Author Topic: AI War 2 - Programming - Alpha 0.503 - Badger's Nanocaust (Video)  (Read 169 times)

Offline keith.lamothe

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And another one:


The initial bit on the dps formula and the overall balance architecture is interesting if you'd like to know more about that, but the addition of Badger's Nanocaust faction is much more interesting, the real testing of that starts around 1:18:15 in the video.

Enjoy :)
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Online BadgerBadger

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Re: AI War 2 - Programming - Alpha 0.503 - Badger's Nanocaust (Video)
« Reply #1 on: July 25, 2017, 02:47:54 PM »
If I'd realized you were going to immediately post the code review on youtube, I would have done a way better job of commenting and cleaning the code up first :-P. I feel rather embarrassed. I appreciate the feedback though! I feel like I learned a lot of useful C#/AIWar2 things.

I've been unable to figure out how to do the Tags thing, which is why I'm not using that technique.

I'm glad you thought the nanobots were cool! If you want to really watch havoc, you need to turn up the game speed and give it a while. It gets scarier. This is actually the weakest form of the Nanocaust so far; previous versions would conquer the galaxy in 15 minutes. You haven't seen scary until you've seen the AI Master Controller Stage 2 dragged down by the swarm and zombified.
« Last Edit: July 25, 2017, 03:18:22 PM by BadgerBadger »

Offline keith.lamothe

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Re: AI War 2 - Programming - Alpha 0.503 - Badger's Nanocaust (Video)
« Reply #2 on: July 25, 2017, 03:47:49 PM »
If I'd realized you were going to immediately post the code review on youtube, I would have done a way better job of commenting and cleaning the code up first :-P. I feel rather embarrassed.
Whoops, sorry, I should have considered that angle. Long ago my code-shame died, or else I would never have survived creating the Lumber Mill.

It reflects well, actually, in that there were so few things that stuck out to me, and that the thing actually works :)

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I appreciate the feedback though! I feel like I learned a lot of useful C#/AIWar2 things.
Yea, I figured there's a lot where a quick note about how something works makes a world of difference.

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I've been unable to figure out how to do the Tags thing, which is why I'm not using that technique.
Just set tags="Whatever1,Whatever2" in the entity's xml, and the GameEntity's TypeData.Tags will be a List<string> containing two elements: "Whatever1" and "Whatever2". You can directly inspect that tag list, or use the GetRandomWithTag or GetFirstWithTag, etc.

It works a lot like InternalName, but is much more flexible.

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I'm glad you thought the nanobots were cool! If you want to really watch havoc, you need to turn up the game speed and give it a while. It gets scarier. This is actually the weakest form of the Nanocaust so far; previous versions would conquer the galaxy in 15 minutes. You haven't seen scary until you've seen the AI Master Controller Stage 2 dragged down by the swarm and zombified.
Haha, yea, they remind me of the Dark Spire minor faction from AIWC, but much scarier.
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Offline Draco18s

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