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Development Logs / Marvins view on the grand plan
« Last post by MarvinMan on March 29, 2019, 09:07:25 pm »
The current state of Rawbots:
The Rawbots we have today is largely stable (remarkably so for something claiming to be pre-alpha), and numerous bugfixes and quality-of-life improvements have been made by the dev team for 0.15/0.16. The bot building and programming system is pretty solid, as evidenced by the creations on display in the various workshop and ACL threads. In other words, you can build nearly anything, but there isn't really any inherent motivation to, which has to be supplied by the players creative urges or community challenges.

The code contains several parts, ranging from the relatively straightforward but tedious to fully implement, through to parts presumably intended to have complex functions but only exist as a name and a model. Making these usable is likely to be part of the first stages of development as a reasonably safe addition of content we've been denied all these years.

Where to next?
The Rawbots universe is fairly dull, populated by a scattering of barren planets or whatever blocky structure the player cares to build suspended in an infinite void. On the structures front, there are plans to re-add the pillars and platforms seen in earlier versions, suitably scaled for compatibility with the smaller terrain hexes found in the current version. Also to be added are an assortment of minerals, resources and asteroids, which will start to bring the world alive and lay the foundations for an energy economy and motivation for exploration. While these would likely be inert statically generated features at first, developments could include random spawning, regeneration of resources, mining/harvesting and increased variety.

Longer term:
Cupid has done a pretty good job of outlining how gameplay driven by an energy/materials economy would work, so I'll just add a few paints here. While getting to this point is unlikely to require a complete overhaul of the game, significant changes will be required, and it would be best for us to understand the ultimate objectives now, rather than starting out without a clear picture and finding we've made some feature far more awkward to add than it otherwise could have been. In my opinion, the end game should provide a reason to build, automate and explore a dynamic universe, while allowing room for creativity for the sake of creativity at all stages of progression. Populating the world with NPC bots could be cool and really help bring the universe to life, but risks changing the character of the game, especially if things get too combat-heavy and it ends up resembling a base-building/tower defence game.

Parallel goals:
In addition to ongoing bugfixes, and the developments listed above, there should be gradual bot-building focused additions. These would include original new parts, new operands, building/programming aids, user friendliness/UI efficiency improvements, etc. As mentioned previously, there are potential changes to the underlying platform/physics engine, but I'll keep this post limited to user-facing changes for now.
Development Logs / The Development Road map
« Last post by cupid_the_conqueror 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!
Development Logs / Dev Log: 23/03/2019
« Last post by cupid_the_conqueror 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!

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.
Development Logs / Dev Log: 16/03/2019
« Last post by PressureLine on March 16, 2019, 04:46:12 am »
Development Log: 16/03/2019

What a week! The first new Rawbots release since 2013 is fast approaching. While there's no really fundamental changes in the works at present, there is quite a lot of cool stuff happening. The observant among you will have noticed in last week's devlog that XFM features are being incorporated into the main build; like the 'string' output on Math operand tiles in the VP grid, which allows you to connect them to Label operands and thus allowing Projectors to act as (amongst other things) speedometer and altimeter readouts on your bots. The performance increasing aspects of XFM have also been incorporated, and the graphics quality settings have been tweaked to ensure a better visual experience for all.

In the 'new feature' space there's been a decrease in the visual (the collision model is the same size, which actually matches it's visual size much better) size of the plasma cannon's projectile. At the suggestion of the Rawbots Discord server users you also now have the option of using your mouse scrollwheel to rotate parts when attaching them, in addition you can also hold 'shift' while rotating the part to rotate it in smaller steps.

And the 'stardust' map makes it's return to Rawbots after a long absence!

If you want to make suggestions or request new featues, head on over to the Development forum or even the Rawbots Discord, and start up a discussion.

Keep calm and build Rawbots!
General Discussion / Re: THE ABRT V2! now it FLYS!
« Last post by z26 on March 14, 2019, 06:47:57 am »
My bad lol, sorry Im dumb.

Flying whale is a good description, it flies quite slowly but looks as if gravity had no effect on it.
General Discussion / Re: THE ABRT V2! now it FLYS!
« Last post by cupid_the_conqueror 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
General Discussion / Re: THE ABRT V2! now it FLYS!
« Last post by z26 on March 13, 2019, 10:49:35 pm »
That thing looks pretty cool, but its quite top heavy.  I'd advise lowering the center of mass, it would look more stable.

To visitors: if the forum looks quiet, its because most of us are on the discord mainly. invite
General Discussion / THE ABRT V2! now it FLYS!
« Last post by cupid_the_conqueror 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!

Development Logs / Dev Log: 09/03/2019
« Last post by PressureLine on March 09, 2019, 09:38:55 am »
Development Log: 09/03/2019

Well folks, it's been an exciting week in the world of Rawbots. We have had a (limited, more on that later) release of the source code for Rawbots so that at least some form of development can resume. We have also started seeing a lot more activity on the Rawbots Discord server which is also great to see.

In terms of actually developing Rawbots, the first step is getting Rawbots back into a 'ready to build' state, then applying the changes from the XFM mod into the base game. This process will take a little bit of time, so bear with us, but here's a few screenshots showing the (often rocky) road towards a new Rawbots release!

I'm planning to do a quick 'what I've done this week' post like this one each week, on what is Saturday night (about the same time as this post) for me, assuming that nothing else gets in the way (I do have 3 kids, and a day job) So while it's all sorts of possible that these Dev Logs will get delayed or postponed on occasion, but I'll try and keep y'all informed about what's going on (even if that isn't a heck of a lot)

If you want to make suggestions etc, head on over to the Development forum or even the Rawbots Discord, and start up a discussion.

Keep calm and build Rawbots!
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.

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.


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.

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!"
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