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Genre: Strategy, Indie

Obey

OBEY build 37r5

Hi Everyone!

Some more bug fixes and AI improvements have been released today ^_^
Outside of AI, the main improvements are in-game hints and loading screen tips... trying to get OBEY as close to self-teaching as possible! ^_^

<*> fixed several bugs that could crash the server
<*> fixed bug where sound ducking would sometimes not return to normal after incoming remote voice
<*> fixed bug where ai bunnies could try to subvert while in the dropship if the robot was empty
<*> fixed bug where ai would not know it's place in the dropship under certain conditions
<*> fixed bug where ai would allow autopay deposit at wrong time
<*> fixed bug where ai would not properly arrive at a hiding spot
<*> fixed bug where it was possible for ai to circle a target location
<*> fixed bug with the shifting ai animations in movements.txt
<*> fixed bug where ai would imporperly carry items in the drop ship without trying to crash it.
<*> removed no player's message, since it will at a minimum be possible to have matches with bots.
<*> translation improvements
<*> added in-game hint for corpses
<*> added in-game hint for power plants
<*> added in-game hint for lone spectators that send out spectator only chats
<*> added in-game hint for lone spectators that try to speak
<*> added more tips to the level loading screen
<*> added customized images to the tips on the level loading screen

smarter bunny AI work is in

Hi Everyone!

A new update is out!
This is an update has some bug fixes but mainly has the bunny AI pretty close to what I think they will ship like. Robo AI is in too, but only in prototype form - it only looks around at key map points.

Here are the patch notes:


- bunny AI release candidate
- prototype robo AI is in
- fixed falling through floor bug, which had resurfaced after fixing hopping.
- fixed bug where the bunny would stop breathing when running
- fixed bug where AI would sometimes appear to be carrying items in the incorrect carry slots
- added clients will now gracefully load a differing map of the same name
- added AI guide nodes that can be used to help guide the ai towards subversions
- added ability to use Tiled rectangles named noAI to mark areas AI should avoid
- minor tutorial improvements

Bunny AI progress

Hello!! :D

So in this latest build, the bunny AI is more advanced...
not complete but almost.
AI still doesn't know how to use robo, and can sometimes not know what to do in certain situations, but it does seem to already allow for more interesting matches with only 3 or 2 human players.

Let me know what you think of them so far :)
Below is the complete changelist.


    v .37r3

  • AI is much more advanced (however AI still does not know how to use robo)
  • fixed bug where other players would not appear to hop
  • fixed bug where sometimes robo could still be shooting for the client that was subverted
  • fixed bug where a killed bot would not always respawn
  • fixed bug where speaking while menus were open would still transmit your voice to the other players
  • fixed bug where sound ducking was broken
  • fixed OSX input key bug (Updated Unity to latest patch)
  • added gear icon to profile menu so players can know they can click on it
  • sfx audio ducking now occurs when local speach is detected as well as remote players
  • sfx audio ducking adjustments
  • translation improvements
  • slightly slowed walking backwards bunny speed
  • ai player names are now a slightly different color in the player listing

Build 37r2 now available :D

This is a patch release that fixes some bugs and adds a couple of interesting tidbits and possible customizations while I focus on AI.

Notable gameplay changes are the following:



  • You can now press 1,2,3 as a bunny to activate a particular item slot, enabling you to choose which slot will pick up your next item. The idea here is so you can better choose which side to carry that corpse on, and which slot do you want to carry the item to hide the corpse with!
  • If you press 'P' just before subverting, you will insta-buy a drop ship as soon as you subvert, ensuring that the previous robo, and anyone killed by sentries will end up on your new dropship.
  • Walking into robo with corpses now causes a penalty - but with a catch! The penalty will be split between you and the old robot up to your income. So for example: you walk in with -3k worth of corpses, you will both incur a 1500 cent penalty. But if your score upon subverting (+ other objects carried + bonus) is only 1k, you will both only incur a 1k penalty.


enjoy ^_^

here are all the changes:
- fixed subversion penalty still dropping minimum even while power plant is off
- fixed intimidation lighting not properly culled on different quality settings
- fixed broken power plant 'off' sound
- fixed bug where terrain optimization could break on high poly counts, showing empty terrain or no trees.
- fixed bug where it was sometimes possible on subversions for robo to continue shooting on clients on subversions
- fixed bug where an unassigned power plant would not give any feedback to it's malfunction
- bunnies can now press 'flame'(MMB) + 1,2,3 or 'flame' + prev, forward, next to activate a particular inventory slot
- bunnies can now press 1,2,3 to activate a particular inventory slot (when not in the dropship)
- bunnies can press P within 10 seconds to subvert to insta-buy a dropship when they get into robo
- walking into robo with a corpse now causes a split penalty for the corpse between the old and new robo players
- removed the /ptt and /pushtotalk commands, since now they can be used in the gui
- terrain optimizer now leaves the scene much cleaner with hundreds of less nodes
- in-game messages are now also logged to the game log file
- added /rocket & /rockets mod command that gives rockets to all robos
- added /fuel mod command that gives fuel to all robos
- added /battery & /batteries mod command that gives a battery to all robos
- added 'roboMacros' player pref, used to specify a custom textMacros file (default: textMacros.txt)
- added 'botsFile' server setting to specify the file containing bot "personalities" (default: bots.txt)
- added 'botsMovementFile' server setting to specify the containing bot movement data (default: movements.txt)

Update v37!

Hidy ho!! :D
A new OBEY version is out!

To MAP Authors:


This new version includes a resolution change to the map tilesheet.
What this means is that ALL MAPS MUST BE RESAVED AND UPDATED TO THE WORKSHOP for them to work with this and future builds. I did this to future proof the sheet and avoid changes to it as the game matures and more maps are added.
(also you may note the new tilesheet graphic is now a render instead of a drawing)

To OSX Users:


The Mac build is working again, very sorry about any inconvenience while it was down.

v .37r0
- Unity fixed the mac build
- Unity fixed random players dropping from match
- fixed broken subversion penalty
- fixed broken auto-destruction of collars on subversions
- fixed broken score display in tutorial
- fixed items not placeable in tutorial
- added high concrete terrain type, and integrations for concrete (high concrete meets sand still TODO)
- changed the map making tilesheet resolution
- changed the map making tilessheet to be a render of the actual tiles instead of a drawing
- increased tilesheet height to accomodate current and future tile additions (all maps must be resaved)
- trolls are now displayed on the scorboard as trolls (except to themselves).
- 3rd party software updates
- created workshop tool

OBEY Workshop Tool BETA

Hi everyone!



As most of you know there have been many OBEY maps created by you and many map making tournaments, but all those maps are all sitting on people's hard drives and theres no way to know whether you have the latest version or easy way to get other people to try your map.

Hence OBEY was always planned to have a lively workshop! :)
The first version of the "OBEY Workshop Tool" is now available!

It is BETA so please do let me know of any problems or bugs.

If you are a map author please use it to upload your existing maps!! :D
If you want to play in the upcoming MAP MAKERS UNITE this Wednesday also please do use this tool!

Have fun ^_^
-dez

DOWNLOAD THE OBEY WORKSHOP TOOL HERE



Update - OBEY v.36

Hi Everyone,

Please enjoy the new update... some improvements and a bunch of bug fixes.
Map authors can now have maps begin with certain items.

..and added some tajazzle to the robot:


Please do report bugs in the forum, or let me know!


Thanks!! ^_^


- players killed by the power plant or sentries on a first subversion are now sent to the new dropship
- you can now double click a server in the server list to join it
- added muzzle vent flashing effect to robo's canon
- added "penalizeDisconnect" server setting, whether to penalize returning players if they disconnect. (default false)
- added "offsetAI" server setting, that acts as an offset to the desired bot amount (default: -2)
- added /addbot or /add mod command that will add a new bot to the round (if maxAI allows)
- if a player has negative score and goes to spectator, their old score will be retained
- players now receive a suicide penalty if they switch to spectator and back
- map authors can now spawn emplacements: mines, sensors, lights
- map authors can now spawn objects: batteries, laser walls, mines, sensors, rockets, fuel, uranium, pointers, lights
- lots of AI improvements under the hood, but AI changes are not exposed in this build
- fixed bugs with missing rock collisions
- fixed bug of bunny glitching through floor
- fixed lobby chat input bug where text would be hidden after widget width was exceeded
- fixed in-game chat input bug where text would be hidden after widget width was exceeded
- fixed bouncing caret indicator in in-game chat
- fixed bug where AI's would take up slots in the player voip list display
- fixed bug with blank profileID not being set automatically to a new one
- fixed bug with bunny flying in the air if they were killed mid-hop
- fixed bug with 'rock hole' tile where bunny could be totally hidden in it
- fixed bug where mic trouble could be inherited by a new player that takes the remote voip slot of a previous player
- fixed bug where in between map changes, a temporary gui with placeholder player names would show
- fixed 'Text Here' bug that would appear if the chat box and also tab is pressed at the same time
- fixed bug where the autopay was not cleared on round /reset
- fixed crash bug where if a map had objects misconfigured with 'flipping' on, it will instead throw a warning
- fixed bug where it was possible to designate an inactive player as a troll
- fixed bug where using /kick on a bot would simply usher in a new bot to replace them.
- fixed server error cause by invoking troll while bots are in the match
- increased randomness of profileID
- minor map adjustments on: airstrip, cornered, zoneFar, zoneOne to nerf 'safe areas' with no collar

Hopping & primitive AI has been added.

So this is the very first version of OBEY that supports AI bunnies.
They are very dumb and simple for now.
They will be refined in the next coming weeks.

NOTE: collar income has been increased from 6 to 10. The idea is to allow winning without using robo a bit more viable. Let's see what this does.

Have fun! ^_^

v .35 r1
- fixed player display on server list
- servers no longer report bots in the player list
- spectators no longer appear above players with negative score on the scoreboard
- increased default 'extraRoundTime' to 45 seconds
- /reset no longer resets spectators into bunnies
- set defaults 'maxAI' to 4 and 'perPlayerAI' to 1

v .35 r0
- bunnies now have hopping!
- primitive AI bunnies that walk around randomly are implemented.
- added 'maxAI' server setting. The server will not allow more than this number of AI to ever occur.
- added 'minAI' server setting. The server will always put in at least this many AI bunnies.
- added 'perPlayerAI' server setting. targetNumberOfAI = (maxPlayers - currentPlayers) * perPlayeraI
- increased money directive lifetime from 17 to 23
- increased in-game log length from 8 to 9
- exposed master server list to outside apps and added server list to chat.obeygame.com
- default collar income increased from 6 to 10
- default minimum subversion penalty increased from 100 to 200
- increased electric field kill radius from 32 to 34
- spectator whispers no longer show as but as so that it is more clear that everyone has received it.
- robo chats no longer appear red, only robo's name appears red in the chat.
- lobby chat client can now receive both PRIVMSG and NOTICE
- lobby chat client can now properly receive ACTION
- lobby chat now colors text that signals other players joining and exiting
- lobby chat now gives reasons why people left (ping timeout / joined server/ entered tutorial / etc)
- if a spectator leaves it does not display a red message
- on /reset power plants are also now reset
- fixed bug where placing a corpse into the box while robo was empty caused corpse to drop on top of the box.
- tweak: attempted fix to airstrip 'safe area'
- tweak: reduced cover on tributary
- tweak: added way to recover items from middle high ground in ozone if a robo trusts a bunny

Incoming features in OBEY!

Hi everybody!
Thanks to all the players and map makers who came to Friday's Bunny Madness, Saturday's Map Makers Unite Tournament, and Sunday's -b00t- Tournament.... what an awesome weekend!! :D

So what's new?


Well the main thing I have been working on and have been mostly quiet about is ARTIFICIAL INTELLIGENCE BUNNIES.
A lot of people 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).


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!



Which has already been implemented, and will be pushed out along with the rest.
Looking forward to hopping along with you :)

MOAR updates!!

Some fixes that address some issues found in the latest build.
Thank you all for reporting! ^_^



v .34 r1
- fixed bug where pressing spacebar while typing would cause spectator to switch between dropship and robo
- if all players leave a session, all 'ghost' stats will be reset and rejoining will result in a fresh 0 score.
- if a player leaves (or is dropped or kicked) their score will reflect a suicide penalty (as player or robo respectively).
- /setscore mod command can now also be used like "/setscore 1 +=200" or "/setscore 1 -=200" to add or subtract score
- if there are no players in-game, a message is displayed guiding players to use the BUNNY MEET.
- increased robo's "electric field" kill tick from .5 to .89 seconds (to allow slight chance of tail biting success)
- changed minSubversionPenalty to not occur if power plants are off or if there are no power plants in the map.
- added HUD to robo that shows how many bunnies they are supposed to be in control of.
- fixed bug where spectators could see a red line while in the dropship
- fixed bug where servers would not report all the players inside to server list
- fixed bug where sometimes the dropship would crash directly into a void
- better aligned dropship sounds with the animations
- translation fixes and improvements