This is a game project with a simple goal. To achieve large battles between completely custom machines build out of lego like pieces in an easy to use and intuitive editor. To accomplish this task the player will be given many decisions regarding mobility, sensors, weapons, and other miscellaneous tools needed to achieve dominance on the battlefield. I intend to use insight from users of the game to help shape the final product.
For now, however, I have an editor and a little field for you to try out mobility with.
You can find the game here :
-------------Due to a lot of stat changes and interface overhauls, save files from 0.1.3 are incompatible with 0.1.4-------------
Changes from 0.1.3 to 0.1.4 :
--Improved the respawning on the field to allow robots to be destroyed. (Before the system merely relocated your machine, it didn't create a new one and delete the old.)
--Made a basic framework for destroying blocks with weapons.
--Made a basic framework for destroying sections with weapons.
--Added ricocheting to bullets. Although every bullet technically has a very slim chance to ricochet of any surface (even dirt) it gets slimmer the softer the surface and the heavier the round.
--Made so recoil is now directly linked to the mass and velocity of the fired rounds.
--Added a very basic material system that controls the hardness and "bounciness" of a material. This effect how bullets collide with it.
--Improved the builder engine to allow placement of parts with more tilted attachment points.
--Added an attachment point to the Inverted Three Sided Corner on the tilted side (made possible by engine improvement).
--Added a death sequence for when a section takes enough damage to be destroyed.
--Slightly changed dimensions of corner pieces. I am working on making blocks stretchable and their current dimension had no rhyme or reason to it, so I changed the size to be a little bit easier to work with.
--Bullets should no longer fly through objects even when experiencing lag spikes.
--Added a barrel part.
**Some notes about damage :
Currently how damage works is each individual part placed contributes a certain amount of health to a larger health "pool". This pool is the health of the chunk the block belongs to. Damaging any block damages the chunk it is connected to, but if an individual block is destroyed, you can no longer shoot it to damage the chunk. With the current system, you need to destroy roughly half the blocks to make the entire chunk explode.
Destroyed block still offer structural integrity to the chunk they are connected to. This means you cannot defeat someone by "chopping them in half".
When an individual part is destroyed, if it has a use (such as tracks, guns, hover, etc.) it will be permanently disabled.
Destroying the brain, or the chunk that the brain belongs to, defeats an entire mech, no matter how large or complex it may be.
Currently explosions do no damage.
**Some notes about ricocheting :
Rounds are more likely to ricochet the more parallel to the surface they are. This means that using 45 degree angles on the mechs can drastically decrease the chance of bullets actually penetrating your blocks.
Certain rounds (like the tank cannon's shot) are explosive and will be set off when they collide going at a particular velocity. This means that they will be set off no matter the hardness of the surface. If the angle between the shot and the surface is shallow enough, however, then it is still possible for the explosive to ricochet.
If a round explodes on impact instead of going through the target (like the tank shot) then it is possible for the round to be stopped without actually exploding. Think a round impacting soft sand at a very shallow angle and being stopped by it.
**Some notes about builder improvement :
Although this improvement doesn't actually show up to the player very much, it was a rather jarring flaw with the system I had programmed until now. You see, with parts such as the corner, the player is able to place other parts at a tilted angle. The engine, however, only supported having parts which have a tilted attachment point along the z and y axis (forward and up), it did not allow angles along a combination of x and y, or x and z. Now that the engine supports this it should allow me to make some more complex parts. Such as a sphere.
Bug fixes :
--Further improved the stability of joints and decreased their wobble. Large machines still experience some issues.
Known Bugs :
--You can't enter negative values in the parameter boxes.
--Bullet trails sometimes go past the bullet when it collides with an object. This does not effect the bullet itself, however.
Screenshots (These are old and need to be replaced.) :
The game's controls are in the included readme file.
I also apologize that there isn't too much to do at the present moment besides try out designs. Any suggestions for filling in the content are encouraged.
Suggestions and comments are very much appreciated.