After a few post-release updates, the newest being pushed out last week, I am finally satisfied and very proud to finally report that the project of OBEY has reached completion. As I have said many times, it is the game I have always wanted to play and to make. It is amazing and so satisfying to finally reach this point.
It has been a verylong road. To those of you who followed and supported the project through the years, thank you! ^ _ ^ So many of you will always have a special place in my heart.
Now, unless you find a horrible game-breaking bug (in which case, yea I’ll come back and fix it), I will be signing off.
So it is with much love and a sense of bittersweet feeling for the end of an era of my life, that I wish you all to take care of yourselves, and to enjoy some competitive backstabbing matches of OBEY!
Hi All!!! For those of you following OBEY today, thank you for sticking with me!
Up until now, I have kept a low profile that I have begun full time dev on OBEY again. But now that you all know, I will say that it is with the intention to wrap up OBEY and finally put out version 1! For me personally, this is a big deal: I have had this project going on in some form in my life since 2002!
This latest release involves fixes and improvements to the score tracking system so that it’s very easy to track scores if you want to run a tournament, or see scores of past rounds.
Also, I added a finalized screen to honor the winners of the round!
Here is the official change list: v .45r0 * added “round has ended” screen with winners of end of round scoreboard. * added server now saves/loads past game scores into a text file latestRoundRecords.json * added “shutDownAfterNumHours” server setting which allows auto refreshing of servers * added “minutesToExpireScoreRecord” server setting to allow the expiry of the above record * improved the /list command now gives you the current map name as well * improved Linux server launch script now restarts the server if it shuts down * improved Linux dedicated server launch script now restarts the server if it shuts down * improved Windows server launch script now restarts the server if it shuts down * fixed watchtower bottom which could be seen as a hole on some maps * fixed ProFlares spamming output log with cull logs * updates to translations * cut ‘tagging’ player feature
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
THE LAST BIG HURDLE BEFORE RELEASE HAS BEEN CROSSED!
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).