rozgo
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« on: August 24, 2012, 02:49:25 PM » |
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« Last Edit: September 11, 2012, 09:17:17 PM by rozgo »
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Lexonite
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« Reply #1 on: August 24, 2012, 03:31:30 PM » |
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wows, looks awesome!
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DustyDrake
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« Reply #2 on: August 24, 2012, 11:12:37 PM » |
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Holy fuck.
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JobLeonard
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« Reply #3 on: August 25, 2012, 04:32:58 AM » |
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It supports MIDI controllers...
It fucking supports MIDI controllers! HOLY SHIT!?!
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_Grey
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« Reply #4 on: August 25, 2012, 04:43:39 AM » |
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seems extremely cool just by looking at the picture you've posted
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SolarLune
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« Reply #5 on: August 25, 2012, 06:08:05 AM » |
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It is cool. Were you planning on adding a story or anything like that, or just robot battles?
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Paul Jeffries
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« Reply #6 on: August 25, 2012, 11:42:54 AM » |
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Super Mario Galaxy meets Banjo-Kazooie: Nuts & Bolts via Robot Wars?
Sign me the fuck up.
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rozgo
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« Reply #7 on: August 26, 2012, 10:36:47 AM » |
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It supports MIDI controllers...
It fucking supports MIDI controllers! HOLY SHIT!?!
Yes, sir! Midi controllers. And we are supporting the virtual midi controllers, like those on iPads, Androids. We will be testing pedals, DJ stations, etc. You never know what type of bots people will be controlling. Cause, everything in the game is a bot; bridges, treasure chests, roads, buildings, doors, everything. People might want to do light shows and control cameras, for example, for oficial battle bot tournaments.
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rozgo
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« Reply #8 on: August 26, 2012, 10:39:53 AM » |
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It is cool. Were you planning on adding a story or anything like that, or just robot battles?
There is a Rawbots universe we have compiled, and may deliver it through campaigns and missions. We are analyzing how to present this in the best way possible. Because the freedom of creation and exploration is first.
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oyog
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« Reply #9 on: August 26, 2012, 11:42:57 AM » |
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This had better be as cool as Star Wars Droidworks.
Seriously though, this looks fantastic.
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Inanimate
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« Reply #10 on: August 26, 2012, 11:52:36 AM » |
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Where is the demo.
I NEED THE DEMO.
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C.D Buckmaster
Level 7
Death via video games
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« Reply #11 on: August 26, 2012, 02:59:21 PM » |
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I'm going to be closely monitoring this devlog from now on.
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rozgo
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« Reply #12 on: August 26, 2012, 10:38:16 PM » |
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Where is the demo.
I NEED THE DEMO.
Next week, we will announce a Pre-order that will include an extremely early pre-alpha date, so hardcore gamers can start tinkering and get a head start building some bots.
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Kinasin
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« Reply #13 on: August 27, 2012, 09:44:44 AM » |
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Savage!!!!!!!!!!!!!!
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rozgo
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« Reply #14 on: August 28, 2012, 12:59:38 PM » |
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Haven't had time to update with everything thats going on. But will leave you this, a raw footage of split-screen racing. This was done with the exact same tools players will have. Was done in less than 2 hours. These tools will be available in the pre-alpha. Even though, everybody is using iOS devices, you can use any midi device, gamepad or simply keyboard and mouse. The guys don't know I uploaded this.
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Dr. Cooldude
Guest
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« Reply #15 on: August 28, 2012, 10:45:25 PM » |
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Nu-Type
Level 1
Pathfinder
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« Reply #16 on: August 29, 2012, 09:21:28 AM » |
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This looks quite awesome and love the concept.
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rozgo
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« Reply #17 on: August 29, 2012, 06:03:44 PM » |
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We bought the Oculus Rift for developers. We are supporting the Kickstarter VR headset in Rawbots! -eom
I posted this elsewhere, but you guys might be interested:
Rawbots is our attempt to bring robotics to the masses and make it fun. Fun as in gameplay fun, not as an implicating that robotics ain't fun Developing this game is extremely complex and a human designer cannot possibly design for all possible outcomes. Without managing complexity, there is no way we could have gotten this far.
Graph-based development is our way to approach complexity in a manageable way. By modeling every major system of the game, we can find holes and ambiguities, build solvers and create tests to analyze the correctness of the design.
We can model all kinds of scenarios, from knowledge and AI, to story and gameplay, to UI and gestures. And graph theory provides the foundation on which we build our codebase. By leveraging years of graph theory research we can create very concise and correct code that can handle complexity beyond human manageability. Offsetting the costs of game design comprehension to graph algorithms.
The graph is powered by a signal-based framework. Everything produces something that can be consumed by something else. You will find oscillators, PID controllers, sensors and all kinds of game objects that produce and consume. Even the core building blocks produce and consume connections. With this, everything extrapolates to a powerful robotics system that is truly customizable.
The fun part is mainly accomplished by configuring the physics engine to be unrealistic but 100% consistent. We have customizable gravity fields for flat land and planets/asteroids. We have state of the art IK controllers, literally from papers just published. And several more research controllers in development. All this adds to a comic physics system but fully predictable. Essential for world/bot building and emergent gameplay.
There is lots more to add: everything is a controller, world building, scavenging, planet/galaxy creation and conquering, etc. I'll be back.
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wccrawford
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« Reply #18 on: August 30, 2012, 08:06:08 AM » |
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I was in love before, but learning that you support MIDI controllers *and* you're going to support the Rift... Amazing. I can't wait to throw some money at you guys!
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