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pignales

12
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A member registered May 31, 2023 · View creator page →

Creator of

Recent community posts

Thanks for the feedback. I got carried away by watching bots get damaged. The next version will have some rebalancing as well as new features to deal with damaged bots. Both should make hazards much more reasonable.

It's made with v4.1.1, all gdscript, no C# or gdnative. You can find me in the Godot discord under @pignales if you want more details.

And yes, the UI definitely needs to be more consistent including setting focus to NONE on all buttons.

I'm not familiar with it and Google only returns results about "the hunter: call of the wild" which does not seem right. What's the full name?

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It was mostly for fun to implement and watch. It eventually gets there, just very slowly. I might make it a free upgrade available almost from the beginning.

Thank you for the feedback, I'm glad you like it.

Some type of bot group or role is something that will be added soon, it will help restrict tasks to certain bots.

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I've pushed a new build with changes to the key mapping which might fix page-up/down handling. I've also added Q and E (should be A and E on AZERTY) to move down/up a level.

If that still doesn't work, there are now buttons in the transport info panels to jump to the connected levels.

Please let me know if this works better, and which keys end up working for you (the label of the key on your keyboard). A screenshot of your help screen in the game would also be helpful.

Oops, I think the Godot input map defaults to physical keycodes on US QUERTY keyboards. I'll see how I can fix that for the next build and probably add another method of switching levels (eg: CTRL + scroll wheel) and maybe some buttons on the UI.

Thank you for the feedback, I'll ping here when the next build is out with a fix.

Make sure the "transport up" is enabled (blue instead of grey). This happens once the entire level is explored. It should also show that it's connected to "L1". If you still can't switch levels after that, please provide more details and I'll investigate.

Thanks for the feedback, I'm glad you like it.

  • Oops about the tooltip, I should really be more careful about copy/pasting UI elements.
  • Good suggestion about notifications, I'll add it to the todo list.
  • Discoverability of actions is definitely a big todo, I have a number of ways to improve on that.
  • When bots are exploring a level with undiscovered tiles, the physics for sensor scanning can get quite intensive and slow things down quite a bit. I have a number of optimizations in mind for this and other processing-heavy parts of the game. I've been putting them off until later while working on the prototype.

Thanks for the feedback.

The bot list screen is now available in the just-released build: v2023-07-29.

Bot roles/groups is already on the todo list.

Make your bot navigate to the level above. Click the ? Button at the top to see keyboard shortcuts, including how to switch levels.

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Thanks for the feedback and I'm glad you like it.

All of those are already on the todo list, along with many more.