Big Update!!

Hey everybody ^_^!!

So some big updates are just in!
Both the dropship code and the way sounds are handled in OBEY have been largely rewritten:

The main dropship change is that it no longer relies on the 30 second mark. IT CAN NOW LITERALLY BE CRASHED AT ANY TIME!
Yes, it is even possible to crash it just before it lands as it hovers over the drop area (this is very difficult to do, though). Take a look below:

The dropship monitor shows 3 things:
– The time until drop
– The chance of a normal delivery
– The “weight imbalance”

To be able to crash at any moment, the dropship ‘rolls a dice’ every 2 seconds to see if it should crash. The “weight imbalance” shows the chance to crash each tick. The ‘chance of normal delivery’ is that chance, calculated over how many ticks are left until landing.

Another big change to the dropship is that what the robot buys now spawns behind this area here:

The key to this is that anything that is behind that area counts towards the BALANCE of the ship! This area is not easy for the bunnies to reach, and therefore robo can try to counter imbalance caused by bunnies by buying more things!

Some other important changes include major optimizations in sound effects, and also that autopay can now be set up to 200¢ː

To help make clear how much a ¢ directive is worth, green ¢ː means 25-100, and cyan ¢ː means 125 – 200. Finally, their size helps distinguish their value (bigger = higher value);

Here is a comprehensive list of the changes:

The dropship can now be crashed at any time if it exists (no more 30 second time limit).
Items bought by robo are now protected behind a barrier, and serve to BALANCE the dropship.
increased weight of bunnies (was 2, now 4)
dropship monitor now displays “chance to successfully deliver” and “weight imbalance”.
robo’s dropship timer now turns red if the chance to deliver is less than 70% (used to be red for < 30 secs)
* removed text indicator for bunnies to know if dropship was purchased by robo.
* money directives can now be worth up to 200¢
* money directives now bigger if worth more, smaller if worth less.
* money directives that are green are worth between 25-100, cyan are worth 125-200
* feedbox can now be set to pay up to 200¢
 * major rework & optimization to audio. Having many sounds play should have much less fps impact
* added roboWeightBias server setting, a weight modifier for things in the balance area   (default .4)
* added bunnyWeight server setting. It is now possible to set the weight of bunnies      (default 4).
* added dropshipChanceToCrashMod server setting. Higher number = more difficult to    crash dropship (default 7000)
* slightly extended dropship time over the drop area by .5 secs
* getting subverted now plays a deactivation sfx
* fixed divide by zero bug in AI calculations
* updated loading screen tip related to crashing the ship
* numerous minor tweaks

enjoy ^_^

OBEY adds Steam Cards, Badges, Backgrounds, Emoticons!

Hi Everybody!

As of today, OBEY will now grant collectible OBEY Steam cards to your Steam Inventory!

Matching a set of OBEY cards can be used to craft OBEY badges, emoticons, and backgrounds.
Creating them required the completion of 55 individual art assets
I made them all myself, just for YOU!


enjoy ^_^

OBEY at Arisia + updates

Had a great show at Arisia this Sunday!
OBEY was featured on

On the dev side – December and January have been big months, with more big things out of the way.

The terrain setup is pretty much complete, with void integration added that makes the game feel a lot more polished and finished in my opinion:

Void integration

The addition of laser sentries:

and the addition of death cam!  (finally!)


Hi Everyone!


After 3 months of intense coding…
I am happy to announce that the first version of OBEY with shippable AI is now in place! 😀
AI can use the robot, and a huge amount AI bugs have been fixed.
There is still more to do, but (unless serious bugs are found) I will now be moving on to issues directly related to getting more players into OBEY.

A special thanks to all of you who have helped me test the AI thus far ^_^

In this video I talk a little bit about the AI and how it works (sorry for poor stream quality):

Here’s me messing with the AI with JackBootedThug:

The great news is that there are no more tasks as difficult as the one just completed! It will be mostly polish and features to be added from now until full release (which I am speculating will be around March).

Incoming features in OBEY!

The main thing I have been working on (and have been mostly quiet about) is ARTIFICIAL INTELLIGENCE BUNNIES.
Sometimes players ask me how AI for OBEY would work? OBEY is a psychological game above all, and cpu players probably wouldn’t be very… um.. psychological.

Well, the goal with OBEY AI is not to make the cpu bunnies as good as real players but simply to make the AI player-like enough so that players can convincingly pretend to be AI and hide among them. As the more experienced players know, an important strategy is to try to conceal yourself among losing players if you are a winning player. The AI’s, in theory, will serve a similar purpose in providing cover – most impotantly in low player games of 4 and below.

How is this being done?

The first step in making our AI convincing is to make it move like it’s not AI (at least as much as possible). I have done this by making a recording room that records my player movements (the same system will be expanded later to allow recording of matches). The recordings of my bunny’s movements are saved to a file, and when the AI needs to do something, it chooses an appropriate animation to turn or walk or beg, etc. The movements are mostly indistinguishable from a real player since they are my own movements (with some slight biasing to account for a given target angle). This way, the AI stitches my own recorded animations together to do whatever it needs to and look like a real player moving around. So far it seems to be working pretty well.

The other thing That has mostly been done is pathfinding.
AI bunnies can find their way around obstacles on the map. They know they can climb hills, should turn away from walls, hop out of steep areas, and get around mostly sanely although there is still some work to do here. The main things I want to avoid with pathfinding are 1) dumb ai walking straight into a wall to give itself away. 2) having to add custom nodes or areas on maps to make the AI work properly (although I haven’t ruled this out yet, I will continue to try to avoid it and leave the AI completely dynamic).

bunny pathfinding
Here you can see an AI casting rays to determine waypoints to get around an obstacle.

Right now I am working on letting the AI know what good places to hide are in a given map: which bushes are suitable for bunnies, which places can stash items, etc. This data will be used with the pathfinding to build simple maneuvers like ‘take x thing to box’ ‘try to subvert while hiding’ which will themselves form building blocks for “strategies” which will be high level logic like how to ‘OBEY’ and ‘disOBEY’ and later on, into how to play as robo.

Don’t expect AI to take the win very often.. if ever. But my plan is to make them highly configurable to suit a server admin’s preferences in number and behavior.

Oh! and the next version will include HOPPING!
bunny hopping!
Which has already been implemented, and will be pushed out along with the rest.
Looking forward to hopping along with you 🙂