Lurkily Posted November 2, 2018 Posted November 2, 2018 4 hours ago, Markus said: The "rabbit" was also my idea for the directional sensor. We're still very early so these are just a glimpse in how game development works one step at a time Thanks for the good ideas! You're just happy that I'm supporting your ideas. I know your game, rogue. 1
Markus Posted November 8, 2018 Posted November 8, 2018 Here's one first test of bringing two competing drones into one scene and let them race autonomously. Everything you see in this video is most likely going to change - so consider this only as a sneak peak into that we're currently working on drones vs. drones as well No details or comments on how that mode will work can be given at this point, I'm sorry 4
Philo Posted November 11, 2018 Author Posted November 11, 2018 Experimenting with obstacles in the autonomous drone racing mode. Not quite there yet Disclaimer: Not even sure if this will be in the game at all, just testing out some things 4
Lurkily Posted November 11, 2018 Posted November 11, 2018 32 minutes ago, Philo said: Experimenting with obstacles in the autonomous drone racing mode. Not quite there yet Disclaimer: Not even sure if this will be in the game at all, just testing out some things THIS ABSOLUTELY HAS TO BE IN THE GAME, AT EXACTLY THIS OR GREATER LEVELS OF LETHALITY. 3
pieguy56 Posted November 11, 2018 Posted November 11, 2018 @Lurkily I just noticed that you have been a member for exactly one year today! Congrats! 2
Lurkily Posted November 11, 2018 Posted November 11, 2018 3 minutes ago, pieguy56 said: @Lurkily I just noticed that you have been a member for exactly one year today! Congrats! Huh . . .I guess that's what that fourth pip means. 1
Lurkily Posted November 11, 2018 Posted November 11, 2018 Are you guys trying something new with the distance sensors there? Do they look different, or is that low resolution speaking?
Micha Posted November 11, 2018 Posted November 11, 2018 6 hours ago, Lurkily said: Are you guys trying something new with the distance sensors there? Do they look different, or is that low resolution speaking? They were barely visible at a higher camera distances. So we now scale their width accordingly. May still need some tweaking. 1
Micha Posted November 13, 2018 Posted November 13, 2018 Working on a better training mode for the sumo tournament, where you can train against some of the best drones individually. 4
Philo Posted November 15, 2018 Author Posted November 15, 2018 @Markus is experimenting with waypoints for autonomous drone races ^^ 4
Lurkily Posted November 15, 2018 Posted November 15, 2018 Do you only have to get close to them, or cross a line that crosses the track there? I still like the idea of a 'rabbit' that runs the track ahead of you. It can be given waypoints, too, where it slows down to keep closer to you. (So you can turn corners.) I say have waypoint/rabbit races, AND free races, and tracks with moving obstacles for both. Also, some kind of random influence, (procedural obstacles, wind, asteroids?) so that races aren't deterministic. Any plans for a track editor? 1
Markus Posted November 15, 2018 Posted November 15, 2018 Quote Any plans for a track editor? Unfortunately no. But we thought about it and we think it's a cool idea. But our resources are too limited to focus on such a thing for the time being We're not yet sure which thing we're prototyping is the best at the moment - and we don't know which and in what configuration we will implement it. We'll keep you up do date 1
Lurkily Posted November 15, 2018 Posted November 15, 2018 What about procedurally generated tracks? Generate a waypoint pattern, generate debris or dangers that stay outside the 'rivers' between waypoints? (Rivers are what you call the paths of empty space up and down a book's page, too.) I'd hate to see the top drones be specifically built to navigate THE maps, instead of being built to navigate well, period. 2
Markus Posted November 15, 2018 Posted November 15, 2018 We're not enough far yet within the development to comment finally about procedural or hand-crafted maps We're still testing what is the most fun and then see what we can implement for the next update.
Lurkily Posted November 15, 2018 Posted November 15, 2018 Well then, its a perfect time to ask these questions and plant these seeds. 2
Lurkily Posted November 17, 2018 Posted November 17, 2018 YES. ABSOLUTELY YES. More procedural arenas will be awesome; we want drones designed for performance, rather than being designed to be capable on a set of specific maps. Good design, not just tailored design. Oh, and more of those moving, RIDICULOUSLY lethal bludgeons. Those were hilariously awesome. Put a detectable 'danger zone' indicator around the areas they sweep through. (You're in tha . . . dayyyngah zoooone!) 5
Lurkily Posted November 19, 2018 Posted November 19, 2018 It just occurred to me that if you can detect "danger zones" and the obstacle itself separately, I see a logical way to charge through after the obstacle passes. 2
Markus Posted November 19, 2018 Posted November 19, 2018 Currently I use the "danger zones" as "sumo borders" and "normal obstacles" as "terrain" Maybe we have to make better descriptions or make them context sensitive depending on the gameplay mode. Don't know yet
Lurkily Posted November 19, 2018 Posted November 19, 2018 I would just call the sumo border a danger zone, with visual similarities. Unless you implement a battlebots version of sumo, with hazards. Then you'd need to differentiate. 1
OsoMoore Posted November 21, 2018 Posted November 21, 2018 I am really looking forward to this. My current bots are at peak development, and I'd love something new to develop towards. 3
Lurkily Posted November 29, 2018 Posted November 29, 2018 Any new gifs to share? I want a new dose of ridiculous to discuss. 3
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