OBEY - DEZ
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 :)
OBEY - DEZ
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 :)
Jul 19, 2015
OBEY - DEZ
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
Jul 19, 2015
OBEY - DEZ
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
OBEY - DEZ
HI EVERYONE! HERE IS THE LATEST CHANGES THAT YOU NOW HAVE:

- added electric field to robo that kills all nearby bunnies on subversions (also acts as a subversion notification).
- power plants now release bursts of energy when activated that burn any bunnies on or next to it.
- subversion penalty now does not occur if robo does not have a power plant
- subversion penalty is now a percentage of the player's funds, not a hard payment (default: .15)
- included Unity's fix for Linux input
- changed autoDropship to default to 'true' again.
- added "roboChargeForAutoDropship" server setting. It bills the robo player when a "dropShipOnStart" is granted. (default: -1500)
- added "minSubversionPenalty" server setting. Since subversion penalty is now a %, a min payout can now be set. (default: 100)
- added sounds to power plants
- added a power plant to the tutorial
- fixed broken flamethrower in tutorial
- added "/reset" mod command as alternative to "/restart"
- added "/map mapName" mod command to switch to a specific map. "/cycle mapName" can also work this way now.
- fixed bug where version mismatch would sometimes occur due to culture settings set to floats with commas
- added -config launch option to allow server admins to specify a custom server settings file for a given server
- lobby chat now displays channel topic
- default bunny suicide penalty (playerSuicidePenalty) increased to 200
- playerSuicidePenalty is no longer enforced if minPlayers is not yet met (to allow free /kill in low player count hide and seek mode)
- in maps with multiple robots, it is no longer possible for a robot to toggle a different robot's power plant
- added "serverID" server setting. A randomly generated string to id servers from each other on a leaderboard (default: "")
- added "leaderboardPostURL" server setting. If set, the server will post scorable events to the leaderboard at the URL. (default: "")
- added "leaderboardPostPassword" server setting. The password that the web stats db will verify to know this is a server allowed to post to it.
- added "leaderboardStatsURL" server setting. Can point to special URL that can be used to show stats in the server browser. (not fully implemented yet)
- added "/cancelrecord" "/cancelstats" mod command that will turn off stats recording for the current round
- added "/resetstats" "/clearstats" "/removestats" command. It resets personal stats on a leaderboard. Also used as "/clearStats #" by a mod
- spectators can now teleport to and from the dropship with 'hop' key
- spectators can no longer /kill
- spectators will by default now chat only to other spectators. If they wish to speak to non-spectators they use /w
- fixed bug where dropship would crash if only spectators were in the game
- fixed bug where marked trolls could tell they were trolled by using /w
- added "profileID" playerPref: a randomly generated id that is used to track player score and events for server stats.
- if a player leaves or drops, and returns to a server their score will be recovered if the same round is still in session.
- servers now track player stats (this is still very alpha)
- added at the end of the match (before the map cycles), the server will tell you how many times you were corpsed and by who.
- uraniumOnStart now occurs independently of dropshipOnStart
- various translation fixes and improvements
- fixed bugs where connecting to a wrong version server, or full server would not yield proper feedback as to why the connection failed
- the server list will no longer supply the IP address for servers of differing versions, preventing incompatible connection attempts(to be reverted later)
- better aligned dropship sounds with the animations
- updates to maps (including adding power plant to zoneOne)
- added tributary map to build
OBEY - DEZ
HI EVERYONE! HERE IS THE LATEST CHANGES THAT YOU NOW HAVE:

- added electric field to robo that kills all nearby bunnies on subversions (also acts as a subversion notification).
- power plants now release bursts of energy when activated that burn any bunnies on or next to it.
- subversion penalty now does not occur if robo does not have a power plant
- subversion penalty is now a percentage of the player's funds, not a hard payment (default: .15)
- included Unity's fix for Linux input
- changed autoDropship to default to 'true' again.
- added "roboChargeForAutoDropship" server setting. It bills the robo player when a "dropShipOnStart" is granted. (default: -1500)
- added "minSubversionPenalty" server setting. Since subversion penalty is now a %, a min payout can now be set. (default: 100)
- added sounds to power plants
- added a power plant to the tutorial
- fixed broken flamethrower in tutorial
- added "/reset" mod command as alternative to "/restart"
- added "/map mapName" mod command to switch to a specific map. "/cycle mapName" can also work this way now.
- fixed bug where version mismatch would sometimes occur due to culture settings set to floats with commas
- added -config launch option to allow server admins to specify a custom server settings file for a given server
- lobby chat now displays channel topic
- default bunny suicide penalty (playerSuicidePenalty) increased to 200
- playerSuicidePenalty is no longer enforced if minPlayers is not yet met (to allow free /kill in low player count hide and seek mode)
- in maps with multiple robots, it is no longer possible for a robot to toggle a different robot's power plant
- added "serverID" server setting. A randomly generated string to id servers from each other on a leaderboard (default: "")
- added "leaderboardPostURL" server setting. If set, the server will post scorable events to the leaderboard at the URL. (default: "")
- added "leaderboardPostPassword" server setting. The password that the web stats db will verify to know this is a server allowed to post to it.
- added "leaderboardStatsURL" server setting. Can point to special URL that can be used to show stats in the server browser. (not fully implemented yet)
- added "/cancelrecord" "/cancelstats" mod command that will turn off stats recording for the current round
- added "/resetstats" "/clearstats" "/removestats" command. It resets personal stats on a leaderboard. Also used as "/clearStats #" by a mod
- spectators can now teleport to and from the dropship with 'hop' key
- spectators can no longer /kill
- spectators will by default now chat only to other spectators. If they wish to speak to non-spectators they use /w
- fixed bug where dropship would crash if only spectators were in the game
- fixed bug where marked trolls could tell they were trolled by using /w
- added "profileID" playerPref: a randomly generated id that is used to track player score and events for server stats.
- if a player leaves or drops, and returns to a server their score will be recovered if the same round is still in session.
- servers now track player stats (this is still very alpha)
- added at the end of the match (before the map cycles), the server will tell you how many times you were corpsed and by who.
- uraniumOnStart now occurs independently of dropshipOnStart
- various translation fixes and improvements
- fixed bugs where connecting to a wrong version server, or full server would not yield proper feedback as to why the connection failed
- the server list will no longer supply the IP address for servers of differing versions, preventing incompatible connection attempts(to be reverted later)
- better aligned dropship sounds with the animations
- updates to maps (including adding power plant to zoneOne)
- added tributary map to build
OBEY - DEZ
Hi Everyone! :D

Recently some holes have been found in the game. I wanted to give you a heads up about what is planned to address them them.

1) The power plants have added some nice spice to the game (in my view) but don't seem quite finished. Bunnies are too easily able to 'troll' the robot by simply hiding behind it or hide in it's doorway to cause trouble (depending on it's location & orientation). However, bunnies should fear the robot player and fear going anywhere near their power plant. In the next build, whenever the power plant is turned on, it will emit an 'ignition flame' that will burn any bunnies hanging out on or near it. Otherwise, it will function as normal.



2) Right now, things can become quite stalemated if there is no dropship and a player with a collar is able to reach robo's base but does not intend to subvert: Robo can then neither safely buy a dropship to get fuel, nor burn the collared player. In the next build this will be addressed. The following will happen on every subversion:


All players near robo will be killed. Sentries will function as normal.

Therefore two things will change:
- if a player wants to hang out on robo, that is still allowed but they will have no chance of survival if someone else subverts.
- subverting the robot will become more dangerous, as hiding behind items right next to robo or behind it's "legs" with or without a collar will no longer be safe if another player subverts.

There are other changes planned too. As usual, you can see them here.
^_^
OBEY - DEZ
Hi Everyone! :D

Recently some holes have been found in the game. I wanted to give you a heads up about what is planned to address them them.

1) The power plants have added some nice spice to the game (in my view) but don't seem quite finished. Bunnies are too easily able to 'troll' the robot by simply hiding behind it or hide in it's doorway to cause trouble (depending on it's location & orientation). However, bunnies should fear the robot player and fear going anywhere near their power plant. In the next build, whenever the power plant is turned on, it will emit an 'ignition flame' that will burn any bunnies hanging out on or near it. Otherwise, it will function as normal.



2) Right now, things can become quite stalemated if there is no dropship and a player with a collar is able to reach robo's base but does not intend to subvert: Robo can then neither safely buy a dropship to get fuel, nor burn the collared player. In the next build this will be addressed. The following will happen on every subversion:


All players near robo will be killed. Sentries will function as normal.

Therefore two things will change:
- if a player wants to hang out on robo, that is still allowed but they will have no chance of survival if someone else subverts.
- subverting the robot will become more dangerous, as hiding behind items right next to robo or behind it's "legs" with or without a collar will no longer be safe if another player subverts.

There are other changes planned too. As usual, you can see them here.
^_^
Jun 21, 2015
OBEY - DEZ
Hi Everyone!

this should fix that annoying mouse bug, and fix some bugs with the power plants. If you are running a server make sure to use this version over the last one! ^_^

- fixed annoying mouse bug where the mouse cursor would show
- fixed bug with item blocking power plant vent detection.
- changed default subvertedPenalty (money dropped to other players on subversion) from 300 to 800
- increased cents directive life time from 15 to 17 seconds
- lights can no longer be placed in range of a sentry
- visual changes to power plant
- made bunny names bigger to spectators
- included Unity updates that allows Linux sku to work again

Please post any problems or bugs in the forums Thanks everyone!! ^_^
Jun 21, 2015
OBEY - DEZ
Hi Everyone!

this should fix that annoying mouse bug, and fix some bugs with the power plants. If you are running a server make sure to use this version over the last one! ^_^

- fixed annoying mouse bug where the mouse cursor would show
- fixed bug with item blocking power plant vent detection.
- changed default subvertedPenalty (money dropped to other players on subversion) from 300 to 800
- increased cents directive life time from 15 to 17 seconds
- lights can no longer be placed in range of a sentry
- visual changes to power plant
- made bunny names bigger to spectators
- included Unity updates that allows Linux sku to work again

Please post any problems or bugs in the forums Thanks everyone!! ^_^
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