** Latest :: Server updated on 2020-05-30, weapon bug fix **
** Development crawling onwards to Beta **
In a not so distant future, technology has allowed man to eschew heavy lifting and limit his involvement in the most dangerous tasks. Exploration, construction, digging at the bottom of a mine... All (mostly) taken over by the golems of the new era, artificially intelligent mechanoids able to perform where man cannot, to handle chemicals and explosives and withstand the elements like man never could.
Four major business conglomerates lead the technological race, making a fine profit purveying their goods to any country that can afford them. Now, as news of the first positive terraforming experiments on Mars hit the media, they are covertly opening franchises, calling for AI engineers from all over the world...
Such is the background across which our events occur.
What is really happening is left to be discovered as the events unravel (hopefully, if we manage to last 6-12 months or so, time will tell). Why the surge in world-wide production ? Why all the black suits driving around, why the odd looking truck columns, why the rumors of distant gunfire by nomads and hunters in areas well known for being deserted ? What's with the fences, and the lights in the sky at night ?
Why did Uganda recall its ambassadors in Washington and Tokyo ?
...what's with the nerdcitement in the OpenSource community ?
:: GAMEPLAY SYNOPSYS ::
The Player is called to assemble his mechs from the available catalogue, and design their A.I. from a variety of possible actions, such as moving, scanning its surroundings for threats and obstacles, locking on a target or making use of weapons.
As the Player successfully fields the mechs of a specific vendor, he gains reputation with the vendor, which unlocks new models and equipment.
:: ASYNCHCRONICITY ::
The encounters happen asynchronously, in a way that is unusual but not completely unseen before. And frankly the way that made most sense, if not the only one that made any.
We digress.
The Player, as stated, assembles and equips his mechs, and uses them to compose Teams, which are then recorded in the database.
The Player can then choose an opponent Team from the Encounter setup screen, and watch the fight.
Hence the two Players are not required to be online at the same time, nor any interaction is required by either apart from having published their Team on the server.
The Encounter results are finally recorded, all damages calculated, balances updated, reputation/prestige increased where appropriate, all statistical data stored to be reviewed at leisure.
The Bot.Kill(); project is back. Not quite with a vengeance, but rather a tendency to cling on and never let go. Not unlike a baby monkey.
The Open Beta should come right after I go through everything once (because), and I set up the infrastructure to deliver the keys/register accounts. Shouldn't take long, and we can go through the rest together.
In the meanwhile, some screenshots right off the server. Can you spot the mistake in the AI?
While there is a ton to do still - there always is - this build marks the implementation of the last (until we can think up some more) game-wide mechanic...
Update focused on UI enrichment and visual feedback, with added implementation of the hit and damage system.
Addresses game breaking bug in encounter setup with certain team configurations.
While there is a ton to do still - there always is - this build marks the implementation of the last (until we can think up some more) game-wide mechanic...
Update focused on UI enrichment and visual feedback, with added implementation of the hit and damage system.
Daily build. Fixes a bunch of minor issues, vastly improves encounter UI. Inventory balancement continues.
Addresses game breaking bug in encounter setup with certain team configurations.
Addresses gamebreakers found in 0.902a. With added mouse pointer! And other stuff.
Client v0.902a for Bot.Kill();, details about the release in the Articles section.
Looks great mate, keep up the good work!! :D