Show HN: Bot Land, a game where you fight others via code
71–80 of 88 posts
Re: Show HN: Bot Land, a game where you fight others via code
#72Earlier quoted context omitted.
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…
What's the rationale for excluding sqrt? And, do you allow Math.pow (since that's the same thing)?
That's a great question, and one with a non-obvious answer! For any potential function in Bot Land, including utility functions like Math.sqrt and Math.pow, I purposely wanted to provide as few as possible until someone expressed a desire for them, that way I could ask about the scenario they were trying to accomplish (as you saw in this thread). From there, I try to figure out if there's an even easier way of supporting their scenario so that everyone (i.e. even Blockly users) could enjoy it.
For example, if we find out that Math.sqrt was needed solely to find distance and that getDistanceTo was sufficient, then I could treat it as an education problem on behalf of Bot Land. In other words, I may want to include more snippets that use "getDistanceTo" or maybe make more tutorial content around that function.
Another philosophy would be to just add whatever functions I can think of and see what users do with it. That would probably have worked too; I'm not saying mine is better, it's just what I was thinking.
Re: Show HN: Bot Land, a game where you fight others via code
#73Re: Show HN: Bot Land, a game where you fight others via code
#74On 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!
Same here, android, unable to figure out how to place a bot. Everything that made sense (select robot, tap in arena, tap bottom bot name and tap arena. Even double tapping didnt work. Gave up too. 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 a…
• What device are you on?
• Are you using the app or the site?
• If you're on the site, what browser are you using, and have you pinned the site to your home screen, or is the URL bar showing?
• What OS version are you on?
The mobile versions of the game are thin wrappers around the web version (https://play.bot.land/), and there weren't very many mobile users before launch, so bugs certainly made it through the testing process.
Re: Show HN: Bot Land, a game where you fight others via code
#75Earlier quoted context omitted.
Same here, android, unable to figure out how to place a bot. Everything that made sense (select robot, tap in arena, tap bottom bot name and tap arena. Even double tapping didnt work. Gave up too. 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 a…
Thank you too for the feedback! Would you mind either sharing the following or submitting a bug directly through the game? If you'd like to share this outside of the game but still privately, my Discord ID is Adam13531#3531. • What device are you on? • Are you using the app or the site? • If you're on the site, what browser are you using, and have you pinned the site to your home screen, or is the URL bar showing? •…
Re: Show HN: Bot Land, a game where you fight others via code
#76Earlier quoted context omitted.
How the hell did you have the ability to drop 5000 hours on this?
5000 hours is a long time, but you can do it in 5 years with under 3 hours per day. That's within most people's means though you would have to make sacrifices.
Re: Show HN: Bot Land, a game where you fight others via code
#77Earlier quoted context omitted.
There are three levels of scripting you can do: * None - just ignore the scripting and let the default AI take care of everything. There are some items that can't be used this way, e.g. Teleport and EMP, because the default AI wouldn't know how you'd want to use them. * Blockly - use the block-based scripting to control your bots. This is what I suggest as the step for newcomers who still want to customize their bots…
Blockly (or similar methods like Blueprints in Unreal & Simulink) is how most people will program in the future. You’re going to get negativity from “developers” about using Blockly, but unless they’re your target audience don’t let it get to you. Lots of EE’s use graphical tools to layout the circuit boards anyway... so text is really just an unnecessary abstraction over schematics & you’re bringing programming back…
"Linux supports the notion of a command line or a shell for the same reason that only children read books with only pictures in them. Language, be it English or something else, is the only tool flexible enough to accomplish a sufficiently broad range of tasks."
-- Bill Garrett
Now a point about EEs/CEs... it's way nicer to write:
module dff (
q,
d,
clk
);
output q;
reg q;
input d;
input clk;
always @(posedge clk) begin:
q
than to actually lay out and route a flip flop. Of course you're going to simulate such modules, and use graphical tools (the least of which is just to picture signal waveforms), this isn't to say graphical tools are going away or are pointless, but I would readily take the other side on a bet about your prediction since I don't think programming will even in 100 years be something people think of as manipulating graphical elements rather than typing/chording expressions satisfying some grammar/syntax we'd call a language.Re: Show HN: Bot Land, a game where you fight others via code
#78Earlier quoted context omitted.
What's the rationale for excluding sqrt? And, do you allow Math.pow (since that's the same thing)?
> What's the rationale for excluding sqrt? That's a great question, and one with a non-obvious answer! For any potential function in Bot Land, including utility functions like Math.sqrt and Math.pow, I purposely wanted to provide as few as possible until someone expressed a desire for them, that way I could ask about the scenario they were trying to accomplish (as you saw in this thread). From there, I try to figure…
Re: Show HN: Bot Land, a game where you fight others via code
#79Re: Show HN: Bot Land, a game where you fight others via code
#80Earlier quoted context omitted.
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…
I think that with the current climate of gaming, this is a minefield to answer, and I don't think it does me any good to answer it. It feels like a "gotcha, I knew it!" kind of question rather than an honest inquiry into how Bot Land's monetization came to be. However, I've always wanted to be transparent where I can, and I'm sure some people are wondering about this, so here's my thinking that led to cosmetic-only s…
> 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).
It is these rare items that tend to drive the addictive behavior behind loot boxes. Is there a particular reason you feel like you want to have these rare items be so hard to obtain?
If you don't mind me asking, what is your target revenue per player? $100 seems pretty high...
> 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.
By using a randomized loot box (especially one without published odds) you are effectively tricking players into paying more than they would otherwise wanted to. This seems abusive to me.
> 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.
There are monetization choices that I think do a good job of balancing that distribution. Loot boxes is not one of them, nor is any mechanism by which players are given the option to repeatedly purchase consumable items that aid progress/grinding. This can actually discourage low-value players from paying since they can't pay enough to make a real difference.
I personally think that one-time purchases for ($5-20) that give a permanent bonus to grinding (10-20% boost to rewards earned by playing) are actually more player friendly. They encourage more players to spend a little bit of money on the game while reassuring them that you will not keep raising the bar and pushing for more money to keep progressing. I will almost always buy a package like this (as long as it is reasonably priced.)
> 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.
Don't under-estimate this. The desire by fans and serious players to support your game and keep you afloat can be a significant factor in the decision to spend money on your game. Predatory monetization can destroy that goodwill, which will in turn make you more dependent on your whales. When I feel like a game is pushing me to spend money, it decreases my respect for the game and the developers and reduces my desire to support them.
> 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.
An ethical approach to whales can significantly mitigate the predatory effects of monetization. However, it is also a fairly invisible monetization technique that doesn't do as much to engender goodwill across your player base.
> In short: I don't think that even if you could purchase Botcoin directly would the game be pay-to-win.
P2W comes in a couple of different flavors and doesn't really mean just one thing. There are some heavily P2W games where F2P players struggle to compete and spending money becomes necessary past a certain point of the game. (I think of these games as P2W PvP) (Good matchmaking can push a game that would otherwise fall into this category down the the one below.)
There are also a lot of P2W games that don't disadvantage F2P players directly, but just allow players to pay to progress faster. Any games that allows real money to directly convert to a fully unlocked/upgraded account falls solidly into this category. It sounds like your game is one of these. (I think of these games as P2W PvE) (Games with synchronized server starts that would otherwise fall into this category can easily fall into the above category.)
Then there is the whole spectrum of games that provide some in-game advantage, but limit some forms of progression to gample/grinding.
Finally, there are the games that are truly not at all P2W, where real money purchases can only buy cosmetic items and there is no mechanism to provide any in-game advantage to paying players.
I don't like P2W PvP games. I don't mind P2W PvE games, especially when the montization is well done and the money/grinding ratio is high ($1 to save 100hrs of grinding is unacceptable, $100 to save 1hr of grinding is great).
One of my favorite indy P2W PvE games is Hades' Star which is almost entirely unlockable by spending money, but has an extremely high money/grinding exchange. The game also offers a very reasonable permanent package that provides a 10% boost to a couple of specific things.
I hope your stint on HN gives you a boost and helps you reach a sustainable level of income from Bot Land. Good luck!