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Messages - cupid_the_conqueror

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1
Development Logs / New Devlog 6/4/2019
« on: June 05, 2019, 02:41:34 am »
Hello everybody, I know its been a while since the last devlog, but I don't want to pull a Rozgo and leave you all in the dark.

I have good news, and I have bad news.  So as per tradition, I will start with the good news.

The good news is, development isn't dead. We've recently taken on a new team member, and our understanding of the rawbots source code grows every week - if ever slowly -

The bad news is, 1.6 is a long waaays off. We realized while working on the project that we really need to have a fundamental understanding of HOW the source code works going forward, and I won't put icing on the cake here - none of us really have the professional experience or education that the original development team had. In order to understand how to do fundamental improvements not just to performance, but also to game play mechanics, we have to learn how everything is hooked up and what everything does. For example, Z26 has been learning how to use the debug tools the devs left baked in to the source.

I really need to emphasize this ; Nothing is documented. Period. We may have gotten the source, and some of the older .git data, but we don't have internal notes or documentation. So we have the long and arduous  task  of creating our own.


Now for even more bad news. Some of the development team is busy with real life happenings. I know myself, I have quite alot on my plate. I recently evicted a destructive room mate, have become a property manager, and have a host of finical issues years of neglect have caused. I have books on C# net 7, Unity 2018 , Java and java script, python, Design patterns for object oriented code... ect ect.. but they will be gathering dust in my library until things settle down.

But I can promise you from the bottom of my heart, we will not go dark and give up. We will make progress over time (heck, the battle of wesnoth was worked on on/off for what.. 12 years?)

we have a lot to do , and a lot to learn. And if in the future the source code goes fully open, we will still be here doing our work.



as per pressureline - "stay calm and build rawbots"

2
Development Logs / Re: The Development Road map
« on: March 30, 2019, 02:57:36 am »
Thank you for reminding me marvin! at some point in the far future I would like to have a talk with all the devs about Accessibility within rawbots.  I think that a system of configurable PreConFig-VP tiles would ease new  users into the game. Example:

Turret - VP: Asks for a motor labeled "rotation point" , a elbow labeled "elevation point" , a camera labeled "vision point" , and "left reference" "right reference" as inputs. It also shows an image of an example turret, and then contains a folder VP with pre-generated code for a basic turret would be auto hooked up.  Usage of these Simplified VP's would be inefficient power wise, and wouldn't be the best performing , but could greatly speed up the time it takes to "pick up and play"

another example

Car - Has Left, Right , users just hooks up the motors, pre-made WSAD car code is used.

Another option is to simply have "basic bots" that the player "unlocks" and can spawn in, giving them a plethora of useful bots they don't have to program. New users who want to just hop in, explore and adventure without learning right away will be able to do so. While the inefficiencies of doing so will encourage them to learn code over time.

3
Development Logs / The Development Road map
« on: March 28, 2019, 09:30:16 pm »
Hello again folks! As part of our policy to avoid pulling a Rozgo and leaving you all in the dark. I've decided to post a rough devlog of the changes and updates to the game we will be trying to push out over the coming months. Some of this stuff is pretty complex and won't be seen anytime soon, but there are some smaller items you should look forward to seeing soon!

So in the general order of how we plan to roll them out, here is the stuff you can look forward to!  This post will be changed overtime as we adjust our dev goals. Check this post every now and then  to keep up to date!


Rawbots 1.6 - Bug Free and Filled with content!
Spoiler: show

Our goals for 1.6 is to quash the final 2 bugs we have remaining in our dev branch, and then put out a stable release with the following content added :
- Colorizer VP : Takes RGB values to give you an FFFFFF color, can be used to make disco bots with the help of a oscillator!
- Comparortor VP : Returns a designated + or - Value based on which input is greater.
- More Math Functions : Limit - Limits output to a range within the selected inputs. 
- More Math Functions : Slew - Limits the rate of change in a system
- Magnet Part : MAGNETS? HOW DO THEY WORK? - Attracts parts in around it in a field.
- Rope Part : How else could you go part fishing with your new magnet? - will be able to "pull" but not push, grappling hooks anyone?
- Selective Disconnect mode : Allows you to disconnect 2 parts, without breaking ALL connections those parts have
- Mouse Wheel Rotation of Parts : does exactly that, use scroll wheel to rotate
- Motor Idle- Motors can be set to idle and will now freely spin.
- Planet Draw distance : How can you explore worlds you can't see? planets should now be seen from anywhere in the solar system on Stardust Style maps
- Blueshift Map Despawning : Parts that fall into the void can start to build up slowdowns over time. Parts will now be despawned after they fall a certain distance.
- Resurrection of old assets : parts like armour, pressure plates, crystals and what not which appeared in the orignal rawbots trailer will be re-added to the game.
- Build mode (Possibly) : A reduced gravity, physics damped environment for building bots easily. With a real editor coming MUCH later in development
- Some more stability fixes : We hope to get rid of collison checks between connected parts, they aren't going to collide with each other.




~~~~~~~~~~~~~~
AFTER 1.6 , sometime in the far future
~~~~~~~~~~~~~~


New Bullet API
Spoiler: show

We need to upgrade to the newest verison of bullet for more stability fixes and performance improvements. This is going to require alot of re-writing and fixing. This update may take a month on its own.


x64 Builds
Spoiler: show

X64 architecture will get us access to more ram, more ram means more things loaded at once and less slowdowns. This maybe require an update to the newest bullet api or unity edition, which will be alot of work. this feature isn't coming anytime soon



More VP tiles and A map
Spoiler: show

Vp tiles we'd like to add :
Folder VP - allows a section of the vp screen to be "compressed" inside of it without messing with I/O. this will allow us to clean up the VP screen for complex bots
Advanced Math VP - Takes a formula, generates inputs equal to the amount of unknown variables in the math. Outputs the missing variable solved by the equation


Map - Takes the local terrain and generates a map image based off of it, allows mousing over to see GPS coordinates of that spot in the world. Won't have any features like Waypoints or Radar at the start.



Damage Shader and Part destruction
Spoiler: show

How damaged is that part? Who knows? We want to add a way to gauge the damage of a part, and make it so parts that lose all HP explode/break apart and are removed. Parts falling off will still be a thing, but won't be from just damage alone. A fist might punch your head off, but a Plasma cannon will just make it explode. Stuff at the center of a grenade blast will be vaporized , but the shockwave can still make parts go flying.


The Great Energy Economy
Spoiler: show

This isn't coming anytime soon. This is our overreaching goal for the YEAR, it requires a huge amount of work. From creating Models, to programming alot of behaviours. But here is our loose plans at the current moment :


 We need to add gameplay to rawbots. This is my personal theory for the direction on which we should go. Let us begin the biggest of all  theorycrafting.....

Do we want rawbots to be “survival” exploration? Where once you’ve pillaged an area you have no reason to return, or “survival” adventure where the player has a base that they can return to such as games like TERRA TECH?
I will assume the TERRA TECH model for the case of this theory crafting.


So for starters, everything uses energy at a rate proportional to its usage and balance factors. I would have VP tiles use energy as to encourage effective coding (why do 5+5+5+5+5 when 5X5 works?). I would have all output devices consume energy (motors, plasma cannons, jets, hovers, ect). This will give us freedom in the future to release “time saving” VP tiles that consume a high energy rate (such as a FIRE vp tile, which generates a firing solution for you, or a GPS tile which returns target XYZ). Of course the energy cost of VP tiles would be very low, and its purpose would be to add a slow drain effect to bots, which justifies ON/OFF mechanics.

I would have the spawning of parts require energy. I would have the repairing of parts require energy (as at some point we will need to create damage states for parts besides just “falling off the bot”)

Now as for Energy Economy itself. I would limit the player to a maximum amount of energy storage. Which could be increased with “energy tanks”. I would then create a system of base building utilities. Such as a storage depot for energy which can be used while within a fixed radius of it. And down the road parts which can “transmit” energy from depot to bot at a cost would be added. The energy sources would contain maximum amount of energy which requires time to harvest and eventually depletes. I would have energy sources spawn and respawn at random locations on the planet, outside of player base structures Hypercubes would make perfect “harvesting/storing” tools. In order to help the player EXPEND that energy, I would have hostile combat bots spawn around the player base at various distances. Easier bots spawning closer, Harder bots spawning further. ACL bots could already perform this function quite well.

Now to encourage the exploration of the planets. I think we should create more then just one resource type, although after the creation of energy, other resources would be easy re-skins. Better parts would require better materials, some of which would not spawn on the starting world. This would allows us to create more content for player base building (Storage Depo, Advanced part spawner, Resource refinery, Turrets, Energy bridge walls, Teleporter, ect) and allow a longer gametime before players reach “end game” status.

Here is the example of my gameplay loop

Start with basic bot → find some energy to harvest → make a depo → improve your bot with some basic parts/weapons → explore the world to find more parts to “unlock”  and more energy → improve your bot with the new parts → repair your bot when it gets damaged → find all parts to unlock on base world → explore other planets → die a few times and respawn with your bot back at your depo → fly back to new world → establish new base → explore new world until all parts are unlocked and your bot is king of the bots → end of upgrade cycle, all gameplay past this point is purely emergent.

Of course since rawbots is a programming game, I would hope we can come up with some way to have player programed bots do basic tasks such as harvest resources and seek and destroy hostiles around a base, or do guard duty around the player.


The creation of this world would also allow stuff like challenge areas, “boss”fights and other such things. But that is a little to deep for my theorycrafting.





I hope this fills you guys in as to the work we are doing, and if anybody wants to lend a hand (we got any blend masters in the crowd?) you can hop on the discord and talk with Marvin, Pressureline, Z26 or Myself.


Keep calm and Build Rawbots!

4
Development Logs / Dev Log: 23/03/2019
« on: March 24, 2019, 12:42:04 am »
Hello ladies and gentlemen. I have some good news and some bad news for you this week!

The good news is we have a build that is ready for release. It isn't perfect and we are aware of some key buggfixes that are still required. However this update contains some stability tweaks, Along with all the base XFM features. Nothing too fancy in terms of features yet, but they are in the oven and cooking.

The bad news is we have had a small setback due to GitClient errors and had to reset to a backup. We haven't lost much but we are out a few days work and will need a day to reset and get going again. Rest assured we've started to implement internal documentation and processes to avoid this happening in the future! we are all first time devs, so some hiccups were unavoidable.

Without further adue, I present to you Rawbots 1.5B! 
https://drive.google.com/file/d/1ZFYrhl_-uwNRVcU2wmnrVNv3vwh-AV66/view?usp=sharing


If you find any bugs in this edition let us know. Even if you think we've already found them, it will help us determine the order of bug fixing.
Also, if anybody out their is contemplating making new parts for the game (which I am sure you've all thought about) I will be putting out the a public guide on what you need and how to create a part for rawbots.


In the coming weeks we hope to address :

- Outputing nans causes crashes
- Adding more operands
- adding some useful parts
- Stablity
- Stability
- Stabilty 

I look forward to next week, when hopefully I can show off alot more.

5
General Discussion / Re: THE ABRT V2! now it FLYS!
« on: March 14, 2019, 04:09:00 am »
Flying thing, not the top heavy monstrosity on the ground, that was just a spare bot I had

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General Discussion / THE ABRT V2! now it FLYS!
« on: March 11, 2019, 09:55:57 am »
Hello gents, working on an upgrade to my automatic ballistic rocket turret. Im working on making it an aerial patroling, ground unit killing monster. I call it the RocketWhale!

I've gotten tracking and flight patterns down so far. It has a base starting contiuum , which controls its altitude and such, and it will hold a strafing pattern around this contiuum. When it finds a target, it checks to see if the velocity of the target is higher then the current target (the stock contiuum that comes with it) and then selects the new target based on the fact that it SHOULD be moving. (issue is that if you stand still, it passes by..) I still gotta add some more checks (prox check and what not)

after it fires its rocket, it will break target lock and return to tracking its point of origin, the contiuum it comes with.
the rocket is ready for action, I just need to add the targeting system for it.

here it is in action, just gotta tune in the tracking/targeting system and the rockets targeting system, and it'll be good for battle!


7
Hello everybody let me get started with the most impressive news, and then I'll get to the details of how this came to pass.

First of, several members of this community have been given the source code by an anonymous user. We have almost no skill when it comes to unity, but we are working on modding the current game release to be more stable and to document how the game actually works for future use. We have alot of passion for rawbots and we believe we can make the game better even with our limited skill.

Second order of business, the forum is not going down. I have extended the domain for another year, I will remove the old post shortly after releasing this.

Story time!
Spoiler: show
 

ONCE APON A TIME. Our lead creative design Alex Rozgo got the idea for a robot building sandbox adventure game. After whipping on some concept art and pitching the game around, he quickly attracted the attention of Neil Haran, who fell in love with the concept game he saw and would be the lead financier of the project. In 2011 Inearth studios was commissioned to create the rawbots demo that was shown to investors, this is the rawbots we know today.  In 2012, the team tried to raise money via kickstarter and was unsuccessful. Development of rawbots was a complete mess as new systems and utilities were added due to their "coolness" and not their functionality. Nobody on the development team knew the assets very well and they quickly started treading water trying to stay afloat. With the failure of the kickstarter combined with the difficulties in development due to poor decisions he himself had made, the "Dynamic Systems Engineer" Alex Rozgo decided that rawbots wasn't worth perusing. This lead to Alex using the funds to create a Clash of clans mobile knockoff instead - Fraud ofcourse-, Alex then moved the money that had been raised for rawbots development into a company called Beyond Games, and created his mobile game there.

**** DISCLAIMER****
Now the road to hell is paved with good intentions, and its not clear if this was malevolence or misguided good will. Perhaps Alex thought making a hit mobile game would shore up funds for rawbots, a project that was essentially his brain child, or if he had become disillusioned and disheartened enough to betray the investors and players. We can only read about the outcomes of his poor choices. And while without a doubt Alex Rozgo is in-fact the villain of this tale, I do not encourage or endorse any doxxing or other unethical forms of vigilantism. We all think we would do better, but nobody knows what they are capable of until their back is pressed up against the wall.

****DISCLAIMER**

Neil caught wind of this, and sued beyond games. In response, Alex rozgo was let go from the company, but still maintained control of the rawbots source code due to being the lead "Dynamic System Engineer" at the time of rawbots development. Apparently, Neil and Alex came to some kind of agreement to continue the development of rawbots. This is when we saw the Unreal Engine port of rawbots that appears on these here forums. But much later it was revealed that this was a scam, and what was shown was just pre-made assets with a hardcoded "rover" behaviour slapped on, maybe 1-2 hours worth of work. Alex worked very hard to keep Neil in the dark, allowing him to pocket Neil's money without doing any work.

As time pasted, and it was clear no development was happening , we made the decision to close down the forums. This is when RICK a former employee of Alex Rozgo, reached out to us offering the source code and insight into the internal development struggles and Frauds of Alex Rozgo. Including ridiculous re-builds on projects, shovel-ware games, and non-payment of employees. RICK was cautious about handing the source code over to us, because he was worried about legal action from Alex Rozgo. But before RICK could deliver the source code to us, an anonymous user contacted us and gave us the source. This user had an older copy of the source code (I personally suspect that this is the copy that Alex has, I do not believe he did any work on the project past the original tech demo) Which he gave to us the community.

The current decision from the community is to keep "development" in house for some time to see what we can do, and to go fully open source if we hit a deadwall and can't make progress. Our current goal is to get rawbots documented and Improve the physics within 4 months, if we can't meet this deadline we will be going open.

This is why we were left in the dark for so many years, And this is why, Rawbots will never be a commercial product. For all the people who paid for this game, and were betrayed by Alex, we will be releasing our modded source game updates for free as we make them.

I hope this brings you closure as to the events that transpired with this game, as I feel you all deserve to know. Rawbots had HUGE potential when it was released, and everybody in this community saw that. Now that we have the source code, we can begin the long journey of making this game into what we all believed it could be - our robot building sandbox adventure.

these are still the early days, we haven't even compiled our gitlab repository yet. And while I encourage you all to take this news with a grain of salt, I believe the passion of our community members will be enough to give us a playable game, even if its not the perfection we all craved when we first saw rawbots.



If you want more information, join us on the official discord. https://discord.gg/NH8D8U

thank you.



[edit, the repo is up! ;D.... time to learn unity  :'( ]




TLDR : Indie studios are corrupt, crazy illegal shit happened with rawbots, thats why we don't have much more then a tech demo, and why we never got any real updates. But we are going to start modding the game because we love it. and with the love of the community we can make the robot building adventure game we've always wanted.

TLDR2: "Got a full bottle of sauce. Modding the living daylights out of it. Forum staying up. Stay calm and make Rawbots!"

8
Community Notices / Re: Discord
« on: February 24, 2019, 02:00:00 am »
not any more your not!

9
General Discussion / Re: Is the development still being rebooted?
« on: July 04, 2018, 07:51:22 am »
Don't trust anything any of the "devs" say. I've talked to them both too, and its clear they don't want to give us the truth. They offer lies and false hopes. Its unrealistic to expect anything to happen after a failed kickstarter, poor marketing, dev disappearance, website removal, investor vs studio lawsuit and not to mention a abused and mishandled fan base.

Hate to say it, but he's dead jim.

10
Introductions / Re: Im back too!
« on: July 04, 2018, 07:45:40 am »
Annoying that they didnt list this forum in the community section. But I guess there is nothing but bad publicity here due to  proof of dev incompetence

11
General Discussion / Re: Rawbots development restart discussion
« on: June 04, 2018, 12:01:20 am »
Time flys man... time flys..

If the had just released the source code we could have modded it into a playable game by now..

Is that weird Russian logo still up on the original rawbots.com domain? "Doubters will be shamed"?
Seems the doubters have been proven...

12
General Discussion / Re: Rawbots development restart discussion
« on: September 17, 2017, 06:47:31 am »
Jesus guys, its been a few months again with nothing but silence! Was nothing learned from last time around? Hell don't even talk about the game,  talk about what you had for breakfast. Better then seeing the dev-screen  go dark.

13
Screenshots & Videos / Re: Owl's builds
« on: May 10, 2017, 03:53:07 pm »
Baller!

14
Introductions / Re: Petit Scarabee
« on: May 10, 2017, 03:37:46 pm »
Yea its slowed down quite a bit, but thats the nature of rawbots love, its an "on the backburner" kinda thing. People get busy with life and other things right?

15
Introductions / Re: Petit Scarabee
« on: February 24, 2017, 05:21:02 am »
You bet they are slow! Welcome friendo, enjoy peruseing the forum! Its a shame we don't have access to the old forum however, this one runs outta stuff to read!

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