@info-creaticode I will here soon. I should also mention that there is text showing the prompt for generation in the middle of the screen. That isn’t there anymore. So, it might be that it didn’t store the message or something like that. Maybe some invalid data storing.

Posts made by SirBots
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RE: Generating AI sprites and backdrops will not work
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Generating AI sprites and backdrops will not work
I get stuck at the loading screen, before given an error message.
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RE: WOC Update Log
Update 7.0 - More Classy Classes Update - Major Content Update
Release date: TBA
What’s New:
Classes
The following weapon classes have been added:
Infantry
The Infantry is a heavyweight variant of the Assault class, trading its excellent close-quarter combat performance and magazine size for excellent damage and accuracy, whilst maintaining some of it’s great versatility. When it calls for, toss those grenades at unsuspecting enemies while hiding in your Big Bubbler as you reload your weapon.
Statistics
- Weapon: M1 Garand
- Magazine size: 8
- Reload time: 1.95 seconds
- Rate of fire: 4 rounds per second
- Damage: 39
- Sub-weapon: Grenade
- Special: Big Bubbler
Apothecary
A guerrilla warrior turned medicine expert, this is also a variant of the Medic class, more so designed to play a complete supportive role unlike the other 2 medic classes. While it’s weapon might not be the best choice for combat, it does pack a huge punch per bullet, and its poison gas should help with large armies. When your team begins to show signs of severe injury, your General’s Vitamins should boost their health regeneration.
Statistics
- Weapon: OT-38 Revolver
- Magazine size: 5
- Reload time: 2.2 seconds
- Rate of fire: 2 rounds a second
- Damage: 41
- Sub-weapon: Poison Gas
- Special Weapon: General Vitamins
The following classes have received changes to their statistics:
Interceptor
- Increased the general movement speed by approx. 3%
- The AI will have a 3% increase to movement speed when not actively positioning to shoot.
Marksman
- Reduced the time it takes to reload the main weapon by approx. 5% (5.7 from 6 seconds)
Sub-Weapons
The following sub-weapons have received statistical changes:
MedBubble
- Increased the radius at which allies can regenerate health by approx. 8% and increased the bubble size.
Grenade
- Increased the speed at which the grenade travels by roughly 15% of its initial amount.
- Added an explosion sound for when the grenade explodes
Poison Gas
- Increased the speed at which the Poison Gas canister travels by roughly 15% of its initial amount
Maps
- Added a new map: Port Morsby
AI
- For the Enemy AI, removed large amounts of useless or unneeded code to reduce sprite size and improve FPS rates
- For the Friends AI, removed large amounts of useless or unneeded code to reduce sprite size and improve FPS rates.
UI
- Changed the picture of the main menu’s background to serve as promotional art for the update
Bug fixes
- Fixed a bug which caused airstrike bombs to only not explode when spawning on a roof, instead of disappearing like intended
- Fixed a bug which caused the AI to glitch when having a certain number of enemies nearby whilst being near the player and the B point
- Fixed a bug which caused the results screen to appear when a defeat was issued while the defeat chime played at the end of a match
Dev notes are to be released upon update release. This is the games final update for work with the sequel begins.
- Weapon: M1 Garand
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RE: BUG: Strange Bug with Palette Previewing
@alexanderstevens-62d46173 Hmm…Just wait till one of the mods helps, cant really find the source of the bug.
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RE: BUG: Strange Bug with Palette Previewing
@alexanderstevens-62d46173 You need to make sure that the block you are previewing, will actually work, otherwise it will do nothing.
Secondly, a bug exists with large projects where running the project in the editor would not start or run code until the page was refreshed.
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RE: WOC Update Log
Additional changes to game version 6.1:
- Made so that roofs were still visible in spectator mode and when inside buildings. You can still see inside of them.
- This is so that the bombs can actually detect if they are touching a roof.
- The AI will actually shoot into the B point when they get close. They can also attack enemies which are closer to them than the B point.
- Made so that roofs were still visible in spectator mode and when inside buildings. You can still see inside of them.
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RE: WOC Update Log
Update 6.1 - Bug fix and Balance Patch Update:
Release Date: TBAWhat’s new:
Airstrikes
- Reduced the size of the bombs by approx. 10%
- Because of this change, the rate at which bombs shrink before exploding is reduced.
- Increased explosion size by approx. 15%
- Bombs now instantly disappear if the come into contact with building walls or roofs, and will not explode.
- Reduced the strike area size for bombs to drop in by approx. 8%, and reduced the radius for which bombs can drop within the circle.
- The words Airstrike zone have been removed.
UI
- The player counter can no longer be pulled up when in not playing in Realistic Battles.
Bug Fixes
- Fixed a bug where players killed by Airstrikes would not adjust the player counter in Realistic Battles.
- Fixed a bug which caused Airstrikes to still occur even when a match was not in progress
- Fixed a bug where the player would get kills from defeated enemy players with airstrikes.
Developer Notes
This update is targeted at balancing certain mechanics, primarily the recently added Airstrikes
Upon preforming battle trials with Airstrikes the day upon release, they were, surprisingly, modestly balanced. The current effect Airstrikes are wanted to attain is to help pick off enemies in large lobbies, albeit not kill players in large amounts, not having the airstrikes almost always not kill any players, and giving players a fair chance to dodge the bombs.
A bug that was noticed, and deemed unfixable, was that each bomb could still damage players before it even explodes. Since they were massive when initially spawned, their size was reduced, and to keep them visible, also reduced the rate at which they shrink. These bombs still explode at the same timings as before.
Furthermore:
To make the bombs more likely to kill at least one player, an explosion size increase was also made.
To further limit the area of effect, and tighten bomb concentration, the area at which bombs can fall has been reduced.
The words indicating what it is have been removed due to possible color conflicts.
To keep with realism, bombs will now disappear and not explode if they are touching a wall or roof, so players can utilize buildings as cover.
- Reduced the size of the bombs by approx. 10%
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RE: WOC Update Log
5.5 is out!
Also, patch notes for an upcoming major content update, with improved organisation!
Update 6.0 - Danger From Above - Major Content Update
Release Date: April 15, 2024
Note, those who have made remixes of the game will now be greatly outdated upon release. It is best to backpack and/or import changed sprites and replace the old ones.
Bug fixes that don’t affect major parts or components of the game will be put into a separate section. Those that do will be under the appropriate category as if it was an actual change to a mechanic
What’s New!
AI
- Fixed a bug which caused the AI to not point at the player, but would still shoot at them when they were in the appropriate range
- Fixed a bug which caused the Combat Medic to not be factored in to player counts in Realistic battles, resulting in Realistic Battles ending early due to Combat Medics being unaccounted for in the counter. (Enemy team only)
Airstrikes
- Added Airstrikes
- These were supposed to release in 5.0, but was pushed back due to more work being needed for proper balancing.
- In Non-Realistic Battles, Airstrikes will appear infrequently. You will know if an area is being attacked by a yellow circle. If the circle is spotted, you have exactly 10 seconds to leave the drop zone before you take damage. Up to 8 bombs can drop in the zone.
- In Realistic Battles, these appear less often, but up to 10 can drop.
Maps
The Following maps have received changes:
Arrogone Forest
- Changed the arrangement of trees near the C point
Weapon Classes
The following weapon classes have received specification changes:
Assualt
- Reduced the angle at which bullets can point when fired from the player’s position by approx. 3% and tightened the dispersion
- Increased damage by approx. 8% (32 to 33 damage)
Anchor
- Reduced the angle at which bullets can point when fired from the player’s position by approx. 13% and tightened the dispersion
Interceptor
- Reduced the angle at which bullets can point when fired from the player’s position by approx. 9% and tightened the dispersion
- Increased damage by approx. 18% (21 to 24).
Combat Medic
- Reduced the angle at which bullets can point when fired from the player’s position by approx. 11% and tightened the dispersion
- Increased the interval between bullets fired by approx. 6% and reduced the rate of fire.
UI
- Changed the appearance of the Home Screen when loading the game to a new background which will serve as the promotional art for the update
Other Changes
- Removed the delay that occurred when the music for a match ending and the Results Screen music played.
Bug Fixes
- Fixed a bug which, in Non-Realisitc Battles, capture points would cause large amounts of game lag and severe FPS drops when bots from both teams and the player were all on the same capture point
- Fixed a bug where, if timed just right, the player could instantly enter a match while transitioning from the home screen to the Main Menu before the Main Menu became visible on screen, and the same when entering the Main Menu from the Match Results screen.
Developer Notes
This update is to add a new mechanic, perform balance changes, change the appearance of maps, and make some key bug fixes
The game’s AI is felt to be one of the major driving forces of making this game entertaining. A good game needs good AI to keep it fun. With the updated targeting system implemented in 4.8, it had some bugs which, frankly, were challenging to fix. This update is to fix 2 issues which caused incorrect counting with a weapon class, and to fix a targeting issue.
The focus of this update is the new Airstrikes. These are to make the game slightly more harder, and gives the player something else to worry about. Given that everyone in Realistic Battles has one life, the rate at which Airstrikes appear in Realistic Battles has been cut by 75%, but is more dangerous as a trade-off.
Lastly some important bug fixes were made.
The next update will be focused on adjusting the targeting system of the AI
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RE: Need help with finding a way to have fluid aiming at clones without delaying movment
@tyller_ Alr. I will backpack the scripts into a separate project and share it. (I do use the target x/y lists)
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RE: Need help with finding a way to have fluid aiming at clones without delaying movment
@tyller_ How can this be updated constantly?
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Need help with finding a way to have fluid aiming at clones without delaying movment
So, I updated my new targeting system for the AI in WOC, but, their aiming is very glitchy, as if the coordinate scripts were not updated constantly enough. I have the closest target IDs in both bot sprites reset after shooting at a target, (This is so it finds a new target In case the next closest one is farther away), but for when it shoots, how can I get it to constantly point and follow fluidly at its current Target? Is there any way to fix this? (Will provide both scripts upon request)
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RE: WOC Update Log
Update 5.5 - Balance Patch and Minor Contend Update
Release Date: April 10, 2025 @ 4:30 PM CDT
What’s new:
Weapon Classes
The Following weapon classes have received statistical changes:Interceptor
- Increased the movement speed boost by approximately 15%
Combat Medic
- Reduced the angle at which bullets are fired from the point where they originate from the player by approximately 8% and tightened the dispersion.
- Increased volume reduction when the player is dead in non-Realistic Battles by 5%
Specials
Punchdown
- Reduced the cooldown of the special by approx. 5 seconds
Big Bubbler
- Increased shield size by approx. 4%
- The appearance of the bubble when taking damage will be scaled accordingly with the size increase.
Gamemodes
The following gamemodes have received changes to their mechanics:Frontlines
- Achieving kills will now award points to the player’s team, and will take away points for losing members as so.
- When compared to Conquest battles, kills only give 2 points, not 3. 1 point will still be deducted for losing a teammate on either team.
Operations
- In Operations, capture points will now become contested.
- This makes it so that Operations is the only non-Realistic mode to have contestable capture points.
Other Changes
- Replaced 1 main menu soundtrack.
- Increased the quality of one main menu soundtrack.
- Replaced 1 soundtrack to play during battles.
Bug Fixes
- In non-Realistic Battles, fixed a bug that caused a player’s special to enter the negatives if the special cooldown counter hit 0 while the player was still dead, and would continue to do so when re-spawning unless used the same time as re-spawning.
- Fixed a bug causing the AI to not point at the player provided the player was closer than other targets.
This update is focused on making changes to the statistics of certain weapons, game modes, bug fixes, and atmosphere changes.
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RE: WOC Update Log
Patch notes have been updated! Give them a look as some major things might have changed.
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RE: WOC Update Log
Update 5.0a - General and Mechanic Rework Update
Release Date: April 4th, 2025, 4:00 PM CDT
What’s New:
AI
- Removed & rewrote the targeting system for the AI
- The AI will now prioritize the closest enemy to them, but will occasionally shoot other enemies if there are multiple of them in the detection range. Enemy AI will shoot the player in a similar manner if the aforementioned enemy has other targets in their detection range.
- The AI will now shoot in random locations with a full 360 degree shooting angle, instead of a 180 degree in the direction they are facing.
UI
- Fixed multiple spelling issues.
Known Bugs
- If the player is on the German team, they could not reload their gun
The main focus of this update is to improve the targeting behavior of the AI.
Now, the AI can attack other clones directly, often the closest one to them, at any time. The range at which they track their target is much longer than the detection range of the player. Also, if they don’t have an instant target, and they are near the center of the map, they will then fire into the B point. The closer the bot is to the B point, the closer an enemy needs to be for the aforementioned bot to track and shoot at the enemy. The tracking is not fluid. THEY WILL INSTANTLY TURN WHEN SWITCHING TARGETS OR UPDATING THEIR AIM IN CLOSE-QUARTERS COMBAT WITH OTHER BOTS! Do not say that this has to be fixed. I cannot fix this. However, they will point towards their target coordinates fluidly, and will aim fluidly over long ranges.
Lastly, some spelling issues were resolved.
The next update will focus on bug fixes and balance patches from long term battle analysis data.
- Removed & rewrote the targeting system for the AI
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World Of Conquest: The Pacific - Game Announcment
Releasing in October, the next game in the WOC series makes its debut in WWII, at the important locations of battles between the USA and Japan. This post will give a detailed overview of the maps, classes, gamemodes, and more importantly, replacing Specials - Class abilities:
Class Abilities
First things first, are the class abilities. These will replace the Specials, Each Class will have a specific abilitiy. Class specific abilities usually have both good and bad effects, while others will only have one effect that does not provide much of an impact, so make sure to study them wisely:Abilities
Brute Force - specific to Infantry
- Deal increased damage while moving.
- Effect: 10% increased bullet damage when actively moving.
Gurruila Warrior - specific to Scout
- Reduced detection range from the AI and increased movement speed, but have reduced max HP
- Effects: 25% reduced detection radius from enemies and 15% increased movement speed. 30% max HP reduction,
Final Shout - Specific to Assualt
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Increased vision when greatly injured.
- Effect: When below 25 HP, the vision reduction that’s applied will be reduced by 50%
Herbic Blood - specific to Medic
- Boosts health regeneration when not severely injured, and reduces health regeneration otherwise. Increased max health
- Effect: Increased passive health regeneration by approx. 5% above 50HP, and reduces HP reduction when below 50 HP by the same amount. 25% increased max health.
Tiger’s Eye - specific to Marksman
- When eliminating a player, it reduces the reload time of the weapon by a marginal amount permanently, but has a limit.
- Effect: Reduced reload time by 2% per kill, up to a maximum of 20%. Lasts until the player dies.
Confrontation - specific to Heavy
- Greatly increased maximum HP and reduced movement speed.
- Effect: 50% increased maximum HP. 15% reduced movement speed
Last Breath - Exclusive to Bugler
- Upon death, all players on the team get an increased boost to movement speed and reduced re-spawn times. Speed increase is boosted in duration in realistic battles, and reduced re-spawn times are replaced with increased health regeneration in realistic battles.
- Effect: 20% increased movement speed (40% in Realistic Battles) and 70% reduced re spawn times for all allies upon death. Faster respawn times are replaced with a 90% HP regen increase in Realistic Battles.
Classes
There is going to be 3 returning classes from the first game. Those classes are the following:- Assault
- Medic
- Marksman
The new classes making their debut into the game are listed as follows:
- Infantry
The Infantry is a universal class designed with Assault’s versatility in mind, with a mid-range combat focused statistics. Armed with the M1 Garand and the good ol’ Grenade, this is a very basic and balanced weapon set, well, for those who want a little bit of everything. To further bolster this weapon set, it comes with the class abilitiy Brute Force
Statistics
- Damage: 36
- Reload time: 1.5 seconds
- Rate Of Fire: 1 round per 0.45 seconds
- Magazine size: 8
- Health: 100
Scout
Originally the Recon, this class is receiving a full makeover from the previous game. Take the Interceptor’s fast movement speed, low detection, along with the Recon’s excellent rifle, and go behind enemy lines to scout enemy positions. Just be careful, your flimsy body will be punished significantly more from enemy gunfire compared to your fellow soldiers.
Statistics
- Damage: 58
- Reload time: 2.9 seconds
- Rate Of Fire: 1 round per 1.5 seconds
- Magazine size: 5
- Health: 75
Assault
While not much has changed about this class, it does come with a nice change: If you’re hurt, the vision penalty is cut in half. With great multipurpose uses, this class still remains the jack-of-all-trades that it is.
Statistics
- Damage: 29
- Reload time: 1.7 seconds
- Rate Of Fire: 1 round per 0.12 seconds
- Magazine size: 30
- Health: 100
Medic
The Medic class remains modestly the same as well, with great medium to long range attacks, and great supportive abilities, this class keeps the backbone of the team in full swing. If you’re not too injured, you can do a pretty good job keeping yourself in great condition. Plus, after some experience, you’ve even gotten your injury tolerance increased. If your hurt, then you will struggle keeping yourself alive.Statistics
- Damage: 70
- Reload time: 2.7 seconds
- Rate Of Fire: 1 round per 1 second
- Magazine size: 10
- Health: 125
Marksman
The third class coming back from the first game, it still remains it’s one shot guarantee type as it always has. However, it does not have it’s Reload Booster that carried it so much in the previous games. Instead, it’s Tiger’s Eye ability allows you to reduce the reload time of the weapon by a little bit with each kill, and resets when you die. It caps at 10 kills, so no mass-eliminating the enemy team, unfortunately.Statistics
- Damage: 100
- Reload time: 6 seconds
- Rate Of Fire: 1 round per 4.5 seconds
- Magazine size: 1
- Health: 100
Heavy
The 2nd new class in this game, the Heavy is designed to replace the Anchor’s role, with more destructive capabilities. Armed with a powerful, 200 bullet mag PKP Peckching, you can instantly slaughter any enemy in your way. However, the Heavy’s massive size and sluggish movement makes the Heavy an easy punching bag, even at very, VERY long distances. At least you have a lot of HP to withstand those attacks.Statistics
- Damage: 24
- Reload time: 8.1 seconds
- Rate Of Fire: 1 round per 0.07 seconds
- Magazine size: 200
- Health: 150
Bugler
The 3rd class designed to replace the Support Class, the Bugler is armed with a rather weak, but fast firing G18C pistol. Paired with a super fast reload, it has some amazing firepower. It’s lackluster damage means fighting alone or 1v1 confrontations is not ideal. BUT, kinda. When you die, you make a final blow into your Bugle, and your entire team gets some amazing movement speed buffs, respawn time reductions, and health regeneration buffs for a very short period. If you are in Realistic Battles, then that effect is longer.
Statistics
- Damage: 17
- Reload time: 0.8 seconds
- Rate Of Fire: 1 round per 0.04 seconds
- Magazine size: 17
- Health: 100
Maps
Since WOC: The Pacific is taking place during WWII in the Japanese and American conflicts, there are going to be maps based on historic battle locations. Below are the 5 maps going to be in the base game upon release:- Okinawa
- Iwo Jima
- The Philippines
- Midway
- Wake Island
Gamemode
Realistic Battles and Conquest will be making their return, as always, but we are also bringing back 1 other mode, and replacing a mode with a new one. We will start with the new mode first:Capture The Base
Both teams will have a capture point in front of their spawn. These points provide 3 points a second. Capturing the other team’s point will instantly contest the point, and a countdown will commence. Should there be no enemy players in the point, it will instantly recapture, and the counter resets. If the point is captured, that team wins.Operations (Not Accessible in Realistic Battles)
Both teams are to be assigned Attackers or Defenders. Attackers must take hold of 2 capture points in the center of the map, and defenders must eliminate a preset number of the attacking force. The Number of enemies needed to climate scales with the total player count.Conquest
Both teams must work to take and hold 3 points in the center of the map. Unlike other modes, achieving kills will earn your team points, and take away points from the opposing team. But the enemy can do the same.Realistic Battles
Realistic Battles is more so not a gamemode, but a modifier. When participating in Realistic Battles, the gamemode will be randomly set to Conquest, or Capture The Base every match. Another change is that EVERY PLAYER has one life. If you die, you do not respawn. This will also give your team another way to win: Eliminate all but one player of the opposing team.A play-test version of the game should drop about late September. WOC will have one last update before I begin work.
Happy Fighting!
- Deal increased damage while moving.
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RE: World Of Conquest - Full OST Database is out!
Just realized, I am missing 3 songs from the game, so I might do an update adding those songs in the near future.
Also…Made an 94 and 86 on the Science and US History Finals!
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World Of Conquest - Full OST Database is out!
Go and immerse yourself in the musical side of World Of Conquest, which plays a big part in the atmospheric aspects of the game!
https://play.creaticode.com/projects/67ea8b806babe940b71b8712
Happy fighting!
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RE: Removing huge amounts of blocks in a project permanently renders the sound blocks for the project and all copies of it unusable
@info-creaticode Here soon, at the doctor’s rn. I will provide an explanation:
The project which I had shared where the sound blocks were not working, I had made a copy of the original version with all the old code from the main WOC game. The blocks worked just fine.
HOWEVER:
After making some edits, and, moving the song files around, the sound blocks did not work. Reloading the project yielded no Sucess, and making a copy didn’t work as well. Going towards the original copy of the project, it was working just fine. Even making different edits to make it look the same didn’t break the blocks. I made the code for the project, keeping the original code in the sprites holding the songs from the game, then deleted the original code once I had made all the new code. Doing this did not break the blocks EXCEPT in the Stage.
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Removing huge amounts of blocks in a project permanently renders the sound blocks for the project and all copies of it unusable
Found out why some of the sounds in the OST project don’t work.
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World of Conquest - Full OST database release date
After some time, I have finally managed to get some time to finish the OST database for WOC! Should release Thursday if all goes well.
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Starting finals
What will be happening with TNO and WOC
- Updates will be slowed significantly
- Patch notes for updates will not have a set release date
- Will not be very active on the forms.
Should be back to game development after about a week or so. Wish me luck!
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RE: Sneak peak of a game (omg this is so laggy)
@the_true_odst It is somewhat top down. I suppose you could just alter the general placement to fit your game.
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RE: Sneak peak of a game (omg this is so laggy)
@the_true_odst Ah, I see. If you want to borrow some placement code, you can go to my game and take some.
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RE: Sneak peak of a game (omg this is so laggy)
@the_true_odst I can experiment. It’s just, I have never wrote code for directly upgrading one building.
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RE: Sneak peak of a game (omg this is so laggy)
@the_true_odst How am I supposed to do that? Upgrading, haven’t done. Placement, gotta study the movement code.
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RE: This New Ocean - Update Log
This New Ocean 2.0 - Major Content Update
Release date: TBA
What’s New
AI
- Finished V1 of the AI
- The AI can now damage players.
- The AI will not be visible unless they are within a certain distance of the player.
- Begun work of adding statistics to different ships
- Increased the number of bots on the map.
- Widen the area at which bots spawn by 250% and further increased the distance of which they spawn from each other.
Player
- Begun work of adding different statistics to different ships
- Begun live testing of guided missiles
Buildings
- Begun work for settlements to attack enemy ships
- Added a new building: Port
- Provides the highest resource rate of any building up to this version, and is the first major resource production building to have defenses.
Statistics - Population Growth Rate: 15
- Resource Rate: 250
- Defense: 3/10
- Provides the highest resource rate of any building up to this version, and is the first major resource production building to have defenses.
Planets
- Added 6 new planet Designs
- Added 6 new planet surfaces
Sounds
- Added voice-lines.
- Added 6 new soundtracks for fighting enemies
Bug Fixes
There are no bug fixes.This update is to focus on adding content and testing content.
The AI has played a key part in the game’s development. This version would complete the first working alliteration of the AI.
Since there are different variations of ships the player can use, these ships should have different statistics that should stand out from others. Thus, the Battlecuriser and the Battleship will have their own statistics.
To provide an alternative to machine gun fights, guided missiles will added. During all of 2.0’s live updates, each will mark a new testing stage for these missiles. Expect the game to break or mess up during these live updates.
Introducing the first new building to the game: The Port. For those who want to make a large investment for their settlement, this would be for you! Provides a whopping 250 resources per 5 seconds. It’s also the first major resource building with a form of defense against enemies.
Along with some new planet designs and enemies, this will be one of the few massive updates the game will get.
The next update will be the first live test update of building defenses and guided missiles.
- Finished V1 of the AI
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RE: Sneak peak of a game (omg this is so laggy)
@the_true_odst K. Currently working on TNO (This New Ocean) 2.0 patch notes atm, and trying to fix the build menu on 1.3. Might be a bit.
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RE: Sneak peak of a game (omg this is so laggy)
@the_true_odst Based off of Thid New Ocean? (Idc if it is, if it was, then i’m happy)
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RE: What is this?
@info-creaticode When would the issue with having it make fake blocks be fixed?
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RE: This New Ocean - Update Log
Update 1.3a is out! 1.3 will have a full release sometime this week.
Major content update 2.0 patch notes will drop Friday.
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RE: This New Ocean - Update Log
@the_true_odst I could do major updates for posts only, yea.
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RE: This New Ocean - Update Log
Update 1.3 - Major Content Update
Release date (This is Subjected to change): Friday, March 28
What’s New:
UI
- Added more detailed menus for each building when clicked on in the Construction Tablet
AI
- The AI is now able to damage the player, albeit at very low increments for testing purposes.
- The AI will now be hidden if they are a certain enough distance away from the player, and will be revealed for the same reason.
*The AI will travel in groups (for lore purposes)
Buildings
- Made it so that making a building would no longer appear where the player’s ship is at. Now, it will appear where the player is on the planet.
- Slightly increased building size to make it easier to see.
- Begun making the code for settlement buildings to have weapons to attack enemies
Bug Fixes
- Fixed a bug where the AI would sometimes completely disregard the player and not enter it’s attack behavior for some time until another bot had begun to attack the player.
Dev notes coming soon.
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RE: This New Ocean - Update Log
Update 1.2 has Released!
This will also mark the 3rd live test version of the game’s enemy AI!
Coming soon: A full list of the game’s first OST soundtracks!
The next update will focus on having the AI be an actual threat, and further functionality improvements.
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RE: This New Ocean - Update Log
@sirbots 1.2 Releases Tomorrow
On top of a new movement system, a basic HP system for destroying bots will be added for testing purposes. Only the original Sprite cannot be destroyed, but the clones can.
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RE: This New Ocean - Update Log
@the_true_odst Oh alright. I might increase the size of the settlements so it’s easier to see.
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RE: So, There is a bug here. Can anyone fix it?
@tyller_ I used the wrong operators, and I didn’t have the proper distance variable in the movement scripts.
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RE: So, There is a bug here. Can anyone fix it?
@tyller_ WAIT! I fixed it. Variables were in the wrong places.
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RE: So, There is a bug here. Can anyone fix it?
@tyller_ Let me send you a copy of the game version, so you can look at it.
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RE: So, There is a bug here. Can anyone fix it?
@tyller_ The Distance is going down at very small increments. Note that the Scroll X and Y serves as the Player’s X and Y cords. Maybe that might play a part.
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RE: So, There is a bug here. Can anyone fix it?
@tyller_ So, have a separate variable for the distance?
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RE: So, There is a bug here. Can anyone fix it?
@sirbots The say block is for the debugging.