Update 8 - first post Game-Jam Update


New Features:

  • Custom Keybindings:
    when in the customization window, click on the wanted control to change, this will show a box around it's text,
    after that just press the key you want it to be bound to and the new key setting is applied.
    some keys will not show the correct text string but I will implement those soon, the key will still work in game even if the display show the designated "Missing NO." string.

Changed Features:

  • Adaptive AI - the enemies without offensive modules will now ALWAYS use the AdaptiveAvoid AI all others will use the AdaptiveEngage AI.
  • In hard difficulty - All enemies will pick up all supported modules, and will change from AdaptiveAvoid to AdaptiveEngage when picking up an offensive module(was not done previously)
  • difficulty Scaling changed:
    introduce non-starter modules at module factories at 500
    introduce non-starter modules at unit factories at 1500
    introduce first stage adaptive units at 2000
    introduce second stage adaptive units at 3000
    introduce third stage adaptive units at 4500
    first increase to unit size at 6000
    second increase to unit size at 8000
    third increase to unit size at 10000
  • module factory changes:
    10% chance to drop a module,
    no longer drops a recharge(recharges still available from killing units),
    drops way more Hull repairs now(because of the removal of recharge drops).

Bug Fixes:

  • in the "moveto_pickup_module" function(used in all AI agents when the AI detects a suitable module to pick-up) the check for supported modules have been changed to identify all modules instead of only hull and battery.

Known Bugs:

  • Using multiple turrets at once will cause both bullets to collide and self destruct on creation, generating knockback but no entities, I will fix that in a future update but I've worked on this update enough for today.
  • the player character can spawn inside a wall. this will be fixed when I change the player's spawn location random(or to one of the factory spawns).

Planned Updates:

  • bigger map sizes(insanely big).
  • better customizations(choosing the number of unit and module factories, amount of walls and so on).

Concept Updates

  • Higher AI - replacing lower tier modules or customizing build, not wasting ammo(line of sight and shield checks for relevant modules).
  • Normal Difficulty - AI will only pickup repair and recharge.
  • Sun Update - introduce a Sun that covers only a fraction of the map, make AI path towards the Sun, solar panel only works under the sun. new module/visual interaction based on the location of the sun.
    A Reactor Module that will work the same way as solar panel works now(because solar panel will be changed), may end up costing Hull durability in the end.
  • local 2+ players mode(split screen).
  • Phase Dash Module that will disable all non-Wall collisions for a short period of time, Blink and Melee Bash(currently limited by the AI)

Files

Robotics Lab - prologue 0.8.exe - latest 125 kB
Oct 04, 2020

Get Robotics Lab - prologue

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