Cool, a modern day Core War! https://en.wikipedia.org/wiki/Core_War
Came here to make the same comment. I also played - I guess back in the late 90's, with an autonomous Asteroids-like game where you'd write code to control your "space ship" that had "radar" to show you nearby opponents and had pretty much just Asteroid-like controls, which ran as a networked screensaver. It came out of a bunch of people working at Canon - a friend of mine worked there writing printer drivers...) (No…
Show HN: Bot Land, a game where you fight others via code
61–70 of 88 posts
Re: Show HN: Bot Land, a game where you fight others via code
#62Re: Show HN: Bot Land, a game where you fight others via code
#63Earlier quoted context omitted.
I think the other comments were interpreting this as "where did you find the time?" rather than "where did you find the other resources to support that time?" (e.g. money and motivation). I've been maintaining a huge FAQ since I've gotten these questions a lot over the last four years, and this one in particular should answer the question: https://github.com/Adam13531/BotLand/wiki/FAQ#how-are-you-af... I linked that…
I've been in the industry 8 years and worked on maybe a half dozen games but none of the projects was >400 hours. I don't see how to make the commitment to spend multiple years without like an income coming from it and a team to work with. By myself it just becomes unbearable after a while. I want to make a living off games. I'm almost 30 and things aren't getting easier.
Without getting too rambly/preachy here, I'll say this: there are lots of things in my life where I think, "I'd like to do that, so I'll get to it eventually". After a long enough amount of time, you realize that "eventually" doesn't just hit you in the face—you have to carve out time for the things that you want to do. At the end of my last traditional job, I realized that my career goals weren't being met. Primarily, I wasn't learning. I talked to my wife about what I should do, and she suggested that I productize Bot Land. That's when I had to realize that the concept of "eventually" was peaking through the cracks probably trying to hit me in the face, and I had enough momentum to just go with it.
You mentioned that you're almost 30 and that things aren't getting easier. I can't say that they will get easier. What may help you take one of your many games to completion is simply scoping it down way further than you think you should. Cut out multiplayer, cut out innovative AI, cut out randomly generated dungeons, and just focus on a couple of solid aspects.
I don't know if any of that advice resonates with you, but if not, perhaps defining what barriers you feel like you've hit would help identify what patterns may be stopping you.
Re: Show HN: Bot Land, a game where you fight others via code
#64Re: Show HN: Bot Land, a game where you fight others via code
#65Gave up at the ‘place two bots’ stage. Couldn’t work out how to place a bot. Love the idea. Needs UX love!
Re: Show HN: Bot Land, a game where you fight others via code
#66Re: Show HN: Bot Land, a game where you fight others via code
#67Earlier quoted context omitted.
Are you talking about the monetization model, or is something broken with opening salvage packs? I assume the former. The goal was always for Bot Land to be free-to-play, and there were many different approaches to monetization discussed throughout development. In the end, I settled on the one you see in-game now, but the tenets were always the same: https://share.bot.land/monetization.html For reference, salvage pac…
I appreciate your intent to make the game is not P2W and use IAP only for cosmetic items. However, why not allow users to purchase those items directly? The use of "loot boxes", even for purely cosmetic items, can create dangerous and unhealthy addictive behaviors as people buy again and again trying to get the item they want. A number of countries [0] have made "loot boxes" illegal or placed restrictions on them, so…
For any game to be monetarily viable, it needs to pull in an average of $X for each player. Any free-to-play game (including freemium but not including something like shareware) skews how that average is formed because typical free-to-play games are lucky to have 5% of their playerbase spending any amount of money. This means that a large portion of the playerbase is actively costing money. Thus, they tend to rely on whales to spend huge amounts of money to compensate for all of the people spending nothing (or next to nothing). For this to work, the spending ceiling needs to allow for purchases of this size to even take place.
I wrote a salvage-pack modeler that would compute how many items of each rarity you would get by opening X packs, and how much Botcoin you could convert those items into should you want to sell them. I determined that at the highest number of packs that you can buy (70 packs, i.e. $100), you unlock nearly every cosmetic item in the game except for the rarest ones (which you actually unlock very few of). However, the average Botcoin value is enough for you to purchase several specific items that you may have wanted. I never wanted players to spend $100 for a single item and not be able to get it somehow.
By allowing direct real-money purchases of individual cosmetic items, I'd have to skew prices so heavily to make the same average revenue that I don't think players would want to purchase them. Also, there wouldn't be the fun or mystery of opening a salvage pack. I know what that sounds like. I even did a parody of EA's famous words for April Fool's last year (https://youtu.be/cCmj2hKbWeQ). But I can unravel a bit of this at least:
1. I'm not a businessperson. I don't know much about the psychology behind sales and how to make various business models work.
2. I have somewhat conflicting goals with Bot Land. I want the game to be free-to-play, I don't want to exploit users, and I want to make a living off of the game.
3. The model which I know can fit those goals is the salvage-pack system that you see in the game now.
4. The payment model is not set in stone. So far, Bot Land has grossed significantly less than $1000, and a large portion of that is from users who already had accounts before the game even launched, likely indicating that those users wanted to support me moreso than get something in the game. It's easy to be ethical until challenged, but I'd like to think that if I found users spending ludicrous amounts of money in the game, I'd do something to curb that behavior.
5. There's been an absurd amount of work just getting to launch, and I'm not positive that I can even continue Bot Land's development beyond 2019 without greatly changing the plans my wife and I made (more about that here: https://docs.google.com/document/d/1aCE4s5UvVLH7dHuO1OA2m5Sw...). This bullet point's relevance is that I have so few resources to even be able to focus on the game alone right now, let alone any other issues that may pop up.
You may take this as incoherent rambling or mental gymnastics to be able to justify what is typically a predatory business model in gaming. I will be reevaluating as time passes to figure out whether something needs to be changed. I highly doubt Bot Land will be successful enough for me to even be able to make those decisions though.
> doesn't that end up giving your game P2W functionality?
Functional items are supposed to be balanced such that they can be situationally better than other items of the same category, but not outright better. Arguably, being situationally better allows you to be outright better the more situations you come across, but I think that fully exploring the nuances of this would be a much larger conversation when I think that the heart of your questions is around loot boxes. In short: I don't think that even if you could purchase Botcoin directly would the game be pay-to-win.
Finally, one last note that's not the most salient: I never really intended for salvage packs to be convertible into the other items in Bot Land, just cosmetic items. The one monetization point that I've written down for the future is to introduce hardware coupons, that way you can directly purchase functional items. I don't know when this would happen though, if ever.
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There are parts in this post, specifically with the five points I enumerated, whose connection to the original questions and even to my own supporting points may not be clear to a reader. I took time and care to type this, but I'm sure that I could have made things clearer. I don't mind participating in an honest discussion about this or other aspects of the game. I'll likely stream tomorrow (Monday) if you want to ask me in-person (although I can't guarantee that I have the required amount of time to devote to the conversation).
Re: Show HN: Bot Land, a game where you fight others via code
#68Earlier quoted context omitted.
One problem I'm having, when manually editing the code, is using Math functions. Ideally, I'd like to calculate the square root of an expression, but whenever I try to use Math functions I get the error "The Callee's type is MemberExpression which is not allowed". Any advice?
Hey, so one thing to keep in mind is that BotLandScript is a subset of JavaScript. Member expressions (e.g. "entity.life") are only allowed in extremely narrow scenarios. Second, all available functions are accessible by clicking the question mark that shows in the script editor. Some Math functions like "abs", "floor", and "ceil" are exposed to users, but "sqrt" is not. This means that you would have to either write…
Re: Show HN: Bot Land, a game where you fight others via code
#69On iOS. Signup Email input should be of type email. Password length feedback should be inline - not after typing pw twice and submitting. Gave up at the ‘place two bots’ stage. Couldn’t work out how to place a bot. Love the idea. Needs UX love!
Update. Got two bots (at least based on count), I have no clue how, started fight, but there is nothing to be seen, just black background. Battle finished and again everything black except the menues.
I am fan of bot wars and would love to play it, but this is just too frustrating to use.
Re: Show HN: Bot Land, a game where you fight others via code
#70On iOS. Signup Email input should be of type email. Password length feedback should be inline - not after typing pw twice and submitting. Gave up at the ‘place two bots’ stage. Couldn’t work out how to place a bot. Love the idea. Needs UX love!
I've heard sporadic reports about not being able to place bots on iOS, and I'm still not sure if it's a bug (I only have my wife's iPhone to test on and it works there, but I know it's not representative of everyone's experience) or unclear instructions. This is the flow that should be happening: https://i.imgur.com/EalfL7J.png
The steps, as text:
1. Open your bot selector
2. Select a bot
3. Tap in the Arena to place one
Is that flow showing up for you? Are you on an iPad or something that shows the "desktop" view of things (i.e. the bot selector is expanded by default)?
Alternatively, in that mobile tutorial, should you try dragging the bots from the selector, that should work too, although it tends to take a little bit longer to deploy multiple bots that way.