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RemboBots

Archive: 13 posts


http://lbp.me/v/y771ew

Inspired while playing Gobotron with my friends Gareth and Remi, AKA Rembo, RemboBots is a frantic versus level where as many as 4, or as little as 1 player can partake in insane multi-bot battles over a variety of objectives and arenas.
http://i1202.photobucket.com/albums/bb369/Ostler5000/APhoto_8.jpg

Each player is given direct control over 1 RemboBot, while all other RemboBots of the same colour (And thus, team) are AI and will go about doing what they can to assist in achieving the objective.
The Bots themselves come in 3 classes, and each handles a little differently, but the general combat-effectiveness is the same across the board.
Lightweight Bots are particularly effective in fast attacks, due to their spray-happy rate of fire and quick movement speed, Heavyweight Bots are ideal for securing stationary objects, and Mediumweight Bots are generally all-purpose with no particular niche to fill. Players can switch between any class at any point during a match, so find the playstyle that works for you and have fun.

It's not always about annihilating the enemy Bots. Just most of the time.
There are 3 game modes in which to make your friends feel rubbish, Eradico, Obtineo and Vexillum.
http://i1202.photobucket.com/albums/bb369/Ostler5000/APhoto_10.jpg
Eradico is just an all-out team deathmatch. Everybodies favourite.
http://i1202.photobucket.com/albums/bb369/Ostler5000/APhoto_6-1.jpg
Obtineo has been enlikened to King of the Hill by several players, dominate the central square to rack up the points!
http://i1202.photobucket.com/albums/bb369/Ostler5000/APhoto_9.jpg
And Vexillum see's the 4 teams scrambling to hold a marker that awards points to the team holding it, over time.

And as if that wasn't enough customisation, for what is effectively just a small mini-game, there are also 4 arenas.

Arena 1 is the generic setup, with a little cover and no major hazards.
http://i1202.photobucket.com/albums/bb369/Ostler5000/APhoto_5-1.jpg
Arena 2 is more cluttered, allowing for slightly different play.
Arena 3 is a little more vast enviroment, allowing for a series of smaller firefights, rather than just one massive one.
http://i1202.photobucket.com/albums/bb369/Ostler5000/APhoto_4-1.jpg And Arena 4 was built after we realised the Bank Of Damaz gave us too much funding for our project, and we decided to blow our extra budget on fancy lighting and padded arena seating.



I look forward to hearing from you, please do let me know how you and your friends got on, and also, if you fancy, drop off some ideas for future extra gamemodes. There's a fair bit of Thermo left, so it's all good.

http://lbp.me/v/y771ew
2011-03-02 19:02:00

Author:
Ostler5000
Posts: 1017


Ah I see you finally got round to adding some hazards
I've been looking forward to this.

Did you by any chance fix the bots getting stuck in the respawn point by the way?

(Will give this a shot next time I'm online) ;D
2011-03-07 15:45:00

Author:
Mr-Darkling
Posts: 6


Yes, I discovered an issue with the waypoint-following logic on certain Bots. All the Bots are timed to start following a waypoint every so often. And the timers are supposed to immediately activate and head to a randomised point from spawn. (So the timer is actually started at only a few miliseconds from filling up, before it resets and begins counting from the start)
However, somewhere through my process of editing the Bots, I was a tool and did some stuff while create mode was unpaused. Oblivious, I captured the edited Bots with the skewed timers and stuck them in emitters again. It took me about a week to work out why the green team was winning so often, despite all the weapon damage logic definitely working. Turns out green team got lucky and had to wait about a second to begin moving, while all the others had at least 4 seconds. I believe blue had to wait 8 seconds. Anyways, what that ment was that green was spawning, and getting out of the way much quicker, thus allowing other bots to spawn in faster succession. Green wasn't imbalanced - they just spawned quicker.

But, yeah, that's all sorted now. Bots will still hang around the spawn if you leave follow-mode on, but I'm currently going over a way of making the bots hang around outside the spawn rather than in it.
2011-03-07 15:54:00

Author:
Ostler5000
Posts: 1017


*snip*.

Oh awesome to hear.
I have the level queued and ready to go

Not liking the look of that saw though hehe
It doesn't move does it? D;
2011-03-07 16:02:00

Author:
Mr-Darkling
Posts: 6


...Did you by any chance fix the bots getting stuck in the respawn point by the way?...

Again - I found another possible cause of the stuck Bots. On Arena 1, when the centre square blows up, the central waypoints go with it. Derp. Can't believe this has slipped past me for almost a a month now. How could I not notice my waypoints being destroyed? Gah.

Added several things over the last week and a bit.
Minor Bot alterations.
Subtitles for mid-game status updates.
Numerous aethetic updates, across the board.
Reworded some parts of the tutorial since this was first posted.
Score tweaks that reflect how difficult the objective is.
New 5 second delay after the final bell to let people finish their last kills and whatnot before going to the scoreboard. (Got the idea while playing MAG. lol)
Increased unskippable intro speed, so repeat plays are less of a pain.

Normally I wouldn't bump a thread, but there have been a fair few alterations, and I think it's worthy of another look.
2011-03-18 16:57:00

Author:
Ostler5000
Posts: 1017


Hey I played this recently and to be honest it needs more plays. I found it really fun and hectic but not frustrating at all and that was me on my own. Got a bit confusing when I changed to another bot due to all the hectic fun going on around me. Would have been best if I had more people to play with online.2011-08-05 11:49:00

Author:
LittleBigDes
Posts: 920


Hey I played this recently and to be honest it needs more plays. I found it really fun and hectic but not frustrating at all and that was me on my own. Got a bit confusing when I changed to another bot due to all the hectic fun going on around me. Would have been best if I had more people to play with online.

Ah, yes, glad you liked it.
I've only ever played with 2 players, myself, and once with 3 players. I reckon 4 players would be pretty sweet.
I've actually thought of making a RemboBots 2 on several occasions, but never really took off. RemboBots 2 allowing players to specifically choose their teams and whatnot. Aswell as more interesting unit types.
2011-08-06 14:58:00

Author:
Ostler5000
Posts: 1017


Played this the other day and thought it was really quite good. I liked the fact that you could change charracters and that because of all the other AI it was very fun 1 player. I did think the switching from player to player was a bit slow at times as when i switched it paused a brief sec before giving me control of the next character.

The little battle bots looked like Daleks to me which i found funny. The map was good and the danger traps were also very well done.
2011-08-08 02:24:00

Author:
Lordwarblade
Posts: 761


"...looked like daleks..."
Bahahaha!! I wondered when someone was going to say that. Yeah, that occured to be while making this a few times aswell.

The pause was deliberate, as I wanted players to be able to have a brief moment to see what was going on around them. It wouldn't be hard to remove it, but I'm not sure if it would be an improvement or not.
2011-08-08 22:23:00

Author:
Ostler5000
Posts: 1017


"...looked like daleks..."
Bahahaha!! I wondered when someone was going to say that. Yeah, that occured to be while making this a few times aswell.

The pause was deliberate, as I wanted players to be able to have a brief moment to see what was going on around them. It wouldn't be hard to remove it, but I'm not sure if it would be an improvement or not.

I had a slight problem with the switching. But it makes sense now since there's a lot going on. So Osty when you're on again invite me so I can shoot you down.
2011-08-18 22:05:00

Author:
LittleBigDes
Posts: 920


Pffft. Doubt it. If your popit aim in create mode is anything to go by, you''ll run out of bullets before you hit me.
The infinite number of bullets, that is.
2011-08-18 22:45:00

Author:
Ostler5000
Posts: 1017


Pffft. Doubt it. If your popit aim in create mode is anything to go by, you''ll run out of bullets before you hit me.
The infinite number of bullets, that is.

I was honestly aiming at the scoreboard with my sticker that time.

Is it just me or is it that a lot of good level posts on here slip through the net and do not get any replies? Anyway I'll play it again and give you more detailed feedback.
2011-08-18 23:29:00

Author:
LittleBigDes
Posts: 920


I wouldn't go writing big essays over this - I think the level is enjoyable, but at this point, it's ancient history.
This level was a learning curve for me, but I don't think I'll be building on top of this level as it is. Perhaps try my hand at a RemboBots 2 one day, but right now, Crate City or Velox are priority 1 on my list.
2011-08-19 00:01:00

Author:
Ostler5000
Posts: 1017


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