Carbide's spinner feels like it's very slow, but with a ton of torque.
Everything feels like it has way too much HP. Except once an AI Carbide's blade fell off just by hitting my Eruption, with no non-HP damage being cause to my Eruption.
It's difficult to figure out what's doing damage when Original Sin's opponent is taking damage. Is it impact with the arena wall? Contact with the wedge arm things? It feels inconsistent.
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
Eruption's limited CO2 supply is realistic, but not very fun at all, especially with how weak its flipper is. Maybe give a debug option to allow unlimited flips?
Part of what made RA2 so long-lasting was the fact that component data was stored in a user-editable format, allowing for customization. Would it be possible to read robot data from text files, allowing the user to edit carbine's spinner speed or eruption's flipper power, for example?

I had a couple more bugs and inconsistencies but I've forgotten them now. Oh well. ¯\_(ツ)_/¯

Edit: I also managed to flip the DB out of the sumo arena without the DB being killed or the round ending
(https://i.imgur.com/zGRbda1.jpg)

Nice catch on the z-fighting.  I need to get smart on Unity decals.  All of the robots were modeled in 3DS Max, rather than using the in-game BotLab, so we will need to revisit this when the BotLab is ready for production.

Carbide’s spinner is actually spinning very quickly, but the on-screen representation of its speed is poor.  The game only shows its position every 1/60th of a second rather than as the continuous blur that you would see in real life.  I was hoping that I could avoid addressing this, as it is a more difficult problem to create cylindrical blur for the arbitrary spinning objects that people will create in the BotLab.  I have a few ideas on how to do this, but it might take an iteration or two to get it to look right.

Thanks for the feedback on Eruption’s flipper.  It used to be insanely powerful, so I toned it way down. Increasing the force is an easy fix.  For those of you who are curious, the flipper has the following exposed variables, all of which will be adjustable in the BotLab:
piston diameter
piston stroke length
high pressure cylinder CO2 capacity
buffer tank volume

The lack of Hit Point indication is big problem.  I would like to avoid damage numbers appearing above the robots, like in RA2.  Ideally, a player will see sparks, smoke, damage decals, and hear sound to indicate how much damage has occurred to a particular component.  I would like to reserve damage numbers as a last resort.

The hit point bar shows damage only to the body of the robot.  Original Sin is surrounded by parts that take damage separately from the body (wheels and wedgelets).  You have to knock off these parts before you can start damaging the body of the robot easily.

The heat bar is pretty much nonfunctional at the moment.  The intent is to have heat dissipation, heat generation, and environmental heat sources (lava pit or flames).  When a motor overheats, it shuts down, and if temperature gets too high, components take damage.

I agree that there needs to be some indication of remaining CO2.  There also needs to be sn indication (venting gas) that a CO2 leak has occurred, and whether it is a slow leak or a catastrophic leak.

I like the idea of user-editable components. @tashic, is this something we can put into the BotLab directly?

I will take a look at the OOTA volumes for the Sumo Basho arena.  It should be a simple fix to add more volumes.

Thanks for all of the great feedback!  I’m pretty swamped with another project right now, but I hope to have another release out by the end of March.

Also, for those of you who are curious, we are planning to have public releases like these until the first Alpha release.  The first Alpha release will be the first “Vertical Slice” and contain all of the basic functionality for the game (BotLab fully integrated with the arena and arena builder).  After that, we will do closed Beta releases, so if you are interested in the closed Betas, be sure to sign up to be a beta-tester on www.robot-rumble.com!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on February 25, 2018, 03:24:31 PM
What badger said.
Also the start points seem a bit odd. Like robots often start facing away from each other but sometimes not. I tried a match with original sin in the sumo ring and the physics pushed me out right when I spawned. I could also see the path that AI was planning to take. I assume that's just a debug feature that isn't normally supposed to be visible.

But other than that, great work. I'm looking forward to seeing the robot and arena editors in a more developed form. Looks very promising

This was a problem with the way models were imported from 3DS Max, and shouldn’t be an issue for things created in the BotLab.  Unless a miracle occurs and we can get permission to use Eruption in the released game, the problem will go away with the Eruption model.

Something is wrong with the Sumo Basho arena physics, but I haven’t been able to find the problem.  We might need to rebuild the arena when the Arena Builder is ready.

I kind of like seeing the AI path line.  You are probably right that we should turn it off though.  :smile:

Thanks for the support and feedback!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on February 25, 2018, 03:27:02 PM
What badger said.
Also the start points seem a bit odd. Like robots often start facing away from each other but sometimes not. I tried a match with original sin in the sumo ring and the physics pushed me out right when I spawned. I could also see the path that AI was planning to take. I assume that's just a debug feature that isn't normally supposed to be visible.

But other than that, great work. I'm looking forward to seeing the robot and arena editors in a more developed form. Looks very promising
Oh yeah, that was one of the bugs I forgot, Eruption always spawns facing backward.

Also might be nice if the dummy bot was invertible, so it can better serve its purpose as a punching bag. Just my personal opinion

Agreed!  We have D.B. Mk II coming in the next build, so it will be an easy change to make.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on February 25, 2018, 03:28:10 PM
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
On Carbide, at least, it appears to represent motor temperature or something. If you have the weapon spinning for too long, the bar starts to fill with red, and you have to release the weapon button to get it to lower again. I don't know what happens if the bar fills all the way up but I'm guessing the weapon just stops working.

Heck yeah, 500 posts

You are correct on all counts!  Nice detective work!  (and a little bit scary) :smile:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on February 26, 2018, 05:04:35 PM
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
On Carbide, at least, it appears to represent motor temperature or something. If you have the weapon spinning for too long, the bar starts to fill with red, and you have to release the weapon button to get it to lower again. I don't know what happens if the bar fills all the way up but I'm guessing the weapon just stops working.

Heck yeah, 500 posts

You are correct on all counts!  Nice detective work!  (and a little bit scary) :smile:
It was just something I happened to notice while playing the latest build. What clinched it was when I started turning and the bar started filling up faster, because I had three motors running instead of one. Controlling overheating sounds like an interesting game mechanic (and should make it harder for people to make unrealistic bots with tonnes of weapon/drive motors ;) )
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kill343gs on March 01, 2018, 07:36:46 PM
What does the bar under the HP bar represent? Would be useful for it to show CO2 levels on Eruption or spinner speed on Carbide
On Carbide, at least, it appears to represent motor temperature or something. If you have the weapon spinning for too long, the bar starts to fill with red, and you have to release the weapon button to get it to lower again. I don't know what happens if the bar fills all the way up but I'm guessing the weapon just stops working.

Heck yeah, 500 posts

You are correct on all counts!  Nice detective work!  (and a little bit scary) :smile:
It was just something I happened to notice while playing the latest build. What clinched it was when I started turning and the bar started filling up faster, because I had three motors running instead of one. Controlling overheating sounds like an interesting game mechanic (and should make it harder for people to make unrealistic bots with tonnes of weapon/drive motors ;) )

Yeah that's pretty great
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on March 18, 2018, 01:11:26 PM
Good game, but fix and simplify the bot lab. Make a mobile port too please! I would love to play on the go.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on March 18, 2018, 01:13:24 PM
What does D.B. stand for
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 18, 2018, 02:43:04 PM
What does D.B. stand for

  :bigsmile:

No one is quite sure, but we are open to suggestions.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 18, 2018, 02:47:42 PM
Good game, but fix and simplify the bot lab. Make a mobile port too please! I would love to play on the go.

The BotLab is our biggest push right now, in addition to cleaning up the physics for each robots.  We are tuning dynamics, and once with have dialed things in we will need to figure out how to translate all of the hand-built stuff into the BotLab.

A mobile port is firmly in the "nice to have" category until we can get a solid version up an running for Windows/Mac/Linux.  Rethinking everything for mobile will take some work, and our team is pretty small.

That being said, here's a video of me fighting an AI robot on an iPhone 7 Plus:

https://www.youtube.com/watch?v=AXSi9qrPtWw (https://www.youtube.com/watch?v=AXSi9qrPtWw)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on March 18, 2018, 02:53:39 PM
Which is the latest version, the one here, or the one on the official website
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on March 18, 2018, 02:55:07 PM
What does D.B. stand for

  :bigsmile:

No one is quite sure, but we are open to suggestions.



Dummy Bot, Dumb Box, Dummy box, or Dumb Bot
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on March 18, 2018, 02:56:38 PM
Good game, but fix and simplify the bot lab. Make a mobile port too please! I would love to play on the go.

The BotLab is our biggest push right now, in addition to cleaning up the physics for each robots.  We are tuning dynamics, and once with have dialed things in we will need to figure out how to translate all of the hand-built stuff into the BotLab.

A mobile port is firmly in the "nice to have" category until we can get a solid version up an running for Windows/Mac/Linux.  Rethinking everything for mobile will take some work, and our team is pretty small.

That being said, here's a video of me fighting an AI robot on an iPhone 7 Plus:

https://www.youtube.com/watch?v=AXSi9qrPtWw (https://www.youtube.com/watch?v=AXSi9qrPtWw)


If possible, can you make is w/o the xbox controller thing?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 18, 2018, 10:27:13 PM
@Ra2Winner999
Please don't make multiple posts in a row. Instead, edit your previous post and add whatever you want to say onto it.

@cjbruce
I don't mean to be pushy, but is there an ETA for the next build's release? I'm really looking forward to it.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 19, 2018, 05:41:58 AM
@Ra2Winner999
Please don't make multiple posts in a row. Instead, edit your previous post and add whatever you want to say onto it.

@cjbruce
I don't mean to be pushy, but is there an ETA for the next build's release? I'm really looking forward to it.

Our school is on spring break next week, so I'm hoping to have a good solid chunk of development time in the mornings and to release a new development build sometime during the week. 

In the past few weeks @tashic has been working on putting together the beginnings of a help menu, and I have been cleaning up the driving dynamics.  @Anarchy_Fox modeled up D.B. Mk II, a thwackbot with a chain flail that should be really exciting to drive ("spin to win!"), and I have been trying to get its spin speed up to the point where the 2 kg metal cudgel at the end does damage.  Right now all it does is bounce off its opponents without doing much.  It should be more like a cheaper, less effective version of carbide with a much larger effective radius.

The latest and greatest build will always be available on itch.io at https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 19, 2018, 05:56:10 AM
Good to hear, will there be any tweaks to Eruption's flipper in the next build? That's what I'm really looking forward to!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 19, 2018, 06:17:46 AM
Good to hear, will there be any tweaks to Eruption's flipper in the next build? That's what I'm really looking forward to!

Yup!  Way more powerful, with a much improved range of motion.   :smile:

Please keep in mind that Carbide, Original Sin, and Eruption only exist in these early development builds.  We don't have permission to use them in the final game.  Right now we are using them to prove out the physics and AI tactics, and we have the goal of being able to build and test a solid functional replica of a wide range of real-life robots in the BotLab.  All of the parameters for a CO2 flipper should be tweakable in the BotLab, such as hinge range of motion, piston diameter, stroke length, buffer tank volume, etc.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 19, 2018, 06:27:34 AM
Good to hear, will there be any tweaks to Eruption's flipper in the next build? That's what I'm really looking forward to!

Yup!  Way more powerful, with a much improved range of motion.   :smile:

Please keep in mind that Carbide, Original Sin, and Eruption only exist in these early development builds.  We don't have permission to use them in the final game.  Right now we are using them to prove out the physics and AI tactics, and we have the goal of being able to build and test a solid functional replica of a wide range of real-life robots in the BotLab.  All of the parameters for a CO2 flipper should be tweakable in the BotLab, such as hinge range of motion, piston diameter, stroke length, buffer tank volume, etc.
Great to hear! Another question, are you planning on having AI bots be part of the .exe of the game (like how it is now) or separated out into their own files, like how RA2 does it?

Since RW is dead now, if you ask nicely you might be able to get permission from the builders of at least Eruption and Carbide to use their bots, maybe after a rename/recolour to avoid copyright issues w/ Mentorn. I know the builder of Eruption used to post on GTM pretty regularly so I'd be surprised if he were against the idea. Just thinking since it would be a shame for the work that's gone into modelling and implementing these bots to go to waste.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 19, 2018, 02:48:59 PM
Good to hear, will there be any tweaks to Eruption's flipper in the next build? That's what I'm really looking forward to!

Yup!  Way more powerful, with a much improved range of motion.   :smile:

Please keep in mind that Carbide, Original Sin, and Eruption only exist in these early development builds.  We don't have permission to use them in the final game.  Right now we are using them to prove out the physics and AI tactics, and we have the goal of being able to build and test a solid functional replica of a wide range of real-life robots in the BotLab.  All of the parameters for a CO2 flipper should be tweakable in the BotLab, such as hinge range of motion, piston diameter, stroke length, buffer tank volume, etc.
Great to hear! Another question, are you planning on having AI bots be part of the .exe of the game (like how it is now) or separated out into their own files, like how RA2 does it?

Since RW is dead now, if you ask nicely you might be able to get permission from the builders of at least Eruption and Carbide to use their bots, maybe after a rename/recolour to avoid copyright issues w/ Mentorn. I know the builder of Eruption used to post on GTM pretty regularly so I'd be surprised if he were against the idea. Just thinking since it would be a shame for the work that's gone into modelling and implementing these bots to go to waste.

@tashic has a preliminary format worked out for saving robot designs to a text file.  Right now it is just the shapes, but eventually will need to be expanded to include things like textures and AI.  The file is all human-readable, but much of it is vertex positions, so not particularly interesting.  I'll let him give more details. :)

We haven't nailed down an architecture for saving everything about a robot yet.  I am hoping to make each robot atomic, with a file describing the robot + another few files for textures.  We haven't talked this through, and there is a ton of work left to do to make this happen.

Wow!  I had no idea about Robot Wars!  This is what I get for living on the wrong side of the pond.  I think you are right though -- if we are going to keep the interest in robot combat going, we need to make a concerted effort to engage the most successful teams.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 28, 2018, 10:54:14 AM
We have a new build coming sometime in the next day or so!  One of the biggest things in this build is a completely revamped UI.  We are still frantically trying to squash bugs before we put it out to the public, but will get it to you guys as soon as we can.

While I have some time this morning, I wanted to put together a detailed list of things that are coming in the next build:

[Additions]
New UI - We are in the early stages of a complete UI overhaul.  So far we have touched the “Battle” menu and the in-game "Pause" menu.  Nothing is final yet, as this is the first iteration and we are having a lot of internal discussions about what needs to go where.
BotLab Help Menu - We now have a working help menu.  If you are stuck and can’t figure out what to do next, please give the help menu a try!
New Sumo Basho Arena - The old arena suffered from some bizarre physics bugs and z-fighting.  The new one is a lot cleaner.
D.B. Mk II - This robot is a thwackbot with a chain flail.  We are having trouble with the chain physics.  If we can’t figure out how to make the chain simulation more stable, it is highly likely that it will be removed from the game.  We included it here because it is fun and funky and would be a shame if it didn’t see the light of day at least as a prototype!
Arena Spinner (currently in the Warehouse arena) - The arena spinner is deadly!  One hard hit will send a robot flying out of the Warehouse.
Individual Immobility Timers - Timers now hover over individual robots.
Sparks! - Carbide and the arena spinner both emit sparks on impact.

[Changes]
Physics - We have done extensive tweaking of physics in order to increase the turning and spinning speed of robots.  Angular velocity of robots is no longer capped at 7 radians/second (a little over 1 revolution per second).  This has caused some instability issues that we will need to iron out through testing.
Deferred Rendering Pipeline (Graphics) - We switched all game cameras from Forward Rendering to Deferred Rendering.  This should allow for more lights in the scene, but comes at the cost of lack of compatibility with older devices.  Since we are targeting desktop, this should not be an issue.  The change has also allowed for much more consistent HDR lighting across scenes.
Bloom (Graphics) - Toned down the bloom effect in the postprocessing stack.  If it is still too “bloomy”, please let us know!
Motion Blur (Graphics) - Removed motion blur entirely.  We included motion blur in an attempt to provide an indication of how fast Carbide’s blade is actually spinning, as it is currently subject to the “wagon wheel effect”.  Unfortunately, motion blur made everything else look grainy and terrible, and it induces nausea for some players, so it was removed.
Lighting - After switching to deferred rendering, it was necessary to recalibrate lighting for every scene.

[Removals]
Old Sumo Basho Arena - The old Sumo Basho arena has been removed.
Over-The-Shoulder Camera - “Over the shoulder” cameras have been entirely removed.  Because robots move so quickly, it was nauseating trying to drive a robot with the over-the-should camera.

Here's a shot of the arena spinner in action!
(http://www.nerdislandstudios.com/robotrumble/arenaspinnerhitseruptionvsoriginalsin.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 28, 2018, 10:56:55 AM
Looking very interesting! Any tweaks to weaponry (Eruption's flipper power, carbide's spinner speed etc)?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: pokebro14 on March 28, 2018, 10:57:57 AM
Cant wait for the new build! any pics of the flail bot
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 28, 2018, 11:17:17 AM
Looking very interesting! Any tweaks to weaponry (Eruption's flipper power, carbide's spinner speed etc)?

Eruption - The flipper is 4 times more powerful than before.  It is maybe a tad too overpowered, but it is more fun now. :)

Carbide - The spinner has always rotated way faster than the Nyquist frequency of the screen (nominally 60 Hz).  I spent a lot of time trying to deal with this by adding things like motion blur and adjusting the visual representation of the spinner vs the physical simulation, but in the end, I think the solution is simple: sparks.  With sparks you know when the spinner hits.

Note that we will most likely be removing Eruption, Carbide, and Original Sin from the game, as they all have restrictive licensing agreements.  D.B. ad D.B. Mk II are both based on student work, and @AnarchyFox is currently modeling "Ballerina", a drumbot that was fairly successful in our student competition last year.  Ballerina won't make it into this build, but should be available in the next one.



Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Squirrel_Monkey on March 28, 2018, 11:22:45 AM
Note that we will most likely be removing Eruption, Carbide, and Original Sin from the game, as they all have restrictive licensing agreements.
What's the chance you can leave in "Generic Bar Spinner", "Generic UK style Flipper" and "Generic 4WD Wedge bot"?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 28, 2018, 11:34:46 AM
Cant wait for the new build! any pics of the flail bot

Here's a low-res shot of D.B. Mk II vs Original Sin.  D.B. Mk II resulted when my students attached a flail to D.B..  It ended up working out really well in real life.  Its simulated version is, unfortunately, not as effective.

(http://www.nerdislandstudios.com/robotrumble/dbmk2vsoriginalsin.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 28, 2018, 11:39:30 AM
Note that we will most likely be removing Eruption, Carbide, and Original Sin from the game, as they all have restrictive licensing agreements.
What's the chance you can leave in "Generic Bar Spinner", "Generic UK style Flipper" and "Generic 4WD Wedge bot"?

We are looking to create a bunch of all-new robot designs that don't infringe upon any existing IPs.  If anyone has any of their own IRL robots that they would be willing to send photos of, we might just be able to put them in the game.

Aside from that, once the BotLab is working, we are hoping that you guys go nuts with your own designs. :)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 28, 2018, 12:17:35 PM
The new build is now available for download:

https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Guldenflame on March 28, 2018, 02:36:06 PM
Eruption - The flipper is 4 times more powerful than before.  It is maybe a tad too overpowered, but it is more fun now. :)
You'll regret that.
 [ You are not allowed to view attachments ]
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 28, 2018, 04:01:02 PM
I feel like the force curve on Eruption's flipper is a bit off, I think maybe either the force is applied over too long a period, or maybe the force doesn't peak quickly enough (awful pic below to explain what I mean), both leading the flipper to feel a bit unsatisfying and unrealistic. That and Eruption's flipper is very inconsistent; sometimes feeling barely less anaemic than before and other times exploding like the gif Guldenflame posted above, or sometimes behaving in a way anywhere between those two extremes. I personally think it would be a good use of time to polish the feel of eruption's flipper and iron out the explosion bug, even if Eruption is not long for this game, as I'm sure it would serve you well if you chose to create another AI flipper or a component that allows the user to create flippers in the botlab.

Awful pic:
 [ You are not allowed to view attachments ]
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on March 28, 2018, 06:24:40 PM
the flail on db2 is pretty buggy, i've gotten it to glitch out of the warehouse map quite a few times

the ai on eruption doesn't seem to want to self-right until the countdown timer starts which is pretty easily abusable

other than that, big fan of this so far :) can't wait to see where it goes in the future
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: TheRoboteer on March 28, 2018, 06:28:26 PM
In addition to the glitches that Badnik mentioned there's also some kind of glitch with Eruption's self righting when controlled by a player. It tends to glitch out and launch the bot around and usually out of the arena even from the opposite side of the ring.

Gonna echo Badnik's praise though. This is the first build I've played of the game and the combat is already fun and addictive as hell. The botlab looks incredibly promising too. Will be watching how things develop extremely eagerly  :thumbup
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 28, 2018, 08:09:09 PM
I feel like the force curve on Eruption's flipper is a bit off, I think maybe either the force is applied over too long a period, or maybe the force doesn't peak quickly enough (awful pic below to explain what I mean), both leading the flipper to feel a bit unsatisfying and unrealistic. That and Eruption's flipper is very inconsistent; sometimes feeling barely less anaemic than before and other times exploding like the gif Guldenflame posted above, or sometimes behaving in a way anywhere between those two extremes. I personally think it would be a good use of time to polish the feel of eruption's flipper and iron out the explosion bug, even if Eruption is not long for this game, as I'm sure it would serve you well if you chose to create another AI flipper or a component that allows the user to create flippers in the botlab.

Awful pic:
 [ You are not allowed to view attachments ]

Right now the pressure in the pneumatic cylinder is computed based on the Ideal Gas law, using the volume in the gas lines, buffer tank volume, and volume in the cylinder.  The pressure starts at a maximum value and then drops inversely proportional to the increase in volume as the piston slides out of the cylinder:


// currentPressure is measured in PSI
currentPressure = massRatio * Mathf.Max (minimumOperatingPressure, operatingPressure * (volumeInGasLines + bufferVolume) / (volumeInGasLines + bufferVolume + crossSectionalArea * strokeLength));

I think the erratic behavior might be due to the fact that the piston was set to "discrete" collisions, rather than "continuous dynamic".  I'll switch this and see if it affects anything.  Although I like the idea of the Ideal Gas model, I have a lot of room to cheat the system to get it feeling better.  In the end the most important thing is that it feels right, so I will keep working on it.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on March 29, 2018, 01:41:23 AM
threw the link over to my buds at ARC and one of them discovered that if you have a bot on the very top of Eruption's flipper and fire it, Eruption will explode. he was able to reproduce it pretty consistently.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: pokebro14 on March 29, 2018, 01:41:48 AM
Ok imma egnore or the glitches and buggyness and say that this is very impressive. With things to add to the next update there a few things I think should be added. More bot types e.g thwak bot, axe, drum, etc.
I would also add an arena that dos'nt make eruption win each fight e.g the battlebots and combat arena
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Olister92 on March 29, 2018, 06:27:37 AM
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 09:00:55 AM
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 09:01:34 AM
threw the link over to my buds at ARC and one of them discovered that if you have a bot on the very top of Eruption's flipper and fire it, Eruption will explode. he was able to reproduce it pretty consistently.

Nice catch!  I will definitely take a look at this.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 09:04:00 AM
In addition to the glitches that Badnik mentioned there's also some kind of glitch with Eruption's self righting when controlled by a player. It tends to glitch out and launch the bot around and usually out of the arena even from the opposite side of the ring.

Gonna echo Badnik's praise though. This is the first build I've played of the game and the combat is already fun and addictive as hell. The botlab looks incredibly promising too. Will be watching how things develop extremely eagerly  :thumbup

This has been sitting on the list of stuff to fix for a while, but got buried when I was working on the new immobility timer.  I am thinking a 1-second delay before self-righting should work...
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Olister92 on March 29, 2018, 10:50:05 AM
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

It's an Acer Aspire ES1-512 (2015 or 2016) with 4 GB of RAM
The processor is an Intel Celeron N2840 if any of this helps
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 29, 2018, 10:55:04 AM
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

It's an Acer Aspire ES1-512 (2015 or 2016) with 4 GB of RAM
The processor is an Intel Celeron N2840 if any of this helps
Yeah well there's your problem. You can't expect a 3 year old celeron (with no dGPU) that was weak when it was released to play basically any 3-D game released in the past decade or more. Not an issue with the game I'm afraid. Try it on a desktop if you have access to one.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 12:00:53 PM
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

It's an Acer Aspire ES1-512 (2015 or 2016) with 4 GB of RAM
The processor is an Intel Celeron N2840 if any of this helps
Yeah well there's your problem. You can't expect a 3 year old celeron (with no dGPU) that was weak when it was released to play basically any 3-D game released in the past decade or more. Not an issue with the game I'm afraid. Try it on a desktop if you have access to one.

It is good to know though.  @Olister92, thank you for sharing!

I am toying with the idea of supporting really old hardware.  This comes with other advantages, like being able to throw unlimited numbers of robots in the ring together.  Right now I am tweaking everything for two robots, and am pushing physics to the maximum.

If we were willing to give up a bunch of physics fidelity by going to a "magic mobility" system where the forces on an object are drastically simplified like in RA2, we could get by on RA2-like hardware.  I'm not convinced that it would be worth it though.  The current high-fidelity physics should be able to handle arbitrary shapes created in the BotLab.  If you want a pneumatics system, you build it from scratch.  All of the hinges and sliding joints are modeled individually.  You couldn't do this in RA2, where everything was made of prebuilt components.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 01:23:58 PM
threw the link over to my buds at ARC and one of them discovered that if you have a bot on the very top of Eruption's flipper and fire it, Eruption will explode. he was able to reproduce it pretty consistently.

Nice catch!  I will definitely take a look at this.

I think I just fixed this one, but we will have to confirm in the next public build.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 02:57:07 PM
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

It's an Acer Aspire ES1-512 (2015 or 2016) with 4 GB of RAM
The processor is an Intel Celeron N2840 if any of this helps
Yeah well there's your problem. You can't expect a 3 year old celeron (with no dGPU) that was weak when it was released to play basically any 3-D game released in the past decade or more. Not an issue with the game I'm afraid. Try it on a desktop if you have access to one.

It is good to know though.  @Olister92, thank you for sharing!

I am toying with the idea of supporting really old hardware.  This comes with other advantages, like being able to throw unlimited numbers of robots in the ring together.  Right now I am tweaking everything for two robots, and am pushing physics to the maximum.

If we were willing to give up a bunch of physics fidelity by going to a "magic mobility" system where the forces on an object are drastically simplified like in RA2, we could get by on RA2-like hardware.  I'm not convinced that it would be worth it though.  The current high-fidelity physics should be able to handle arbitrary shapes created in the BotLab.  If you want a pneumatics system, you build it from scratch.  All of the hinges and sliding joints are modeled individually.  You couldn't do this in RA2, where everything was made of prebuilt components.

For future reference, here are the Geekbench 4 scores for my MacBook Air.  It turns out it is an early 2014 model, not a 2013.  I am shooting for frame rates around 60 fps, with occasional dips to 30 fps.

MacBook Air (11-inch Early 2014)
Single-Core Score: 2428 (this is the one that should matter, as physics is running on one core)
Multi-Core Score: 5026

On Geekbench 4, the Acer Aspire ES1-512 laptop is averaging around the following:
Single-Core Score: 1200
Multi-Core Score: 1800

@Olister92, the Geekbench scores seem to corroborate the low frame rates you are seeing.

https://browser.geekbench.com/v4/cpu/search?utf8=✓&q=Acer+Aspire+ES1-512 (https://browser.geekbench.com/v4/cpu/search?utf8=✓&q=Acer+Aspire+ES1-512)

I would be curious to see how a Windows computer with a Geekbench single CPU score around 2400 performs.  Any takers? :)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Squirrel_Monkey on March 29, 2018, 03:41:10 PM
I would be curious to see how a Windows computer with a Geekbench single CPU score around 2400 performs.  Any takers? :)
I have a Surface Book with i7-6600u. Can't really find an accurate score for it but I can benchmark for you.
I could also throttle down my desktop if that helps.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 03:55:45 PM
I would be curious to see how a Windows computer with a Geekbench single CPU score around 2400 performs.  Any takers? :)
I have a Surface Book with i7-6600u. Can't really find an accurate score for it but I can benchmark for you.
I could also throttle down my desktop if that helps.

https://browser.geekbench.com/v4/cpu/search?utf8=✓&q=Surface+Book+i7-6600u (https://browser.geekbench.com/v4/cpu/search?utf8=✓&q=Surface+Book+i7-6600u)

It looks like the Surface Book is running around 3400 for a single CPU score.  I'm thinking it should run the game at a solid 60 fps, but it also has a high resolution screen, which might bring GPU fill rate into play and slow things down.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on March 29, 2018, 07:15:03 PM
I would suggest that the bottleneck for the Acer laptop is the integrated graphics, not the CPU for this particular workload
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on March 29, 2018, 08:02:37 PM
I would suggest that the bottleneck for the Acer laptop is the integrated graphics, not the CPU for this particular workload

Considering it scored 1483 (vs 16839 for my MacBook) on the OpenCL GPU test, you are probably right.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: min440303 on April 01, 2018, 10:02:53 AM
Nice game!! It's so addictive and here are some of my suggestions.
1.Maybe it can be added something like weapon designing. Build the shape of the blade, the var, the flipper and the axe etc. whatever we like, and choose the material to attach to their weight. I think it could be of great fun. Also the paint job should be various as well so players can create their own best-looking robots.(such as typing words in different shapes)
2.The spinners should be more powerful, it's always embarrassing to see Carbide ripping Original Sin apart and then died incredibly.
3.When a robot end up with no life, it might be more real if it stops moving and been counted down, with the other side spinning around.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on April 01, 2018, 10:35:16 AM
Nice game!! It's so addictive and here are some of my suggestions.
1.Maybe it can be added something like weapon designing. Build the shape of the blade, the var, the flipper and the axe etc. whatever we like, and choose the material to attach to their weight. I think it could be of great fun. Also the paint job should be various as well so players can create their own best-looking robots.(such as typing words in different shapes)
2.The spinners should be more powerful, it's always embarrassing to see Carbide ripping Original Sin apart and then died incredibly.
3.When a robot end up with no life, it might be more real if it stops moving and been counted down, with the other side spinning around.

Thanks for the input!

1. In progress! :) - The BotLab's shape designer will be capable of making shapes for anything: chassis, weapons, etc.
2. This should be fixed in the next build.
3. Will do.  I haven't worked on this yet.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: min440303 on April 04, 2018, 06:49:12 PM
It's Nightmare!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on April 05, 2018, 01:08:36 PM
It's Nightmare!

Diggin' it!  I can't wait until we can get texturing working.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 07, 2018, 01:16:46 PM
A new build is out! Go to the itch.io page for the latest version:

https://robot-rumble.itch.io/builds

In this build we focused heavily on the BotLab, but we also added "Ballerina", a drum bot, and made more tweaks to physics and particle effects.

The new Main Menu:

(http://nerdislandstudios.com/robotrumble/mainmenu-Screen%20Shot%202018-06-07.png)

Ballerina vs D.B. Mk II:

(http://nerdislandstudios.com/robotrumble/ballerinavsDBMkII-Screen%20Shot%202018-06-07.png)

The BotLab:

(http://nerdislandstudios.com/robotrumble/RobotLab-Screen%20Shot%202018-06-07.png)

As always, to keep up to date and/or to join our list for Beta Builds, see our website at http://robot-rumble.com, or follow us on Twitter at @RobotRumbleGame.  We're doing our best to go to the IRL robot combat events in the UK.  Next up is Robot Extreme in Guildford this weekend!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on June 07, 2018, 01:52:08 PM
I had a quick play with the new build, my feedback:

- Eruption's flipper feels really nice now. Great work on tweaking that!
- Both spinners, however, do not. Their blades/drums are going orders of magnitude too slow. Is this a limitation of the unity engine?
- Carbide's bar is rotating off-center and it looks really derpy
- PLEASE make the Esc key open the pause menu, not close the game!
- I like the addition of the drumbot
- I think the inactivity timer is really well implemented, both mechanically and visually. Great work there.

Good to see some progress. I haven't messed around in the botlab at all, are the bots made there useable in battle yet?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Philippa on June 07, 2018, 02:14:18 PM
This is looking very nice, I like it a lot. I don't have much feedback, but Carbide's bar only has an ON setting and nothing to turn it off, which feels kinda weird honestly.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Hoppin on June 07, 2018, 02:19:13 PM
Feedback:
Loving the damage that you're starting to implement, fun to see and really forces you to adapt.

Carbide - The bar itself seems to spin rather slow given the damage output it gives, giving the bar a blur effect would really give the player the info that it's super fast and will be dealing that kinds of damage.

Eruption - The flipper seems really powerful when self righting, thus I take a good amount of damage for landing,  other than that the motors clip out the back which is an issue. Tho it also appear to be a general issue as I've seen it with Carbide.

Original Sin - The wedges do seem to be rather weak in comparison to the wheels, a few hits from carbide can result in losing them


BotLab -The motors as weapons are rather bulky to use, I suggest having some belt options or a way to adding belts to change the center point of spinning.

Overall, great additions and improvements, loving the build keep it up

Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on June 07, 2018, 02:33:58 PM
Ooh shiny! I’m on my tablet right now, so when I get to my laptop I’ll play!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 07, 2018, 02:51:38 PM
I had a quick play with the new build, my feedback:

- Eruption's flipper feels really nice now. Great work on tweaking that!
- Both spinners, however, do not. Their blades/drums are going orders of magnitude too slow. Is this a limitation of the unity engine?
- Carbide's bar is rotating off-center and it looks really derpy
- PLEASE make the Esc key open the pause menu, not close the game!
- I like the addition of the drumbot
- I think the inactivity timer is really well implemented, both mechanically and visually. Great work there.

Good to see some progress. I haven't messed around in the botlab at all, are the bots made there useable in battle yet?

1. It took a lot of tweaking to get the flipper physics working well.  I'm glad you like it! :)
2. I have been exploring a bunch of spinner options, and I think I have settled on a path to make them look/feel right.  Unfortunately, none of those explorations were ready for this build.  They may or may not be ready for the Alpha release, where we will be stressing the BotLab and end-to-end building/testing/battle, but I anticipate high-speed weapons will be really important as part of the Beta process.
3. You are right about the spinner -- the existing spinner will be completely replaced as part of #2, but we are looking to make sure spin axes are appropriate for all spinning objects.
4. [ESC] key -- We still have work to do on UI, and I promise we will fix this! :)
5. Ballerina will be in the official release! :)
6. Inactivity timer -- hopefully this is close to what we will go with.
7. Nothing produced in the BotLab is usable yet.  That is our next major milestone, and will be the key milestone for our Alpha Release.  We will have a booth during the recording for the "BuggleBots" web series in the UK in September, and we are pushing to have a show-ready game for people to try at the event.

Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: 8bean on June 07, 2018, 03:27:08 PM
Loving this update! The new botlab is much easier to navigate and build on. I really like the custom parts option and all of the helpful tips with each step in the bot building process. Also, the new bots are fantastic and look great There's only a few minor bugs I've noticed:

Eruption seems to spawn backwards during each match.
Sometimes arenas such as the Warehouse and Lava Pit start randomly flashing.
The caution texture in the arena editor instead changes the texture to blank white.

Overall, this is a really great update and I can't wait to see what the next one will bring. Keep up the fantastic work!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Dark-Al on June 07, 2018, 04:24:29 PM
I had some good fun playing around with this update. Trying to see what kind of bot that I can build or/and possibly break the game  in someway. Regardless,  I do have some suggestions on how the bot lab could be greatly improved:
 1. Hotkey shortcuts. Being used to 3d modeling software and other programs. It's a little annoying when you have to press a button on the side bar to do anything in the bot lab, when someone is used to hitting one key to perform an action. For me and other players, it more about having the convenience of just hitting a key on the keyboard to active a function, instead of having to reach over for a button to perform the action. Some ideas could be that having a delete key to remove a part, maybe one key for each adjustment for height, rotation and scale, and a button to undo an past action.

2. Part duplication a.k.a Copying and Pasting. I'm aware that you can save personal preferences on certain parts, but if I was to make a bot with multiple wedgelets on the front, I don't want to go through the pain of saving the part, then dragging said part into place. Instead there should be a way how the player can copy a part, and paste the part right next to the part they customized, so that they may wish to align the part on the same line as the first part, instead of possibly having to drag multiple parts in the scene, then going through the horror of perfectly aligning them all up to the first one. 

3. Undoing mistakes. I put a battery in the scene, but I messed up the rotation and moved it further away from where it should be. I don't want to go through the time consuming effort of trying to correct my mistake. Instead there should be an option allowing the player to revert their mistake back to the point when the player just got the position all right. This implementation may be difficult to fully work in some areas, but this will be helpful to any player when they are building a bot.

Overall, I'm enjoying to see the overall progress of the game. Sure there are a few problems that need ironing out here and there, but once all  that is all sorted, you'll have a game that'll be look up upon by the community. Anyway, I'll be looking forward for the next update when it does come out then.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Philippa on June 07, 2018, 04:31:18 PM
https://youtu.be/QrUyHWJysy4

Here's something I noticed happening a few times with Original Sin. One of the wedgelets will break and fly off, then suddenly act as if its still attached.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on June 07, 2018, 06:35:31 PM
Feedback: Love the game! Though here are some suggestions.

1. Sometimes both bots disappear.

2. Carbide’s weapon sometimes has AGOD.

3. Carbide’s weapon is overpowered. And it doesn’t even spin fast! Slightly nerf the damage; but buff the speed 700%

4. Make the test arena less laggy. And related to the test arena, make it so there is a set spawn. Not just 2 bots showing up in random places.

(Edit) 5. Original Sin’s wedge is too flimsy. This bot takes hits from Last Rites IRL for crying out loud!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on June 07, 2018, 08:20:56 PM
yeah spinners as a whole are way too weak in this build. also why isn't ballerina invertible? db 2.0's flail is still super buggy (i dont think i had any fights where it didnt glitch the game) as well. i feel like fights as a whole are too short.

other than that, things are going great!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Reier on June 07, 2018, 08:46:44 PM
man. this is nuts.

made a sexy robot
  [ You are not allowed to view attachments ]  

some really neat features in here. im very impressed with what you guys have done, it's far and away the most complete robot builder i've seen besides ra2. I hope the work continues, I can't wait to see where it goes. especially interested in the bot creator. got some very good things so far, I'm especially happy with the custom shapes you can make, ra2 needed a feature like this.

incredible work so far. bot lab has got me excited

i have some bug issues with fighting however, not sure if others are having this. saw phil able to drive his bot but when I try to do a match it always ends immediately after the countdown, and says player 1 has won.
  [ You are not allowed to view attachments ]  
this happens even if I set both players to cpu. I may be doing something wrong but if it's a bug I thought I'd let you guys know.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: UberPyro on June 07, 2018, 10:45:42 PM
Spent a couple hours in the bot builder. It's clunky but obviously you guys know that. I think this has a potential and I'm excited to see how far it goes.

Here's the FS I tried to make:

 [ You are not allowed to view attachments ]  

Once we can save things we might be seeing some showcases :O

I think the custom shapes in particular will cause a huge change in the way we build. Due to how precise building can be, it might take a lot more time to make a competitive robot though.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: WenXiangLee on June 08, 2018, 01:13:07 AM
Better than a Robot Arena 3's broken bot builder.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: pokebro14 on June 08, 2018, 02:58:22 AM
A lot of people have already mentioned how glitchy this build is and how weak spinners but thats all been said so the only thing ive got a big issue with is the weapons you can use on bot building as the drum is a very unusual shape honestly. I would make it 2 full teeth on each side rather than what we have now. A bit more like the pre made drum spinner.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on June 08, 2018, 07:30:33 AM
man. this is nuts.

made a sexy robot
  [ You are not allowed to view attachments ]  

some really neat features in here. im very impressed with what you guys have done, it's far and away the most complete robot builder i've seen besides ra2. I hope the work continues, I can't wait to see where it goes. especially interested in the bot creator. got some very good things so far, I'm especially happy with the custom shapes you can make, ra2 needed a feature like this.

incredible work so far. bot lab has got me excited

i have some bug issues with fighting however, not sure if others are having this. saw phil able to drive his bot but when I try to do a match it always ends immediately after the countdown, and says player 1 has won.
  [ You are not allowed to view attachments ]  
this happens even if I set both players to cpu. I may be doing something wrong but if it's a bug I thought I'd let you guys know.

Reinstall the game.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: FightingBotInformal on June 08, 2018, 07:38:17 AM
please don’t be as clueless as robotfan99
I thought you were more clueless. Guess I was wrong then.
/sarcasm
EDIT: Anyways BOT since I'm done volunteering I'll download the game and see if there are some not-so IRL issues in it.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: NeonCalypso on June 08, 2018, 08:00:48 AM
I really want to give this game a try, thanks for making this exciting game  :dance:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on June 08, 2018, 02:03:54 PM
please don’t be as clueless as robotfan99
I thought you were more clueless. Guess I was wrong then.
/sarcasm
  :realmad(

Edit: On topic, I have been experiencing some Havok Explosion esque glitches.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: min440303 on June 09, 2018, 08:28:55 AM
will it be a vertical spinner or axe next time?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Serge on June 09, 2018, 07:32:35 PM
Can we get Linux builds? I'd like to test this.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on June 10, 2018, 03:48:37 AM
I tried my best to find a pc and test it.
I quite like it.
Only thing i kinda want is camera options. Now idk with which buttons you change cameras, but it would be great if you used fn keys (unless you are already). Maybe even add a behind bot camera (like with Eruption in older build)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 14, 2018, 03:01:57 PM
To everyone who has given feedback, thank you!  We are frantically trying to put everything together for an Alpha release.

We have been talking to lots of real-life roboteers to get permission to use their robots in our game.  We have some bad news and some good news on this front.

The Bad:
Display rights to all of the Robot Wars robots are owned by the BBC.  Both they and Battlebots are rightfully protective of their intellectual property.  This means that we do not have permission to use Carbide, Eruption, or Original Sin in our commercial release.  All three robots will be removed from the game.

The Good:
Many of the roboteers themselves are really excited to share their unlicensed designs.  We have permission from several of the teams to use their other designs from the live circuit.  We should be able to get a few of these designs into the next few builds.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 14, 2018, 03:16:39 PM
Can we get Linux builds? I'd like to test this.

Unity will do Linux builds, but I have had zero success getting them to run under a Ubuntu VM on my development machine.  When I click on the icon for the build, nothing happens, and I'm not smart enough with linux to dig beneath the surface to determine what is going on.  If you are interested in giving it a shot, I have posted a nonworking Linux build to itch.io.  Please let me know how it goes!

https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on June 14, 2018, 05:27:35 PM
To everyone who has given feedback, thank you!  We are frantically trying to put everything together for an Alpha release.

We have been talking to lots of real-life roboteers to get permission to use their robots in our game.  We have some bad news and some good news on this front.

The Bad:
Display rights to all of the Robot Wars robots are owned by the BBC.  Both they and Battlebots are rightfully protective of their intellectual property.  This means that we do not have permission to use Carbide, Eruption, or Original Sin in our commercial release.  All three robots will be removed from the game.

The Good:
Many of the roboteers themselves are really excited to share their unlicensed designs.  We have permission from several of the teams to use their other designs from the live circuit.  We should be able to get a few of these designs into the next few builds.

Cool, will it be steam?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 15, 2018, 06:11:34 AM
To everyone who has given feedback, thank you!  We are frantically trying to put everything together for an Alpha release.

We have been talking to lots of real-life roboteers to get permission to use their robots in our game.  We have some bad news and some good news on this front.

The Bad:
Display rights to all of the Robot Wars robots are owned by the BBC.  Both they and Battlebots are rightfully protective of their intellectual property.  This means that we do not have permission to use Carbide, Eruption, or Original Sin in our commercial release.  All three robots will be removed from the game.

The Good:
Many of the roboteers themselves are really excited to share their unlicensed designs.  We have permission from several of the teams to use their other designs from the live circuit.  We should be able to get a few of these designs into the next few builds.

Cool, will it be steam?

Yup - Steam will be our primary distribution platform.  We are working on putting together everything we need for the Steam page right now, but we won't publish the Steam page until we have a complete BotLab where you can build robots and put them into game.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on June 15, 2018, 07:23:16 AM
To everyone who has given feedback, thank you!  We are frantically trying to put everything together for an Alpha release.

We have been talking to lots of real-life roboteers to get permission to use their robots in our game.  We have some bad news and some good news on this front.

The Bad:
Display rights to all of the Robot Wars robots are owned by the BBC.  Both they and Battlebots are rightfully protective of their intellectual property.  This means that we do not have permission to use Carbide, Eruption, or Original Sin in our commercial release.  All three robots will be removed from the game.

The Good:
Many of the roboteers themselves are really excited to share their unlicensed designs.  We have permission from several of the teams to use their other designs from the live circuit.  We should be able to get a few of these designs into the next few builds.

Cool, will it be steam?

Yup - Steam will be our primary distribution platform.  We are working on putting together everything we need for the Steam page right now, but we won't publish the Steam page until we have a complete BotLab where you can build robots and put them into game.

Make it $9.99 early access (trust me, do not say $10.00 it looks expensive while $9.99 looks cheap) to bribe them into buying, note that you should change the price to $19.99 when 1.0 is released.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 15, 2018, 10:53:31 AM
To everyone who has given feedback, thank you!  We are frantically trying to put everything together for an Alpha release.

We have been talking to lots of real-life roboteers to get permission to use their robots in our game.  We have some bad news and some good news on this front.

The Bad:
Display rights to all of the Robot Wars robots are owned by the BBC.  Both they and Battlebots are rightfully protective of their intellectual property.  This means that we do not have permission to use Carbide, Eruption, or Original Sin in our commercial release.  All three robots will be removed from the game.

The Good:
Many of the roboteers themselves are really excited to share their unlicensed designs.  We have permission from several of the teams to use their other designs from the live circuit.  We should be able to get a few of these designs into the next few builds.

Cool, will it be steam?

Yup - Steam will be our primary distribution platform.  We are working on putting together everything we need for the Steam page right now, but we won't publish the Steam page until we have a complete BotLab where you can build robots and put them into game.

Make it $9.99 early access (trust me, do not say $10.00 it looks expensive while $9.99 looks cheap) to bribe them into buying, note that you should change the price to $19.99 when 1.0 is released.

Thanks for the tip!  I’m not sure about Early Access yet.  At this point we are limited more by time than funding.  If we were to do Early Access, I would like to keep its time period short.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Reier on June 15, 2018, 11:52:22 AM
To everyone who has given feedback, thank you!  We are frantically trying to put everything together for an Alpha release.

We have been talking to lots of real-life roboteers to get permission to use their robots in our game.  We have some bad news and some good news on this front.

The Bad:
Display rights to all of the Robot Wars robots are owned by the BBC.  Both they and Battlebots are rightfully protective of their intellectual property.  This means that we do not have permission to use Carbide, Eruption, or Original Sin in our commercial release.  All three robots will be removed from the game.

The Good:
Many of the roboteers themselves are really excited to share their unlicensed designs.  We have permission from several of the teams to use their other designs from the live circuit.  We should be able to get a few of these designs into the next few builds.

Cool, will it be steam?

Yup - Steam will be our primary distribution platform.  We are working on putting together everything we need for the Steam page right now, but we won't publish the Steam page until we have a complete BotLab where you can build robots and put them into game.

Make it $9.99 early access (trust me, do not say $10.00 it looks expensive while $9.99 looks cheap) to bribe them into buying, note that you should change the price to $19.99 when 1.0 is released.

Thanks for the tip!  I’m not sure about Early Access yet.  At this point we are limited more by time than funding.  If we were to do Early Access, I would like to keep its time period short.
do what you need to do man. it's easy to cave into even small pressures on projects like this. you're never going to be short on people offering their two cents. I hope that you can take as much time as you can to make a quality game, but I also know that deadlines and costs and such can be very burdensome.

what you've shown is extremely impressive, likely the most finished robot combat game we've had in years already. I hope your team is able to finish it, and I'd buy it as soon as I could.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Serge on June 19, 2018, 05:41:11 PM
https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Lovely, thank you.

I'll test it as soon as itch.io's downloads start working again - seems their service is having some issues right now.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Serge on June 19, 2018, 06:17:02 PM
https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Lovely, thank you.

I'll test it as soon as itch.io's downloads start working again - seems their service is having some issues right now.

Seems itchio/hwcdn was having issues with either my double NAT or my ISP. Had to download (slooowly) while proxying through another network. ( If you want a better CDN, hit me up on DM, that's my line of work :) ).

So, tested this for a few minutes on Gentoo Linux (Kernel 4.14.10), with my integrated Intel HD Graphics 530 (GL 4.5, GLES 3.2) and Intel i7-6700k and 32GB of RAM. I know, the graphics aren't great, but other games work okay at full HD on low graphics (I play Talos Principle on this machine quite a bit, @30FPS).

What works:
 - game launches! full screen only, can't seem to window it (tried alt-enter)
 - 1v1 combat launches
 - botlab launches

What doesn't work:
 - any sort of performance (menus are sluggish, combat view is around 5FPS)
 - smoke (?) particles during combat - they get rendered with a white background
 - building a robot - I get stuck on 'collision mode' selection, when I click any of the buttons I get a textured box but no wireframe and can't advance to next step

Player.log: https://q3k.org/u/9f1843023508c15946e0bd26ef9e4aa8f052a9bb140bf408be46ef58e7423872.log

If you tell me how I can get this resized to a window, I'll get you some screenshots / recordings. Oh, and any chance you could also release a 64-bit Linux build?

Thanks for the Linux build!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 21, 2018, 07:29:17 AM
https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Lovely, thank you.

I'll test it as soon as itch.io's downloads start working again - seems their service is having some issues right now.

Seems itchio/hwcdn was having issues with either my double NAT or my ISP. Had to download (slooowly) while proxying through another network. ( If you want a better CDN, hit me up on DM, that's my line of work :) ).

So, tested this for a few minutes on Gentoo Linux (Kernel 4.14.10), with my integrated Intel HD Graphics 530 (GL 4.5, GLES 3.2) and Intel i7-6700k and 32GB of RAM. I know, the graphics aren't great, but other games work okay at full HD on low graphics (I play Talos Principle on this machine quite a bit, @30FPS).

What works:
 - game launches! full screen only, can't seem to window it (tried alt-enter)
 - 1v1 combat launches
 - botlab launches

What doesn't work:
 - any sort of performance (menus are sluggish, combat view is around 5FPS)
 - smoke (?) particles during combat - they get rendered with a white background
 - building a robot - I get stuck on 'collision mode' selection, when I click any of the buttons I get a textured box but no wireframe and can't advance to next step

Player.log: https://q3k.org/u/9f1843023508c15946e0bd26ef9e4aa8f052a9bb140bf408be46ef58e7423872.log

If you tell me how I can get this resized to a window, I'll get you some screenshots / recordings. Oh, and any chance you could also release a 64-bit Linux build?

Thanks for the Linux build!

Thanks for taking a look!  I just uploaded a 64-bit Linux version, so hopefully that makes a difference.  I just figured out how to do a windowed Linux version, so I am building that now and should have the up later today.

Aside from that, I worry that I don't have enough experience with Linux to troubleshoot and clean things up.  It might be the case that the Linux version isn't meant to be -- I don't want to put something up on Steam that is horrible and buggy.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on June 21, 2018, 07:36:14 AM
A windowed, 64-bit Linux version is up on itch.io.  Hopefully this helps!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 29, 2018, 08:39:02 PM
It's been a while, but we've been tooling away over the summer, and we finally did it!  The BotLab can now create drivable robots!

Here is the first robot ever driven in the Robot Rumble 2 BotLab.  It doesn't look like much, but it is a huge milestone for the game:

(http://nerdislandstudios.com/robotrumble/firsteverbotlabrobot.gif)

Now that you can drive robots you create in the BotLab, expect an Alpha launch soon!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Reier on August 29, 2018, 08:54:38 PM
awesome  :dance:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: maybeChrisJack on August 30, 2018, 03:57:09 AM
Nice!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Impossible343 on August 30, 2018, 02:30:01 PM
That’s really cool. I’m also loving the aesthetic of the test arena
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Jaydee99 on August 30, 2018, 03:12:47 PM
This is awesome




Will be able to create our own arenas for the game?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 30, 2018, 03:21:31 PM
This is awesome




Will be able to create our own arenas for the game?

Thanks for that! :)

We need to get the BotLab up to speed first before we worry about the arena editor.  A lot of the code should be reusable between the two.

In my mind right now, the priority list goes as follows:

1. Improving the BotLab user experience, making it able to create robots that are of the same quality as the robots that are currently built into the game.
2. Creating "the game": tournaments, achievements, etc.
3. Adding user-configurable AI to robots in the BotLab.
4. Building out the arena editor.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on August 30, 2018, 03:42:11 PM
Also, if you haven't checked it out already, we are regularly posting progress updates and videos on Twitter: ‎@RobotRumbleGame

We are shooting to get the Alpha release, including the working BotLab (still buggy!!!) out before our team heads out to the filming of BuggleBots at UWE Bristol, UK on September 8th, 2018.  I'm not sure if tickets to the live event filming are still available, but if you are interest in some IRL robot combat, check them out at bugglebots.com.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: 8bean on August 30, 2018, 09:45:48 PM
Looking good! I'm excited to see what building and driving is gonna like with the new botlab.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 01, 2018, 11:30:49 AM
Looking good! I'm excited to see what building and driving is gonna like with the new botlab.

It’s pretty rudimentary at the moment.  I haven’t had a chance to take a physics pass to make everything consistent.  Honestly, I think it is going to take a significant amount of time to make sure that all of the new components play well with each other, as well as with the pregenerated robots.  In the meanwhile, we will be adding more and more through alpha and beta, so what you see in the Alpha build is probably not going to feel like a final version.

As for right now, I’m just excited to get things working, and to finally have something to share with you guys.

Speaking of sharing, after this we are probably going to go into a closed beta period where you will have to join a group of Beta testers to receive the latest builds.  There is a signup form for this on www.robot-rumble.com, if you are interested.  We are looking to limit the amount of beta testers somewhat just to keep the amount of user input manageable, but we still need more people!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on September 03, 2018, 12:57:59 AM
Luckily for me, the latest version of unity still targets Vista. ;) Just make sure there is a x86 build. You should probably edit your open post. You have not touched it in a little less than a year.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on September 03, 2018, 03:10:43 AM
I don't think developers should be held hostage to ancient standards by people who refuse to upgrade to at least semi-recent software/hardware. There's no good reason to be running a 32 bit OS (or any version of Vista for that matter) in 2018.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 03, 2018, 11:31:33 AM
Luckily for me, the latest version of unity still targets Vista. ;) Just make sure there is a x86 build. You should probably edit your open post. You have not touched it in a little less than a year.

No promises on Vista.  I don’t think we have a Vista machine to test on, so probably no luck with that.  We are still shooting for late summer 2019 release, so I’m hoping most people will have upgraded by then.

You are probably right about updating the initial post.  We are trying to get Alpha out this week.  Once it is released, I will update Post 1.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on September 03, 2018, 02:01:12 PM
Just make sure when you build, set it to x86 and you should be fine, since the current version of unity targerts vista, I will be happy to test for you.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on September 03, 2018, 06:48:09 PM
Yeah, you should definitely NOT set it to x86, who still uses x86, that would just limit the game's capabilities
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 03, 2018, 08:45:40 PM
Okay, I was SUPER stoked when I discovered that not only is it possible to save and load robots to and from disk, but since they are stored entirely in a renameable text file, it is really easy to share them with others.

To all of you who love .json, here is a very basic robot design.  Please note that I didn't put in batteries, ESCs, or a master switch, so this robot won't be drivable once we start implementing those features, but at a minimum you should be able to load the design below in the Alpha build of the game.

Big kudos go out to @tashic for putting this together!

To load the robot in the Alpha build (should be released any day now), just create a new text file called "somerobotname.RR2Bot", insert the following, then put it in whatever directory your robot save files are being saved to.  Enjoy!:

{"name":"My Robot 2","shapes":[{"name":"Chassis","shape_visual_mesh":{"vertices":[{"x":-0.20000000298023225,"y":0.0,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.0,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.0,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.0,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.0,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.0,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.05700000002980232,"z":0.22500000894069673},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.0,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.0,"z":-0.22499999403953553},{"x":0.20000000298023225,"y":0.05700000002980232,"z":-0.22499999403953553},{"x":0.20000000298023225,"y":0.05700000002980232,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.0,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.0,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":-0.22499999403953553},{"x":0.20000000298023225,"y":0.05700000002980232,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.0,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.0,"z":0.22500000894069673},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":0.22500000894069673},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.05700000002980232,"z":0.22500000894069673},{"x":0.20000000298023225,"y":0.05700000002980232,"z":-0.22499999403953553},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":-0.22499999403953553}],"uvVerts":[{"x":0.020408159121870996,"y":0.4285714328289032},{"x":0.02040817402303219,"y":0.020408159121870996},{"x":0.47959184646606448,"y":0.02040817402303219},{"x":0.47959184646606448,"y":0.4285714328289032},{"x":0.9285715222358704,"y":0.020408162847161294},{"x":0.5204082131385803,"y":0.020408162847161294},{"x":0.5204082131385803,"y":0.07857141643762589},{"x":0.9285715222358704,"y":0.07857143133878708},{"x":0.9795918464660645,"y":0.11938775330781937},{"x":0.5204082131385803,"y":0.11938775330781937},{"x":0.5204082131385803,"y":0.17755116522312165},{"x":0.9795918464660645,"y":0.1775510162115097},{"x":0.9285715222358704,"y":0.21836768090724946},{"x":0.5204082131385803,"y":0.21836768090724946},{"x":0.5204082131385803,"y":0.2765309512615204},{"x":0.9285715222358704,"y":0.2765309512615204},{"x":0.9795918464660645,"y":0.31734728813171389},{"x":0.5204082131385803,"y":0.31734728813171389},{"x":0.5204082131385803,"y":0.37551069259643557},{"x":0.9795918464660645,"y":0.3755105435848236},{"x":0.020408188924193383,"y":0.46938779950141909},{"x":0.020408159121870996,"y":0.8775510191917419},{"x":0.47959184646606448,"y":0.8775510191917419},{"x":0.47959184646606448,"y":0.46938779950141909}],"triangles":[0,3,2,2,1,0,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,22,23,20],"normals":[{"x":0.0,"y":-1.0,"z":0.0},{"x":0.0,"y":-1.0,"z":0.0},{"x":0.0,"y":-1.0,"z":0.0},{"x":0.0,"y":-1.0,"z":0.0},{"x":0.0,"y":0.0,"z":1.0},{"x":0.0,"y":0.0,"z":1.0},{"x":0.0,"y":0.0,"z":1.0},{"x":0.0,"y":0.0,"z":1.0},{"x":1.0,"y":0.0,"z":0.0},{"x":1.0,"y":0.0,"z":0.0},{"x":1.0,"y":0.0,"z":0.0},{"x":1.0,"y":0.0,"z":0.0},{"x":0.0,"y":0.0,"z":-1.0},{"x":0.0,"y":0.0,"z":-1.0},{"x":0.0,"y":0.0,"z":-1.0},{"x":0.0,"y":0.0,"z":-1.0},{"x":-1.0,"y":0.0,"z":0.0},{"x":-1.0,"y":0.0,"z":0.0},{"x":-1.0,"y":0.0,"z":0.0},{"x":-1.0,"y":0.0,"z":0.0},{"x":0.0,"y":1.0,"z":0.0},{"x":0.0,"y":1.0,"z":0.0},{"x":0.0,"y":1.0,"z":0.0},{"x":0.0,"y":1.0,"z":0.0}]},"collision_hulls":[{"vertices":[{"x":0.20000000298023225,"y":0.05700000002980232,"z":0.25},{"x":-0.20000000298023225,"y":0.0,"z":-0.20000000298023225},{"x":0.20000000298023225,"y":0.05700000002980232,"z":-0.20000000298023225},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":-0.20000000298023225},{"x":-0.20000000298023225,"y":0.0,"z":0.25},{"x":0.20000000298023225,"y":0.0,"z":-0.20000000298023225},{"x":-0.20000000298023225,"y":0.05700000002980232,"z":0.25},{"x":0.20000000298023225,"y":0.0,"z":0.25}],"uvVerts":[],"triangles":[0,2,3,2,1,3,4,3,1,5,1,2,5,2,0,5,4,1,6,4,0,6,0,3,6,3,4,7,5,0,7,0,4,7,4,5],"normals":[]}],"hulls_local_pos":[{"x":0.0,"y":0.0,"z":-0.02499999664723873}],"surface_area":0.4569000005722046,"com":{"x":0.0,"y":0.02850000001490116,"z":0.0},"layer_list":[{"points":[{"x":-20.0,"y":25.0},{"x":20.0,"y":25.0},{"x":20.0,"y":-20.0},{"x":-20.0,"y":-20.0}],"rel_layer_height":0.0},{"points":[{"x":-20.0,"y":25.0},{"x":20.0,"y":25.0},{"x":20.0,"y":-20.0},{"x":-20.0,"y":-20.0}],"rel_layer_height":0.05700000002980232}]}],"robot_construction":[{"comp_list":1,"comp_list_id":0,"conn_link_ind":-1,"position":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0},"scale":{"x":1.0,"y":1.0,"z":1.0},"material_id":0,"thickness":0.004999999888241291,"tint":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"controls":{"controlType":0,"reverse":false}},{"comp_list":2,"comp_list_id":1,"conn_link_ind":0,"position":{"x":-0.19999998807907105,"y":0.031000956892967225,"z":-0.21124446392059327},"rotation":{"x":90.0,"y":90.0,"z":0.0},"scale":{"x":1.0,"y":1.0,"z":1.0},"material_id":0,"thickness":0.004999999888241291,"tint":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"controls":{"controlType":2,"reverse":false}},{"comp_list":2,"comp_list_id":1,"conn_link_ind":0,"position":{"x":0.20000000298023225,"y":0.025073308497667314,"z":-0.2020883709192276},"rotation":{"x":90.0,"y":270.0,"z":0.0},"scale":{"x":1.0,"y":1.0,"z":1.0},"material_id":0,"thickness":0.004999999888241291,"tint":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"controls":{"controlType":1,"reverse":false}},{"comp_list":2,"comp_list_id":21,"conn_link_ind":1,"position":{"x":-0.21549998223781587,"y":0.031000956892967225,"z":-0.21124446392059327},"rotation":{"x":270.0,"y":90.00000762939453,"z":0.0},"scale":{"x":1.0000007152557374,"y":1.0000004768371583,"z":1.0000005960464478},"material_id":0,"thickness":0.004999999888241291,"tint":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"controls":{"controlType":0,"reverse":false}},{"comp_list":2,"comp_list_id":21,"conn_link_ind":2,"position":{"x":0.21549999713897706,"y":0.025073308497667314,"z":-0.2020883709192276},"rotation":{"x":270.0,"y":270.0,"z":0.0},"scale":{"x":1.0000004768371583,"y":1.0000005960464478,"z":1.0000007152557374},"material_id":0,"thickness":0.004999999888241291,"tint":{"r":1.0,"g":1.0,"b":1.0,"a":1.0},"controls":{"controlType":0,"reverse":false}}],"massScaleFactor":0.10000000149011612}
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 06, 2018, 12:42:03 PM
We have a confirmed date for the Alpha Build -- it will be out this weekend, along with our first trailer showing off the new robots and BotLab.

For those of you lucky enough to be in attendance at the live BuggleBots taping in Bristol, UK this weekend, you will get the first crack at the Alpha Build, along with the opportunity for free RR2 swag.  BuggleBots should be a good show, and the event will be available on YouTube in a few months.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 07, 2018, 04:01:39 PM
I don't think developers should be held hostage to ancient standards by people who refuse to upgrade to at least semi-recent software/hardware. There's no good reason to be running a 32 bit OS (or any version of Vista for that matter) in 2018.
go to hell im running xp why dont you buy me a new computer big boy

but it is 64 bit

im signing up to test
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 07, 2018, 04:10:47 PM
how soon after signing up for the mailing list should i expect an email that gets me through to download the alpha :heart_smiley:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on September 07, 2018, 04:33:57 PM
I don't think developers should be held hostage to ancient standards by people who refuse to upgrade to at least semi-recent software/hardware. There's no good reason to be running a 32 bit OS (or any version of Vista for that matter) in 2018.
go to hell im running xp why dont you buy me a new computer big boy

but it is 64 bit

im signing up to test
You're running on an operating system that is no longer getting security patches. This is the equivalent of living in a house with no lock on the front door. Actually, it's more like living in a house with a hole where a front door should be, with huge neon signs pointing to the hole saying "FREE STUFF IN HERE". You don't need to buy a new PC to upgrade the operating system to a newer, safe version.

Upgrade to at least windows 7 or a lightweight linux distro if you want to be supported by any software in the future. If Microsoft doesn't bother with your OS's security anymore, there's no reason why 3rd party software developers should.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 02:15:54 AM
The Alpha Build is live!

Alpha Trailer: https://youtu.be/pjOqj6xXuI4 (https://youtu.be/pjOqj6xXuI4)

Download the Alpha Build on itch.io: https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Sign up for the closed beta on our website: http://www.robot-rumble.com (http://www.robot-rumble.com)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 02:18:06 AM
how soon after signing up for the mailing list should i expect an email that gets me through to download the alpha :heart_smiley:

The Alpha Build is now publicly available on itch.io at the link above.  All Beta Builds will be closed to the public, but we are accepting applications on the website!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on September 08, 2018, 03:23:50 AM
The Alpha Build is live!

Alpha Trailer: https://youtu.be/pjOqj6xXuI4 (https://youtu.be/pjOqj6xXuI4)

Download the Alpha Build on itch.io: https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Sign up for the closed beta on our website: http://www.robot-rumble.com (http://www.robot-rumble.com)

Wow! This looks amazing! Good job everyone.
I would love to sign up for the beta but my laptop is too crappy and I have to save money for a new one
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: FlamesOfIce on September 08, 2018, 04:39:24 AM
Hey, i tried to lower the resolution but even though i changed it in the settings, nothing changed and when I quit and came back into the game, it was still on the old one. Do you know how to change it?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Impossible343 on September 08, 2018, 06:37:00 AM
Hey, so I played the most recent version this morning and I really love what you’ve done so far. The physics feel really accurate and I love the realistic sound effects. The bot builder works really well and I had fun making a couple of designs. However I do have some thoughts for improvements based on what I’ve played:

-Unless I’m missing something, I couldn’t find a way to stop spinner robots overheating once the weapon was activated, so I always broke down after a few seconds (the smoke particle effect looks really nice btw)

-Royal Robby really needs balancing adjustments imo. I know that the axe does crazy amounts of damage, but the high ground clearance and relative slowness, make it really underpowered overall. I’d recommend making it lower to the ground and drive a little faster, whilst making the axe much less damaging. The AI also doesn’t seem to know to self-right until the immobilisation counter starts

-i feel like robots get broken too quickly, and should have either more HP or do less damage generally

-when making chassis/component shapes, an arrow would be handy to remind you which way is forwards, as I accidentally built a robot facing the wrong way XD

I understand that this is just an alpha, and it’s not meant to be perfect, but I figured you might appreciate some feedback.

(This is also way better than RA3 and it’s still only in alpha)

Great work!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on September 08, 2018, 07:56:29 AM
This game just looks better and better with each successive update. The fact it has real live competitors makes it even better IMO - Earthquake and Manta? You sure kept that a surprise!

There's a few issues I noticed, though:


I'll have to try the build system at some point.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 08:01:54 AM
The Alpha Build is live!

Alpha Trailer: https://youtu.be/pjOqj6xXuI4 (https://youtu.be/pjOqj6xXuI4)

Download the Alpha Build on itch.io: https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Sign up for the closed beta on our website: http://www.robot-rumble.com (http://www.robot-rumble.com)

Wow! This looks amazing! Good job everyone.
I would love to sign up for the beta but my laptop is too crappy and I have to save money for a new one

Thank you!

Just curious, but how old is the laptop, and can it load the game?  I’m trying to get a handle on how far back we can go before the game is unplayable.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 08:03:37 AM
Hey, i tried to lower the resolution but even though i changed it in the settings, nothing changed and when I quit and came back into the game, it was still on the old one. Do you know how to change it?

Sorry about that! Settings are a work in progress.  The menus are really inconsistent right now, and we will need to do a few more UI passes as the game develops.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on September 08, 2018, 08:07:03 AM
The Alpha Build is live!

Alpha Trailer: https://youtu.be/pjOqj6xXuI4 (https://youtu.be/pjOqj6xXuI4)

Download the Alpha Build on itch.io: https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Sign up for the closed beta on our website: http://www.robot-rumble.com (http://www.robot-rumble.com)

Wow! This looks amazing! Good job everyone.
I would love to sign up for the beta but my laptop is too crappy and I have to save money for a new one

Thank you!

Just curious, but how old is the laptop, and can it load the game?  I’m trying to get a handle on how far back we can go before the game is unplayable.

I'm using a Fujitsu Lifebook E Series. I got it (used) after my old one burned down to write repors on it. It runs win7 and I can start up the game but combat is super laggy on my end. Maybe the Laptop isn't old but crappy as hell.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: WenXiangLee on September 08, 2018, 08:09:48 AM
same as thyrus.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 08:12:22 AM
Hey, so I played the most recent version this morning and I really love what you’ve done so far. The physics feel really accurate and I love the realistic sound effects. The bot builder works really well and I had fun making a couple of designs. However I do have some thoughts for improvements based on what I’ve played:

-Unless I’m missing something, I couldn’t find a way to stop spinner robots overheating once the weapon was activated, so I always broke down after a few seconds (the smoke particle effect looks really nice btw)

-Royal Robby really needs balancing adjustments imo. I know that the axe does crazy amounts of damage, but the high ground clearance and relative slowness, make it really underpowered overall. I’d recommend making it lower to the ground and drive a little faster, whilst making the axe much less damaging. The AI also doesn’t seem to know to self-right until the immobilisation counter starts

-i feel like robots get broken too quickly, and should have either more HP or do less damage generally

-when making chassis/component shapes, an arrow would be handy to remind you which way is forwards, as I accidentally built a robot facing the wrong way XD

I understand that this is just an alpha, and it’s not meant to be perfect, but I figured you might appreciate some feedback.

(This is also way better than RA3 and it’s still only in alpha)

Great work!

Excellent feedback! 

In real life, robot fights typically last just as long as the first incapacitating hit, which can be just a few seconds.  I don’t think instant kills make for a good video game, however.  Thank you for saying something about this.  We will be focusing on game experience issues a lot over the next few months.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 08:14:50 AM
This game just looks better and better with each successive update. The fact it has real live competitors makes it even better IMO - Earthquake and Manta? You sure kept that a surprise!

There's a few issues I noticed, though:

  • Every now and then, both robots will suddenly just disappear from the arena. I dunno how it happens, but it seems like a fairly major thing.
  • If you flip Royal Robby over, he seems to forget how to move even after he self-rights. He swings his axe back and forth when the immobility counter appears, but other than that he just sits there and lets you keep flipping him or shoving him into hazards. I've actually seen him kill himself from the recoil damage of rocking back and forth while firing.
  • The picture of the Test Arena in the Arena Select menu shows the old version, without all the new hazards. Speaking of which, when you're using camera 1, it's impossible to tell that there's a spike hazard thing directly underneath the camera's location until you drive into its strike zone and it wipes out a chunk of your health. I was very confused the first time it hit me.
  • On the robot selection screen, some of the robots (like Theseus) are facing in the opposite direction on the turntable. It's a small thing, but it's still worth noting.

I'll have to try the build system at some point.

Good stuff here.  It is all going in the list of things to fix.

The build system is still missing a lot, but hopefully it feels familiar enough, and new players can figure it out without too much trouble.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on September 08, 2018, 08:30:47 AM
Some minor feedback from what I can tell:

I tried out the botbuilder by building a flipper.
I'm glad there were tips on how to use some of the stuff. if the botlab keeps the way it is atm they should stay in as they are really helpfull.
I couldn't build a flipper but I guess that has to do with the parts not being available in the lab as of now.
I don't know what the controlls for my bot are. I know that the spacebar spun up the weapon but that's it.
I LOVE that you can shape your own components. that's something I always wanted to have in ra2.
I still have to get used to the motor size. Belted motors would be awesome to have. I couldn't line up both drivemotors on the grid for some reason tho.

and as I said before: Combat is really laggy for me but that's my laptops fault
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 08:33:32 AM
The Alpha Build is live!

Alpha Trailer: https://youtu.be/pjOqj6xXuI4 (https://youtu.be/pjOqj6xXuI4)

Download the Alpha Build on itch.io: https://robot-rumble.itch.io/builds (https://robot-rumble.itch.io/builds)

Sign up for the closed beta on our website: http://www.robot-rumble.com (http://www.robot-rumble.com)

Wow! This looks amazing! Good job everyone.
I would love to sign up for the beta but my laptop is too crappy and I have to save money for a new one

Thank you!

Just curious, but how old is the laptop, and can it load the game?  I’m trying to get a handle on how far back we can go before the game is unplayable.

I'm using a Fujitsu Lifebook E Series. I got it (used) after my old one burned down to write repors on it. It runs win7 and I can start up the game but combat is super laggy on my end. Maybe the Laptop isn't old but crappy as hell.

Hmmm... I just looked up the CPUmark for the e544, and it doesn’t look that dissimilar to my MacBook Air.  I wonder if we can tweak some things to make it run a bit better.  No promises, but we will take a look.  A lot of people use laptops (I’m one), and I would rather reach a broad audience (heck, this is a STEM game!), than require bleeding edge hardware.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 10:42:42 AM
Some minor feedback from what I can tell:

I tried out the botbuilder by building a flipper.
I'm glad there were tips on how to use some of the stuff. if the botlab keeps the way it is atm they should stay in as they are really helpfull.
I couldn't build a flipper but I guess that has to do with the parts not being available in the lab as of now.
I don't know what the controlls for my bot are. I know that the spacebar spun up the weapon but that's it.
I LOVE that you can shape your own components. that's something I always wanted to have in ra2.
I still have to get used to the motor size. Belted motors would be awesome to have. I couldn't line up both drivemotors on the grid for some reason tho.

and as I said before: Combat is really laggy for me but that's my laptops fault

Motor size is accidentally double what it should be.  It was a scaling factor problem.  The barrel of the ampflow motors are supposed to be 3” in diameter, but in the game they are six inches.  This makes wheels smaller than 8” unusable.  It will be an easy fix, but we didn’t have time to fix it before the alpha.

We still have some thinking to do about the flippers.  The pregenerated flippers use a self-collision system that is proving to be unstable, so we might have to significantly change the way they are built in the botlab.

Controls will eventually be configurable, but right now it is space bar to turn a spinner on, then space bar again to turn it off.

Glad you like the custom part builder.  That is @tashic’s baby. He’s a genius. 🙂
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: yugitom on September 08, 2018, 12:02:15 PM
I'm really happy this is still a work in progress. I'm used to seeing projects announced on this forum die after a year.

If I'm honest, the gameplay itself hasn't seemed to have improved that much, with my major grips being that the wedge war is still won by sitting still and, once you lose advantage against a flipper, the AI is juggling you nonstop, with very little room for recovery. Then again, I imagine gameplay details like this aren't as important to iron out at this stage in development, I just want to make sure that they're definitely going to get ironed out, at some point.

It may be too early to forecast, but are you intending on updating the game indefinitely after the intended release in 2019? I'd hate for so much effort to go to waste on a game that doesn't get polished to perfection.

Good luck with the rest of development!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 08, 2018, 01:43:12 PM
I'm really happy this is still a work in progress. I'm used to seeing projects announced on this forum die after a year.

If I'm honest, the gameplay itself hasn't seemed to have improved that much, with my major grips being that the wedge war is still won by sitting still and, once you lose advantage against a flipper, the AI is juggling you nonstop, with very little room for recovery. Then again, I imagine gameplay details like this aren't as important to iron out at this stage in development, I just want to make sure that they're definitely going to get ironed out, at some point.

It may be too early to forecast, but are you intending on updating the game indefinitely after the intended release in 2019? I'd hate for so much effort to go to waste on a game that doesn't get polished to perfection.

Good luck with the rest of development!

You are right on all counts.  Over the course of the next few months, we have a ton of development to do, and there is a very good chance that what you see now will change significantly as we start to build out the game.  One of things we are currently working on is matching up botlab robots to pregenerated ones.  We need to make sure they are balanced and/or everything can be recreated in the BotLab before we worry too much about tweaking the house robots.

AI is going to get a complete rewrite.  It isn’t reconfigurable yet, and I consider that a core part of the BotLab.  Players need to be able to customize the AI for their robots.

Lastly, yes, since we don’t have to worry about investors or publishers and we are all doing this on the side, we should be able to support the game after launch.  That’s all pretty standard stuff for me, and I think the rest of the team feels the same way.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on September 08, 2018, 05:35:04 PM
gave it a download, really impressed with how far this has come so far.

some feedback:
-reduce/remove the damage robots take when they are in contact with each other. i can understand doing damage on big rams, but d.b. spent nearly 3/4ths of a fight pushing me around and nearly got me into the pit before inexplicably losing because of contact damage.

-give robots more hp in general. fights are decided way too quickly by relatively small hits.

-most of the wedges seemed to have trouble getting all the way underneath their opponents to flip them, earthquake especially

-most of the spinners seem underpowered except for bubblegum. not a lot of throwing power from either vertical

haven't taken a look at the bot lab yet but i will soon. thanks for the frequent and impressive updates!

edit: when bubblegum gets flipped and its shell hits the floor it will typically glitch out, either floating in place or causing either itself or both robots to explode:
(https://i.imgur.com/f7MJURW.png)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: min440303 on September 08, 2018, 09:28:42 PM
The latest version improves a lot, so glad to see it getting so far.
And some feedback within:

1.The axe does quite amount of damage, but needs a crashing sound, when they hit their opponents, it sounds weak and not that destructive.
2.The vertical spinner, including drums, don't have enough throwing power, In reality when they hit at the right place, their opppnents would be flipped as high as hell.
3.When bubblegum gets flipped over, it does lots of damage to itself but not the self-righting bar. It just straight up to death with the bar still functioning.
4.Two vertical spinners are throwing sparks everywhere and losing hp from the beginning. Even in the robot selecting interface, they are still throwing sparks.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on September 08, 2018, 10:15:09 PM
Feedback/personal opinions on the alpha:

1) PLEASE GIVE US A MUSIC VOLUME SLIDER! Your menu music is loud by default and not exactly subtle. People who aren't into this genre of music will absolutely hate it, and even people who like it may no want it blasting full volume every time they open the game
2) The game crashed for me the first time I opened it, second time was fine but it took an absolute age to load to versus bot selection screen. In previous builds this was nearly instant for me. Are you loading all the bot models before hopping into this screen? The load time was long enough that I thought the game had crashed again
3) I have multiple copies of resolutions in the settings menus (pic attached at bottom of the post). I assume each of these corresponds to a different refresh rate (since I'm using a 144hz monitor). A separate refresh rate option would be perfect, but failing that even just displaying the refresh rate with the resolution would clear the confusion up. Also it would be nice to get an 'apply' button in the settings screen. I couldn't find a way to apply my changed resolution, so I was stuck at 1080p
4) On the versus screen, it would be nice to have P2 default to CPU (IMO). Consider how often the player will be playing local co-op vs how often they will be playing vs the CPU.
5) The bots die way too quickly with no visual damage. I would be fine with them dying quickly, but there needs to be some audiovisual feedback of them getting obliterated in a few hits if that's the route you're going down. I appreciate that this is difficult to achieve, but it's really one of the main draws of robot combat.

I didn't play it enough to give much feedback on specific bots. Hopefully the above is some value to you!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 08, 2018, 11:15:07 PM
it's not on the poll and it might be too late to add it-- maybe you can put it as a separate checkbox to see what people's reactions are-- but i would personally like to be able to play online with other players regardless of any effective ui or a perfect framerate or what-not. i dont care if i have to type in a host's ip address like back in the days of RA1 if it means i can play against friends in real time online. even if it lags a little. or even if 'real-time' battling isnt possible, i'd at least like to maybe be able to watch our bots fight in real-time, maybe controlled by ai we write ourselves to give me a sense of having an effect on the outcome of my match. :popcorn

anything along these lines even remotely possible? i dont care if it's not a part of the original release, even as a future add-on i'd be more than overjoyed. i could imagine something like this pushing back a potential release date sp again, if it's something that has to sit on the back burner for a later patch and release i'm more than happy with that.

i think i'm the only person on this forum who still wishes for a rean mano-y-mano online tournament of any type. so let me know if this is a even remotely feasible request. thank you!! :heart_smiley:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 08, 2018, 11:47:14 PM
I don't think developers should be held hostage to ancient standards by people who refuse to upgrade to at least semi-recent software/hardware. There's no good reason to be running a 32 bit OS (or any version of Vista for that matter) in 2018.
go to hell im running xp why dont you buy me a new computer big boy

but it is 64 bit

im signing up to test
You're running on an operating system that is no longer getting security patches. This is the equivalent of living in a house with no lock on the front door. Actually, it's more like living in a house with a hole where a front door should be, with huge neon signs pointing to the hole saying "FREE STUFF IN HERE". You don't need to buy a new PC to upgrade the operating system to a newer, safe version.

Upgrade to at least windows 7 or a lightweight linux distro if you want to be supported by any software in the future. If Microsoft doesn't bother with your OS's security anymore, there's no reason why 3rd party software developers should.
it's not my computer so i can't do much of anything without permission to do so and i'd hate to screw up the man's computer trying to upgrade it to another operating system. he's big on the whole 'if it ain't broke, don't fix it' philosophy, and the fact that certain things i want to do might not work isn't going to be the thing that changes his mind.

now starting the alpha version up, i got tjis error message. i imagine this is a byproduct of having an old computer and or operating system but if this is something resolvable i would ****ing kill to know how to fix it and get this running. im clicking the right thing to open it, right?

Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Plerco on September 08, 2018, 11:54:01 PM
Been having loads of fun with this, but there's a few issues, mostly with the bots themselves.

Theseus feels extremely underpowered in most respects. It dies to just about everything in the game, especially when its flipped. The weapon is quite weak, when it should probably be throwing bots around if it gets under, but it just gutrips, and sometimes ends up somehow damaging itself by doing this. I really love the bot, especially when it gets under stuff and starts flipping them around a bit, but it randomly dying when its winning the match is frustrating.

Bubblegum on the other hand feels extremely overpowered. It kills just about everything when its not flipped, and its pretty hard to get under it and land a successful flip. Problem is it doesn't really seem to be landing the colossal hits that real life full bodies do (Shrederator, Gigabyte, etc.) and instead kind of dinks off of its opponents and kills them. Its also pretty glitchy when it gets flipped

Robbie's cool, but it really needs a tail/stabilizer on its rear. Its wedge is already really ineffective, and the lack of tail makes it jump around too much to land hits, even when the target can't move.

Some overall notes- Robots die way too quickly in general. Theseus especially dies quickly, and all robots die quickly when they're against Bubblegum. In general, fights don't tend to last long. More HP for all bots would be really nice. I also agree with Badnik that there's too much contact damage as well


Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on September 09, 2018, 12:26:00 AM
another thing i noticed is that the background music fades out whenever a sound effect plays, which is really annoying once you pick up on it.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Thyrus on September 09, 2018, 01:13:29 AM
What are your plans on the damage side of things? As I couldn't test it I can only assume from the trailer that causing damage is possible again  (like taking wheels off). You won't bring in soft body stuff tho I guess?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 12:17:32 PM
it's not on the poll and it might be too late to add it-- maybe you can put it as a separate checkbox to see what people's reactions are-- but i would personally like to be able to play online with other players regardless of any effective ui or a perfect framerate or what-not. i dont care if i have to type in a host's ip address like back in the days of RA1 if it means i can play against friends in real time online. even if it lags a little. or even if 'real-time' battling isnt possible, i'd at least like to maybe be able to watch our bots fight in real-time, maybe controlled by ai we write ourselves to give me a sense of having an effect on the outcome of my match. :popcorn

anything along these lines even remotely possible? i dont care if it's not a part of the original release, even as a future add-on i'd be more than overjoyed. i could imagine something like this pushing back a potential release date sp again, if it's something that has to sit on the back burner for a later patch and release i'm more than happy with that.

i think i'm the only person on this forum who still wishes for a rean mano-y-mano online tournament of any type. so let me know if this is a even remotely feasible request. thank you!! :heart_smiley:

Realtime multiplayer over the internet is not in the cards for this game, and most likely never will be.  In order to do it, we would have to go to a much simpler physics simulation, a la RA3, something we are not willing to do.  However, it should absolutely be possible to send someone an robot that you have created the AI for, and have them fight on a computer.  Basically, we are looking at a streamlined version of the AI mods that have been created for RA2, but built right into the Botlab.

I don't know if this is ever going to happen, but in principle it should be possible to make an AI robot on your phone, send it to your buddy's phone, then watch as the two AI robots duke it out.  Lots of things need to fall into place to get this to work, but wouldn't it be cool?  :smile:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 12:21:07 PM
What are your plans on the damage side of things? As I couldn't test it I can only assume from the trailer that causing damage is possible again  (like taking wheels off). You won't bring in soft body stuff tho I guess?

Damage is a big work in progress.  We have the ability to break joints already. 

We also are playing around with impact deformation, but since the models are all low poly with high-resolution textures, it doesn't look that great.  Especially when a panel gets dented inward, causing a component on the inside to clip through the outer panel.  It looks weird, and I'm not sure how to deal with it.

I am also interested in pursuing damage decals (scratches, dents, etc that are "painted" on).  This is something that we haven't figured out yet.  I feel like Unity should have a good built-in system for this, but I haven't found it yet.  Maybe in Unity 2018.3, which should be out in the next few weeks...
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 12:24:03 PM
another thing i noticed is that the background music fades out whenever a sound effect plays, which is really annoying once you pick up on it.

 :smile: Its interesting that you would point that out.  The music ducking is intentional, and most games do it, but the fact that you noticed it means that I screwed it up and made it too obvious.

Fortunately, we now have a professional sound designer on the team who can blame me for my rookie mistakes.

Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 12:25:00 PM
To everyone who commented -- thank you thank you thank you!

We are working hard to collect all the comments and come up with a plan of attack for the next few months.  Keep the comments coming!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Jaydee99 on September 09, 2018, 12:47:47 PM
Dude this is great!
Out of curiosity, how many robots will be able to be in one match? I think everyone wanted RA2 to include more than 4 robots in one match :D
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 01:16:47 PM
Dude this is great!
Out of curiosity, how many robots will be able to be in one match? I think everyone wanted RA2 to include more than 4 robots in one match :D

Not sure yet.  It depends on how many CPU clock cycles we can get down to, and what kind of hardware people have.  Unfortunately, Moore’s Law is no longer helping out with the latter.  CPUs aren’t getting much faster, so we will need to be careful adding more robots.  Several people are already noticing unplayably low frame rates.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on September 09, 2018, 04:19:29 PM
I think multiplayer could be possible with parsec
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 04:46:10 PM
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: yugitom on September 09, 2018, 06:13:32 PM
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Well, it wouldn't be something you'd have to consider. It would just be a solution for those who want to play the game in pseudo-online local multiplayer if you don't actually support online multiplayer.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 09, 2018, 08:12:20 PM
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Well, it wouldn't be something you'd have to consider. It would just be a solution for those who want to play the game in pseudo-online local multiplayer if you don't actually support online multiplayer.

This is really interesting.  So the way it works is you take a game that already supports local multiplayer with, say, 4 Xbox controllers, and play it through a Parsec signaling server with each person having their own controller and screen?

Has anyone tried it?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: yugitom on September 09, 2018, 09:58:15 PM
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Well, it wouldn't be something you'd have to consider. It would just be a solution for those who want to play the game in pseudo-online local multiplayer if you don't actually support online multiplayer.

This is really interesting.  So the way it works is you take a game that already supports local multiplayer with, say, 4 Xbox controllers, and play it through a Parsec signaling server with each person having their own controller and screen?

Has anyone tried it?
Someone hosts their own PC and gives other people permission to control their PC (or just certain keys.)

I was one of the first to try it for RA2 ;)
https://gametechmods.com/forums/personal-tournaments/robot-wars-online-tournement/msg740486/#msg740486
https://gametechmods.com/forums/brackets-vids-and-awards/centauri-online-tournament-sbv/

Although it's the best option to do pseudo-online multiplayer/netplay in certain games that don't allow for netplay or online multiplayer (like RA2), it's incredibly far from ideal. Tails just mentioned it because he's a bit special
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 10, 2018, 10:01:04 AM
I think multiplayer could be possible with parsec

I hadn’t heard of Parsec.  Thank you for mentioning it.  It says that it adds 7 ms per frame, and we are already struggling to keep things under 10 ms on a strong laptop.  It might be worth a shot once we have nailed down botlab-based gameplay though.
Well, it wouldn't be something you'd have to consider. It would just be a solution for those who want to play the game in pseudo-online local multiplayer if you don't actually support online multiplayer.

This is really interesting.  So the way it works is you take a game that already supports local multiplayer with, say, 4 Xbox controllers, and play it through a Parsec signaling server with each person having their own controller and screen?

Has anyone tried it?
Someone hosts their own PC and gives other people permission to control their PC (or just certain keys.)

I was one of the first to try it for RA2 ;)
https://gametechmods.com/forums/personal-tournaments/robot-wars-online-tournement/msg740486/#msg740486
https://gametechmods.com/forums/brackets-vids-and-awards/centauri-online-tournament-sbv/

Although it's the best option to do pseudo-online multiplayer/netplay in certain games that don't allow for netplay or online multiplayer (like RA2), it's incredibly far from ideal. Tails just mentioned it because he's a bit special

Thanks for the links.  This actually looks super-appealing.  With the way we are using physics right now, there is no way we could do Rocket League-like online multiplayer.  I believe Rocket League game runs its physics simulation at 120 ticks per second, spending less than 1 ms per 60 Hz frame on physics.  RR2 is more like "Kerbal Space Program" -- intensely single-threaded CPU-heavy.  We are running our physics simulation at 400 ticks per second, spending 10 ms per 60 Hz frame on physics.  We don't have any room right now to do things like prediction to account for packet latency, which is what people expect in order to have a good online multiplayer experience.

The bottom line is that the only way to do online multiplayer with Robot Rumble 2 as the game currently exists is via streaming using a system like Parsec.  We need to nail down gameplay first, but fingers crossed for us to get things to the point where the streaming experience is enjoyable.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: laserpanda on September 12, 2018, 09:22:16 PM
Just tried it out. Pretty fun, though there's not much visual indication of damage. It took me a while to figure out if I'd won my first match because I killed them or because time ran out.

Is deformation planned?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: 8bean on September 12, 2018, 10:45:59 PM
This build looks to be a really big step forward for the game. I've been playtesting recently and have found some bugs that might need some attention.
1:Attracted to pit
This bug occurs with all bots I've tested with where the AI decides to chase a spot on the pit rather than the player
2:Disappearing Screws
TR3 is the only bot I've seen do this but it does it consistently if put in this position.
3:Stuck in Ground:
This bug only seems to affect Bubblegum due to the size of its weapon. It will also do this occasionally on solid ground if it lands right.
4:Crazy Chain
If D.B MK II rotates too violently or something gets in between the chain it responds by totally freaking out.
5:Spawn Bug
This is a very specific bug that only occurs with D.B MK II and TR3 and only occurs in this arena.
Also, I haven't gone too far into depth with the botlab but the first two designs I created seemed to have the wheels clip through the floor, thus making it undriveable despite the wheels spinning.
Hopefully this information and videos below were helpful and I can't wait to see what comes in the next update  :mrgreen:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 13, 2018, 08:44:31 AM
Just tried it out. Pretty fun, though there's not much visual indication of damage. It took me a while to figure out if I'd won my first match because I killed them or because time ran out.

Is deformation planned?

Damage and its visual indication are going to be a big part of the next six months of development.  We have played around with mesh deformation, but are not currently satisfied with it.  Right now the effect is extremely low-poly, which would probably look good on a low-poly-styled game, but looks really bad when we are going for photorealism.

My guess is that we will have more success going with damage textures, rather than mesh deformation.  If you are interested, be sure to join the closed beta to see things progress.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 13, 2018, 09:16:00 AM
This build looks to be a really big step forward for the game. I've been playtesting recently and have found some bugs that might need some attention.
1:Attracted to pit
This bug occurs with all bots I've tested with where the AI decides to chase a spot on the pit rather than the player
2:Disappearing Screws
TR3 is the only bot I've seen do this but it does it consistently if put in this position.
3:Stuck in Ground:
This bug only seems to affect Bubblegum due to the size of its weapon. It will also do this occasionally on solid ground if it lands right.
4:Crazy Chain
If D.B MK II rotates too violently or something gets in between the chain it responds by totally freaking out.
5:Spawn Bug
This is a very specific bug that only occurs with D.B MK II and TR3 and only occurs in this arena.
Also, I haven't gone too far into depth with the botlab but the first two designs I created seemed to have the wheels clip through the floor, thus making it undriveable despite the wheels spinning.
Hopefully this information and videos below were helpful and I can't wait to see what comes in the next update  :mrgreen:

Wow!  Thanks for the details.  The videos are a big help.

I'm hoping that once we take a close look at physics for BotLab robots, we can start sorting these issues out for the pregenerated "house" robots.  Ideally, if we can get the BotLab to the point where all of the house robots are built in the BotLab, we can completely ignore all of these bugs that existed in the Alpha release.  Of course, if we do get there, we are going to have plenty of new bugs. :)
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 16, 2018, 08:12:47 PM
BLA BLA I QUOTED THE WRONG POST

MENTIONS AI COMBAT BASED MULTIPLAYER AND WHAT NOT.
hey! thats... totally reasonable.

no luck on the error i got though, eh? just gotta get a new one for this thing?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 16, 2018, 08:19:19 PM
I don't think developers should be held hostage to ancient standards by people who refuse to upgrade to at least semi-recent software/hardware. There's no good reason to be running a 32 bit OS (or any version of Vista for that matter) in 2018.
go to hell im running xp why dont you buy me a new computer big boy

but it is 64 bit

im signing up to test
You're running on an operating system that is no longer getting security patches. This is the equivalent of living in a house with no lock on the front door. Actually, it's more like living in a house with a hole where a front door should be, with huge neon signs pointing to the hole saying "FREE STUFF IN HERE". You don't need to buy a new PC to upgrade the operating system to a newer, safe version.

Upgrade to at least windows 7 or a lightweight linux distro if you want to be supported by any software in the future. If Microsoft doesn't bother with your OS's security anymore, there's no reason why 3rd party software developers should.
it's not my computer so i can't do much of anything without permission to do so and i'd hate to screw up the man's computer trying to upgrade it to another operating system. he's big on the whole 'if it ain't broke, don't fix it' philosophy, and the fact that certain things i want to do might not work isn't going to be the thing that changes his mind.

now starting the alpha version up, i got tjis error message. i imagine this is a byproduct of having an old computer and or operating system but if this is something resolvable i would ****ing kill to know how to fix it and get this running. im clicking the right thing to open it, right?

Sorry about that error!  I don't have an XP machine to test it on, so I'm afraid that I am no help there.

I wonder, maybe it is possible to do one of the virtual gaming rigs to get access to Windows 10 and a newer graphics card?  I know it is not ideal for many people, but I was thinking of doing it myself.  I have a nice monitor, but no ability to install a graphics card on my laptop.  Next year, maybe...
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on September 19, 2018, 05:43:38 PM
I downloaded the alpha on my main rig. When I tryed to start a loacal match or click on the left button at all, It just crashed the game. The bot lab is nice, although it is kind of hard to build, And the last button did not seem to work.
OS:Windows Server 2019 Windows Insider Build 17744
RAM: 8GB
CPU: AMD 3800

Also i would appriciate a 32 bit build of this as well. (I can also test on XP if you make a 32 bit)

You should consider also porting this to IOS and Android, it would be the best game in this genre for Mobile.

I signed up to be a beta tester as well. Great game! 
Best Regards, Asbestosstar
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 19, 2018, 07:43:38 PM
I downloaded the alpha on my main rig. When I tryed to start a loacal match or click on the left button at all, It just crashed the game. The bot lab is nice, although it is kind of hard to build, And the last button did not seem to work.
OS:Windows Server 2019 Windows Insider Build 17744
RAM: 8GB
CPU: AMD 3800

Also i would appriciate a 32 bit build of this as well. (I can also test on XP if you make a 32 bit)

You should consider also porting this to IOS and Android, it would be the best game in this genre for Mobile.

I signed up to be a beta tester as well. Great game! 
Best Regards, Asbestosstar

Oof.  Sorry to hear that.  We just took out the Impact Deformable script, which should help.  I don’t know about the Athlon 3800 though.  It was introduced in 2006, and I don’t think we are going to be able to get to a place performance-wise where it will be worth attempting to run the game on it.  We are pushing the CPU pretty hard on 2013-era machines.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 19, 2018, 07:47:58 PM
For a point of reference, the Alpha version of the game runs on a 2013 Macbook Air with an integrated GPU and a CPUmark score of 2700.  Not perfectly, but it is playable.  I can’t make any promises for the future though.  We still have a lot of physics left to figure out, and right now that is the limiting factor.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badnik96 on September 19, 2018, 09:44:53 PM
honestly just ignore asbestos. hes fixated on archaic outdated computers for whatever reason and probably isnt worth your time
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Asbestosstar on September 19, 2018, 11:17:26 PM
Dont be so quick to judge, i think its pretty new my main rig. 3.8ghz with 4 processors. I am just want
a 32 bit build for my other macines. It only prolly takes 5 minutes to do.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on September 20, 2018, 05:20:38 AM
He's also running a beta version of windows server for some reason. Ignore him.

@Asbes
You can't expect to run games made in 2018 on hardware or software that is well over a decade old.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Ra2Winner999 on September 20, 2018, 05:26:16 AM
Dont be so quick to judge, i think its pretty new my main rig. 3.8ghz with 4 processors. I am just want
a 32 bit build for my other macines. It only prolly takes 5 minutes to do.
then you do it
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: WenXiangLee on September 20, 2018, 05:28:59 AM
Ignore Asbestos.

@Asbes
You can't run a game made in 2018 on the old hardware/software. Get yourself some new hardware.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on September 20, 2018, 07:27:10 AM
Tfw i have a better pc then asbest
Yet to test the alpha
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 20, 2018, 10:54:27 AM
Dont be so quick to judge, i think its pretty new my main rig. 3.8ghz with 4 processors. I am just want
a 32 bit build for my other macines. It only prolly takes 5 minutes to do.

By any chance would you be willing to run CPUmark on your machine so we can get numbers to work with?  It is helpful to be able to correlate game performance to benchmark performance.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on September 20, 2018, 11:33:18 AM
He either has a single core Athlon 64 3800+
PassMark score is 588
Or dual core Athlon 64 3800x2
PassMark score is 1001
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 20, 2018, 10:10:28 PM
can anyone think of enough ideas for threads about this game yet that it needs a whole new subforum? i think yall might be jumping the gun a little bit. this thread alone has been containing things well enough so far, i think.

dont forget how cluttered this place used to be.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 20, 2018, 10:14:42 PM
hell, this thread is direct linked in the announcements up top-- it's already easily accessible from the front page of the forum. not trying being a hater but i think i make a valid point here
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: 090901 on September 20, 2018, 10:26:58 PM
It was given it's own subforum as before the announcement it was buried at the bottom of the forum in the last subsection of the last subforum. We felt that it has shown enough progress and promise (Let's be honest, it's pretty much better than RA3 already and that was given a whole forum section when it came out) to at least be featured more prominently on the forum. This also then allows us to use the announcement feature for other messages.

As for the whole "clutter" thing, I don''t see how adding one subforum is cluttering the forum up compared to back when we had like 5+ sections with only one active topic each. 
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: toAst on September 20, 2018, 10:37:29 PM
i agree with all of that except for now we've added a subforum with one active topic by removing the only active topic in another subforum

knaw mean?

i figured all twentysomething of us knew where to find it just fine. but hey, whatevs  :dance:
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: yugitom on September 20, 2018, 11:20:32 PM
I never thought I'd say this but I agree with toAst.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on September 21, 2018, 04:19:14 AM
Can we talk about the game pls k thx
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Jaydee99 on September 21, 2018, 05:32:17 AM
Dont be so quick to judge, i think its pretty new my main rig. 3.8ghz with 4 processors. I am just want
a 32 bit build for my other macines. It only prolly takes 5 minutes to do.
So you've returned, still dumb as ever though :P
Please get new hardware to play new games dude
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kill343gs on September 21, 2018, 07:42:07 AM
Back on topic please, folks.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 21, 2018, 08:10:25 AM
I really appreciate the promotion, and acknowledge the community's efforts to make RA2 what it is today.  We are working hard to make RR2 a worthy successor, and appreciate the time and interest you guys have invested in it so far.

That being said, the next six months are going to be really challenging for us.  We are officially starting the "production" phase, which means that we are going to be delving into a bunch of nitty gritty stuff with not a lot to show to the Beta testers for several months.  If all goes well, this "quiet" period should be done by the time winter is over, and we should be emerging with something solid for the beta testers to start testing in the spring.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Jaydee99 on September 21, 2018, 02:25:00 PM
This is awesome!!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Bighamburgers on September 21, 2018, 11:46:28 PM
will we have the power to share robots also nice game
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 22, 2018, 07:31:22 AM
will we have the power to share robots also nice game

Yes.  Sharing is pretty rudimentary right now, but it works.  Your robot design is saved to a .RR2bot file that you can rename however you want.  You can then send it to someone else to open in the game.

This actually works right now in the Alpha release.

Just be aware that the file format might change a bit as we build out the Botlab, adding components and capabilities.  One of my goals is to get the AI into the .RR2Bot file, but I haven't started on this yet.  The vision is for the AI to be built right into the BotLab itself, but right now the .RR2bot file format doesn't support this.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on September 22, 2018, 12:16:27 PM
BFE 2,0 confirmed bois!
Tried the build, and im speechless. Where do i preorder the game XD
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 22, 2018, 01:19:37 PM
BFE 2,0 confirmed bois!
Tried the build, and im speechless. Where do i preorder the game XD

Awesome!  I’m thrilled that you like it so far!

No pre-orders yet, I’m afraid.  Next closed beta build won’t be available for a few months at least.  We have significant work to do between now and then.   Just be sure to sign up for the beta on www.robot-rumble.com.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Bighamburgers on September 23, 2018, 11:10:52 PM
does anyone have the link for the download with carbide and original sin? I just found out they were in the game and got removed
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on September 24, 2018, 05:44:55 AM
does anyone have the link for the download with carbide and original sin? I just found out they were in the game and got removed

Sorry about that!  We couldn’t get licensing rights for Carbide, Original Sin, or Eruption, so we removed them from the game entirely.  The early pre-alpha builds with them are no longer available for download.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: min440303 on October 04, 2018, 09:23:03 AM
can't we make the chassis using different shapes in this version?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Jaydee99 on October 04, 2018, 12:30:14 PM
does anyone have the link for the download with carbide and original sin? I just found out they were in the game and got removed

Sorry about that!  We couldn’t get licensing rights for Carbide, Original Sin, or Eruption, so we removed them from the game entirely.  The early pre-alpha builds with them are no longer available for download.
Would it be possible to transfer models from the earlier releases when the finished game is made?

I know that's not possible to do for people who haven't downloaded the demo but for those who have...
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 06, 2018, 07:45:39 AM
does anyone have the link for the download with carbide and original sin? I just found out they were in the game and got removed

Sorry about that!  We couldn’t get licensing rights for Carbide, Original Sin, or Eruption, so we removed them from the game entirely.  The early pre-alpha builds with them are no longer available for download.
Would it be possible to transfer models from the earlier releases when the finished game is made?

I know that's not possible to do for people who haven't downloaded the demo but for those who have...

Unfortunately, no.  We have an obligation to respect the intellectual property rights of the IP holders for Carbide, Original Sin, and Eruption.  We can’t include them in our game without permission.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on October 13, 2018, 03:24:17 PM
can't we make the chassis using different shapes in this version?

Definitely!  We have some designs on Twitter that people have built with the Alpha version of the game that include multiple shapes.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: TeamXtreemer on November 20, 2018, 12:34:55 PM
this looks awesome!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on November 21, 2018, 06:13:58 AM
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on November 21, 2018, 06:48:01 AM
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
no, 2 different games
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 21, 2018, 07:15:17 AM
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
no, 2 different games

We haven't really thought about doing that, and to be honest, it would be a lot of work to try to write and troubleshoot a custom converter that would probably delay RR2 quite a bit.

That being said, I'm hoping you guys like the new BotLab.  Both @tashic and I are working on the BotLab right now, with the following in the works:

1. Texture painting: selecting and painting custom decals on faces.
2. Texture saving and loading: exporting UV texture maps for editing in an external program (Photoshop/GIMP), then re-importing the into the game.
3. Getting BotLab robots fighting each other.

Once these are done, I am going to attempt to tackle importing custom .obj files as shapes.  If we can figure out how to do this, then users should have the ability to create a 3D model and UV map it in Maya/Blender/3DS Max/Modo/ZBrush/whatever, texture it in Substance Painter/Photoshop/GIMP/whatever, then bring it into the game as a custom shape.  If we can get this working, it should be possible for users to create their own movie-quality robots that they can then share with other users via an .RR2Bot file.

I know that this doesn't address the original desire to import old robots, but I hope it will make for some MUCH nicer looking new ones.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on November 21, 2018, 08:11:14 AM
what do you save images as in order to use them on bots in Robot Rumble?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 21, 2018, 09:14:40 AM
what do you save images as in order to use them on bots in Robot Rumble?

Assuming I can get it working, iimported textures will be .png files with transparency.  I’m not sure about the resolution yet, but I am eyeing 2048x2048.  Right now I am working on just albedo (diffuse color + transparency), but I hope to eventually get the rest of the maps (normal, metal/roughness, ambient occlusion, height) working as well. 

Assuming we can go all the way with importing .obj files along with a complete set of textures, this means you should be able to put screws, bolts, cutouts, scratches, dirt, and pretty much anything else into a model in Blender/Substance Painter, then import all of the parts and assemble them in the BotLab.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on November 21, 2018, 11:08:33 AM
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
no, 2 different games

We haven't really thought about doing that, and to be honest, it would be a lot of work to try to write and troubleshoot a custom converter that would probably delay RR2 quite a bit.

That being said, I'm hoping you guys like the new BotLab.  Both @tashic and I are working on the BotLab right now, with the following in the works:

1. Texture painting: selecting and painting custom decals on faces.
2. Texture saving and loading: exporting UV texture maps for editing in an external program (Photoshop/GIMP), then re-importing the into the game.
3. Getting BotLab robots fighting each other.

Once these are done, I am going to attempt to tackle importing custom .obj files as shapes.  If we can figure out how to do this, then users should have the ability to create a 3D model and UV map it in Maya/Blender/3DS Max/Modo/ZBrush/whatever, texture it in Substance Painter/Photoshop/GIMP/whatever, then bring it into the game as a custom shape.  If we can get this working, it should be possible for users to create their own movie-quality robots that they can then share with other users via an .RR2Bot file.

I know that this doesn't address the original desire to import old robots, but I hope it will make for some MUCH nicer looking new ones.
If you put out some documentation on how RR2's bot files are structured, I'm sure someone here could cook up a converter on their own at some point, if there was any demand for such a thing. Just a thought.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on November 21, 2018, 11:14:25 AM
Can you import RA2 designs into Robot Rumble as well as custom textures and decals?
no, 2 different games

We haven't really thought about doing that, and to be honest, it would be a lot of work to try to write and troubleshoot a custom converter that would probably delay RR2 quite a bit.

That being said, I'm hoping you guys like the new BotLab.  Both @tashic and I are working on the BotLab right now, with the following in the works:

1. Texture painting: selecting and painting custom decals on faces.
2. Texture saving and loading: exporting UV texture maps for editing in an external program (Photoshop/GIMP), then re-importing the into the game.
3. Getting BotLab robots fighting each other.

Once these are done, I am going to attempt to tackle importing custom .obj files as shapes.  If we can figure out how to do this, then users should have the ability to create a 3D model and UV map it in Maya/Blender/3DS Max/Modo/ZBrush/whatever, texture it in Substance Painter/Photoshop/GIMP/whatever, then bring it into the game as a custom shape.  If we can get this working, it should be possible for users to create their own movie-quality robots that they can then share with other users via an .RR2Bot file.

I know that this doesn't address the original desire to import old robots, but I hope it will make for some MUCH nicer looking new ones.
If you put out some documentation on how RR2's bot files are structured, I'm sure someone here could cook up a converter on their own at some point, if there was any demand for such a thing. Just a thought.

I like that idea.  We don't have everything figured out yet -- we will need to figure out how textures are going to fit into the file.  Probably as Base64 encoded PNG files into the JSON, but we don't know where yet.

I think we are going to keep everything wrapped up as a single JSON file, rather than an entire zipped folder full of text and image files.  It should make it nicer for sharing.
Title: Robot Rumble 2.0 progress update...
Post by: Redalert on December 10, 2018, 07:29:41 PM
I tried Robot Rumble 2.0, and I got some results...

It glitched my computer to death. Even with simple bots. :(:(:(:(:(

I don't know about you, but this game's a hazard...to my computer at least. I'll try it on a different one, but until then, utter disappointment.

This should really be under Sight News and Feedback, but an error occurred. Sorry.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 10, 2018, 07:48:06 PM
If this is a bump- sorry.

I tried Robot Rumble 2.0. It literally killed my computer with glitches. Can that be fixed, please?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: F1Krazy on December 11, 2018, 12:44:41 AM
They can't really fix the glitches if you don't tell them what the glitches are. What did you do that caused it to glitch, and what was the glitch?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on December 11, 2018, 01:24:53 AM
I tried Robot Rumble 2.0, and I got some results...

It glitched my computer to death. Even with simple bots. :(:(:(:(:(

I don't know about you, but this game's a hazard...to my computer at least. I'll try it on a different one, but until then, utter disappointment.

This should really be under Sight News and Feedback, but an error occurred. Sorry.
Dont have a sh** computer
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 11, 2018, 05:30:46 AM
If this is a bump- sorry.

I tried Robot Rumble 2.0. It literally killed my computer with glitches. Can that be fixed, please?

Sorry to hear that!

What kind of a computer are using to run the game?

Where are the glitches occurring?  Is this just in battle, or did the glitches occur when the game was first loaded?

We are trying to target Windows and Mac laptops as well as desktops, and if it doesn't run at all we definitely need to take a look at it to see what we can do.  Right now my lower limit is an early 2014 MacBook Air at 1366 x 768 resolution with a dual-core i5 and integrated GPU.  On this machine on its highest resolution, combat runs at 35 fps.  The game chugs on a 2016 15" MacBook Pro at 2880 x 1800, but when I drop the resolution down to half, it holds a steady 60 fps.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 08:44:23 AM
In battles and builds. It hardly even works on my computer, but maybe my computer is just plain awful.
I can't even put together a single bot!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 08:47:24 AM
I tried to send the link to this forum. What happened? it had a VIRUS I had to remove!
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on December 11, 2018, 08:54:59 AM
What exactly does the game do to your computer? And when doing what?
It will help us fix things if you can be more specific.

Also what link are you talking about?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 08:59:49 AM
What exactly does the game do to your computer? And when doing what?
It will help us fix things if you can be more specific.

Also what link are you talking about?

...So I downloaded the gamy to my tiny laptop, and every time I try to fight, or build a bot, it glitches!
Is there a way to fix the glitching?

Also, I tried to send the download of RR2 to GTM, and it reported a virus. That could be linked to the glitching.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Badger on December 11, 2018, 09:25:41 AM
What exactly does the game do to your computer? And when doing what?
It will help us fix things if you can be more specific.

Also what link are you talking about?

...So I downloaded the gamy to my tiny laptop, and every time I try to fight, or build a bot, it glitches!
Is there a way to fix the glitching?

Also, I tried to send the download of RR2 to GTM, and it reported a virus. That could be linked to the glitching.
This has to be bait haha, whose multi is this
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 09:28:44 AM
What exactly does the game do to your computer? And when doing what?
It will help us fix things if you can be more specific.

Also what link are you talking about?

...So I downloaded the gamy to my tiny laptop, and every time I try to fight, or build a bot, it glitches!
Is there a way to fix the glitching?

Also, I tried to send the download of RR2 to GTM, and it reported a virus. That could be linked to the glitching.
This has to be bait haha, whose multi is this

Nope. No bait.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Tashic on December 11, 2018, 09:32:53 AM
Did the game freeze when starting a battle/going to the botlab or does it start and mess with things (physics stuff? model/texture weirdness?)?

Did your antivirus report the virus or whatever you used to upload the download did?
If the virus was in the game the antivirus should have found it before you could open the game in the first place.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 09:54:45 AM
Did the game freeze when starting a battle/going to the botlab or does it start and mess with things (physics stuff? model/texture weirdness?)?

Did your antivirus report the virus or whatever you used to upload the download did?
If the virus was in the game the antivirus should have found it before you could open the game in the first place.

Game glitches like there's too much movement. Other than that, graphics are GREAT!

AntiVirus reported that it found a virus before the second time I played it. I put it to work removing it, and it was removed from my game.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 11, 2018, 12:57:15 PM
Did the game freeze when starting a battle/going to the botlab or does it start and mess with things (physics stuff? model/texture weirdness?)?

Did your antivirus report the virus or whatever you used to upload the download did?
If the virus was in the game the antivirus should have found it before you could open the game in the first place.

Game glitches like there's too much movement. Other than that, graphics are GREAT!

AntiVirus reported that it found a virus before the second time I played it. I put it to work removing it, and it was removed from my game.

The glitchiness sounds like a low frame rate.  Have you tried going into settings during combat and reducing the screen resolution?  If this does the trick, then your GPU is limited by its fill rate.  This is pretty common on laptops.  If it doesn't affect the frame rate at all, then it might be a CPU speed problem.

In either case, would you mind letting us know what computer you are using to run the game?  It is helpful for benchmarking.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 03:36:57 PM
Screen resolution is in settings, right?

Anyway, the computer I'm trying RR on is a small Google laptop.
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: cjbruce on December 11, 2018, 04:45:26 PM
Screen resolution is in settings, right?

Anyway, the computer I'm trying RR on is a small Google laptop.

That's correct.

Interesting -- I wasn't aware that Google made laptops capable of running Windows or MacOS.  Can you find the specs on the machine, or the make and model number so we can look them up?
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: kix on December 11, 2018, 05:43:26 PM
Only google laptops i know that exist are Chromebooks and Pixelbook.
They have Google OS and it isnt compatible with any windows program
Title: Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
Post by: Redalert on December 11, 2018, 08:11:45 PM
Only google laptops i know that exist are Chromebooks and Pixelbook.
They have Google OS and it isnt compatible with any windows program

Thank you.