Hi Everybody! I am happy to announce the latest update to OBEY! I've been working hard to get this game to a nice polished state. Here are some notable changes that have been added:
Voting!
In this update, a voting feature has been added. You can now initiate a VOTE for a number of things: * /voteRankingOff start vote to not rank the current match (this is so you can screw around on a ranked server without messing with your ranking, if you want) * /voteCycle start vote to cycle map * /voteCycle start vote to cycle to a specific map * /voteKick
Vote for stuff!
Friends-only Leaderboards!
Another feature that has also been added is friends-only leaderboards. So if you want, you can just compete against people you know! To switch between global/friends-only leaderboard just click the little globe icon next to the stats menu.
Toggle Friends-Only!
More Achievements!
Besides fixing a slew of tiny little map bugs and seams (maybe call me a perfectionist, but I didn't want ANY seams AT ALL in the maps!) bunnywink ... I also added some very fun achievements. 38 to be exact! For a total of 88 achievements!!! Of course the most obvious lacking one being the 'Scumbag!' achievement. Because all players deserve a prize for stealing their fellow bunnies' hard earned autopay.
- word! Enjoy! ^ _ ^ -Dez As always, here is the full changelist:
v 1.02r2
* added main menu leaderboard toggle for global or friends only leaderboard * added mods that log in are now stored to mods.txt so they don't have to log in again to the server * added /voteRankingOff command to start vote to not rank the current match * added /voteCycle command to start vote to cycle map * added /voteCycle
Hi everybody!
OBEY's first post-release update is ready!
Some of you may not know that OBEY 1.0 has been tracking many of your gameplay stats!
Yes, your subversions, your epic wins, and your terrible terrible backstabbing corpse deliveries among many other things:
Some on my screenshot here are '0', these will be properly tracked from the current release forward.
The main menu screen will have some mini stats in the upper right hand corner, click on them to see your full stats like this.
Leaderboard!
You may have noticed that on the right there, there is a leaderboard! Yes, OBEY will now have RANKED SERVERS! Don't be intimidated though, as with every type of rating system ever devised, this one will have it's quirks. OBEY's rating system is a modification of the Elo System used by many chess ranking organizations. Think of it as a rough approximation of skill, as indicated by your Skill Rating stat. Over time it is designed to identify the best players in the community (or among you and your friends)! (A friends-only display option will be coming next release bunnywink)
How do you get the top ranks?
Every player starts with a base skill rating of 1000. Here are some tips if you want to get to the top:
- Beat other players with higher or similar ranking to yours.
- Win matches against human players.
Don't:
- Lose to players with a lower skill rating than you.
- Lose to bots.
- Abandon a match after playing for more than 5 minutes on a ranked server.
- Give up in the middle of a match. Fight to the end for placement! OBEY is notorious for upsets!
- Not play for a long time (you will be taken off the leaderboard, but your Skill Rating is always preserved for when you return).
Things that won't affect your skill rating:
- Playing on a server that is not ranked. (Ranked servers say RANKED: Yes in their description)
- Playing in matches with less than 4 human players
- Playing in a match in which you finished but participated less than 3 minutes. (as a player)
- Spectating
- Your score or your behavior during the match. The only thing that counts is your placement at the end.
Do:
Statistics
Some of the stats had bugs and were not tracked properly in 1.0, or were just added in this build, so they will start at 0 as of this build and won't perfectly reflect angle of progress. For example corpses delivered was tracked, but not total corpse damage. This means that those stats together may not be super meaningful. If this bothers you, you can reset your stats as described below. Here are all the stats that will be tracked as of 1.01, but were not tracked in 1.0:
-
Stats recorded starting today:
- Total Corpse Damage Caused
- Total Corpse Damage Received
- Average % of bunny time wearing a collar (this is based on last 5 games only)
- Average % of bunny time in drop ship (this is based on last 5 games only)
- Laser Walls Placed
- Total Bunny death count while in Robo
- Average bunny deaths/kills per robo reign (this is based on last 15 reigns)
- Global total of bunny deaths (this is based on everyone's total bunny death count while in robo)
- Skill Rating Further, some stats and achievements are ONLY tracked if 'minPlayers' on a server is met (4 human players by default), here are the stats/achievements that will only be recorded/achieved if minPlayers is met:
- Your first win achievement
- Obedience win achievement
- Domination/Dominated achievements
- Clean Win achievement
- Cheap! and TLC Ultimate Cheapskates achievements
- robo wins / bunny wins stat
- second placements stat
- third placements stat
- games lost stat
- total games played stat
- total score earned stat
- recent score earned stat
- average placement stat and recent average placement stat
- % of time collared stat
- % of time in dropship stat
- Skill Rating
Achievements
32 new achievements have been added to this build for a new total of 50! My general approach has been to make the 'grindy' ones hidden achievements that you will unlock by playing a lot (mostly bunnywink). The visible ones are things that might be tried for. There will be many more to come!!!
Change to corpse damage:
Finally, one thing I want to mention is that I modified corpse damage a little bit in the build coming forward. Corpsing is fairly balanced I think, but I thought is a bit underpowered (last week someone snuck in a triple corpse hit on me, and although I was very much hurt, I should have been devastated). I upped corpse damage, accordingly: head: was 1000 is now 1500 body: was 1000 is now 1500 full corpse: was 1500 is now 2000
Bug with the tutorial text is off the screen:
Some of you have experienced a bug where the tutorial text is off the top of the screen. My code fix failed for this, but after this released was pushed out, a fellow player found a temporary fix for it: In your Windows display settings go to Scale and Layout > change size of text, apps, and other items and set it to 100%. Higher than that could cause the GUI system to get confused and place it off of the screen. Enjoy! -dez As usual, below is the official changelist!
-
v 1.01r1
- added /cancelrecord and /cancelstats mod commands that can turn a regular match into an unranked match
- changed server reading of player debt limit to always read in a negative value, ie: -abs(settingsValue)
- fixed bug where skill rating and ranking were not logged
- fixed bug in average time % wearing collar display
- fixed bug in average time % in dropship display
- fixed bug Clean Win achievement only possible if you win as robo against minplayers v1.01r0
- added stats and top scores preview to main menu if steam is connected
- added stats and top scores display window
- added steam statistic: % of bunny time with collar
- added steam statistic: % of bunny time in dropship
- added 32 MORE Steam Achievements (now 50 total!)
- added 'ranked server' to the server descriptions yes/no
- added 'current highest score' to the server description. example: 1234/10000
- added mouse interpolation option (only affects bunny controls)
- added additional server logging to allow nodecraft to track players coming in/out
- added command confirmations to /allmute and /allunmute commands
- changed corpse head damage from 1000 to 1500
- changed corpse body damage from 1000 to 1500
- changed full corpse damage from 1500 to 2000
- changed tributary map. It now is a little bit harder for robo due to added cover near the drop area
- fixed issue with steam interfering with running a server out of the game build directory.
- fixed bug where mouse could incorrectly disappear when using menus in the tutorial
- fixed bug (attempted, can't replicate) where tutorial message window could be off screen depending on resolution
- fixed bug (attempted, can't replicate) where main menu could be off screen depending on resolution
- fixed bug where corpse damage taken wasn't being tracked.
- fixed bug where corpse damage received wasn't being tracked.
- fixed bug where laser wall placement stat not being tracked
- fixed bug where deaths during current reign was not being tracked
- fixed bug where 'reset' in controls options did not reset the controls GUI after reset
- fixed accept/cancel buttons on menu buttons being too small for some translations
- updates to translations
Wow, we're finally here.
OBEY was in Steam Early access from May 21, 2015 to May 12, 2020. Five years.
I took a look at the dates of the files in the build to see when the first ones were created. The first test build is dated November 12, 2013. The oldest file in the build is from April 1, 2013.
It's been one hell of a long road!
THANK YOU to all of you who have shared it with me throughout this winding path! happybunny
SO! What's NEW!?
First of all, OBEY now has Steam Achievements! 18 to be precise. Post-release, there will be plenty more coming, too bunnywink ! Also, Steam will be tracking the statistics of your matches and shenanigans! Some other changes to this build include bug fixes and improvements to the spectator (See the changelist at the bottom of this post for all the details).
Launch Week Tournament Schedule!
For this week of the launch, you may have noticed, OBEY is in heavy discount! Let's get as many people in here as possible! To match, this week we have a ton of tournaments planned! (These are in addition to our regular weekend tournament schedules) Join us and get your stats and achievements! All times in EST: Mon-Thurs 1p - 5p - 7p - 9:30p Fri-Sun 10a - 1p - 5p - 7p - 9:30p Tuesday 10a
So, is that it!?
For one, I have laid the groundwork so that we can have a proper leaderboard and a nice GUI to show all our crazy stats in a coming release (expect it in the next 1 or 2 updates). There's also a number of bug fixes and tweaks still to do, and as I mentioned, a ton more achievements that I still want to tackle before I call it a day.
In other news, OBEY is coming to Nodecraft! I am very excited to be currently working with the great team at Nodecraft to integrate OBEY with their services (no port forwarding, GUIs for options for OBEY servers!!). Not only will this make it easier than ever to run and manage your own servers, but my hope is that existing player base of Nodecraft for other games will also come join our community as it will be brain-dead easy for them to try out OBEY. Thank you all again, this is a huge milestone for the project, and expect some more post-release updates very soon!!
Below is the changelist: (1.0... i can't believe it!!! bunnywow)
v 1.00r0
- added our first 18 steam achievements
- added steam statistic: subversions
- added steam statistic: times subverted
- added steam statistic: wins as bunny
- added steam statistic: wins as robo
- added steam statistic: 2nd place finishes
- added steam statistic: 3nd place finishes
- added steam statistic: placement average
- added steam statistic: recent 10 rounds placement average
- added steam statistic: games lost
- added steam statistic: laser walls placed
- added steam statistic: denials (times killed very close to robo's door)
- added steam statistic: time in robo
- added steam statistic: time as bunny
- added steam statistic: total bunnies killed while robo
- added steam statistic: average bunnies killed during robo reigns
- added steam statistic: deaths
- added steam statistic: dropship crashes
- added steam statistic: total score earned
- added steam statistic: uraniums delivered
- added steam statistic: corpses delivered
- added steam statistic: corpses received
- added steam statistic: corpse damage inflicted
- added steam statistic: corpse damage received
- added steam statistic: total items delivered
- added steam statistic: money spent
- added steam statistic: distance walked
- added global statistic: number of bunnies killed ever
- added global statistic: number of rounds won as robo ever
- added global statistic: number of rounds won as bunny ever
- added numerous updates to translations
- added /spent console command that returns how much money you have spent in the current round
- added /resetSteamStats console command.
- added /resetSteamStatsAchievements console command.
- added /getIntStat debugging command that can retrieve steam stats.
- added /getFloatStat debugging command that can retrieve steam stats.
- fixed minor gui issues with translation overruns
- changed roboChargeForAutoDropship server setting to be read as positive instead of negative value
- laid groundwork for stats display and leaderboards
- added spectator speed control. Pressing 1-5 will allow different spectator flying speed.
- added spectator zoom. You can zoom in/out as a spectator with prev/next buttons (Q/E)
- added spectator ability to cycle GUI elements to mimick what bunny/robo can see (use RMB)
- fixed bug where kicked idle spectator would not show notification to others
- fixed bug where kicked idle spectator character would not reset the idle timer
- fixed bug on UV scrolling textures to keep the value in a sane range
Hi Everyone!
Were nearly there! Just one week from now, OBEY will hit 1.0 and officially launch out of Early Access!
Looking at the current steam page, it says that OBEY came onto Steam Early Access May 21, 2015. Fully FIVE years ago!! It's been a long road (and consider I had been coding it full time for a year prior to that to get it to the Early Access stage). A massive thank you to everyone thats helped me get the game to this point! happybunny and thank you for sticking with me. It's finally here!
[previewyoutube=lnG2t7O3so4;full][/previewyoutube]
I mentioned this in the post before, but in case you missed it: In preparation for 1.0, Ive lowered the standard price of the game to $7.99. The price of the OBEY 4-pack has also been lowered to $19.99, with both price drops permanently in effect. Please spread the word the team Im working with and I are doing everything we can to have the biggest launch possible, and we need the support of the OBEY community to do it.
If you havent already, jump on our Discord to chat with other players and get together for matches/tournaments! The team and community are collectively making a push over the foreseeable future to populate servers in a way thats welcoming to new and returning players alike starting with our standard tournament times listed below (as well as on OBEYs main menu). Weve had a string of new tournament winners over the past couple of weeks in particular!
(PROTIP: tournament wins will contribute to the incoming achievements!! bunnywink)
Tournament times are as follows:
- Every Saturday @ 8:00 PM Eastern / 5:00 PM Pacific / Midnight GMT
- Every Sunday @ 4:00 PM Eastern / 1:00 Pacific / 8:00 PM GMT
- Every 1st of the month @ 9:30 PM Eastern / 6:30 PM Pacific / 1:30 AM GMT
See you on Discord!! ^ _ ^
Hi Everyone!
Big announcement day
OBEY is launching fully out of Early Access next month! Ill have an exact date for everyone soon. For now, the game has received its final update in Early Access before the last one that will bring the build to 1.0 nearly five years after its initial launch on Steam, OBEY will be completed and available as a fully finished product. Alongside the update and as part of the preparation for 1.0 launch, Ive lowered the standard price of the game to $7.99. The price of the OBEY 4-pack has also been lowered to $19.99, with both price drops permanently in effect as of today. Im hoping this helps lower the barrier of entry for anyone interested in playing. If you havent already, jump on our Discord to chat with other players and get together for matches/tournaments! Well be collectively making a push over the next couple of months to populate servers in a way thats welcoming to new and returning players alike starting with our standard tournament times listed on OBEYs main menu. Those are as follows: - Every Saturday @ 8:00 PM Eastern / 5:00 PM Pacific / Midnight GMT - Every Sunday @ 4:00 PM Eastern / 1:00 Pacific / 8:00 PM GMT - Every 1st of the month @ 9:30 PM Eastern / 6:30 PM Pacific / 1:30 AM GMT
New Update!! - v.99
Yep, it's time to just jump to .99! OBEY has had about 50 published releases until now! First of all, the longstanding laser wall lag bug has been fixed... yes... build away my minions!!! happybunny As well as numerous laser wall bugs addressed. The walls should be pretty solid now.
blueprints The other big change to this update is the addition of 'blueprints' to the build. Blueprints are basically a way to have autopay for emplacements. The robo lays down blueprints (they are like little holograms on the map) where they want a mine/light/sensor/laserwall and if a bunny 'completes' the blueprint, they will get a "token", which is just an item that looks like a little blue cylinder. The token can be taken to the feedbox or to a new map element called a 'deposit' for autopay. The deposit behaves exactly like the feedbox except it only accepts tokens. Tokens are worthless to the robo, they only give autopay to bunnies.
Bunny completes blueprint... bunny gets autopay from deposit with his token. I've also done major rework on the tutorial to add the new features, and address many issues that had existed. It should be a lot smoother now, and hopefully ease the transition for new players into our bunny eat bunny world. Here is the official changelist: v.99r0
- vastly improved performance on laser wall system (yes, you can build Laser Wall City now)
- added "blueprints" that robo can place on the map: mine, laser wall, light, sensor
- removed 'fire' robo directive
- added 4 blueprint directives to robo: mine, laser wall, light, sensor
- added a grid gui/guide to robo's view that assists laser wall blueprint alignment
- added 'token' item. Bunnies get this when they complete a blueprint
- added 'deposit' map element: a deposit is a feed box that only accepts tokens
- added deposits to all official maps
- added deposits to tutorial
- added triggers to tutorial so that you can't continue without completing certain tasks
- added Steam Cloud now manages your playerPrefs.txt, so it will store your profile/trophies
- added Steam Cloud now manages any unpublished mods (.tmx, .tsv, ai mods) in your OBEY folders
- added subtle glow animation to glowing vegetation
- added loading screen tip to teach about the purpose of the watchtower (it's not in the tutorial)
- added loading screen tip to teach shutting off power plant to avoid subversion penalty
- added command help window next to the chat input
- added whispering icon to show a difference when speaking or whispering
- added idle spectators automatically kicked by the server
- changed bunnies can no longer place emplacements on a surface much higher or lower than them
- changed price of battery from 150 to 200
- changed price of fuel from 100 to 150
- changed increased uranium weight from 130 to 140
- changed objects and bunnies no longer affect laser wall connections
- changed autopay money now appears slightly farther from feedbox
- changed new install now defaults to "push to talk" instead of "push to mute"
- increased RTT lighting resolution from 1k to 2k in high quality (lighting glows look smoother)
- fixed RTT lighting slight misalignment
- fixed icon flicker when dropping a collar (note: robo can still see actual collar movement)
- fixed bug where main menu sometimes did not align properly
- fixed numerous laser wall bugs
- fixed numerous tutorial bugs and issues
- fixed bug where mine and sensor didn't appear in bunny's inventory when purchased
- fixed bug where laser wall and collar objects carry mode did not match the drop orientation
- fixed menu bug where you could open the text chat while an option menu was active
- fixed menu bug where text chat could still show if you alt-tabbed out of OBEY
- fixed menu bug where the options did not highlight
- fixed shadow bug beneath placed lights
- updates to outdated commands (!sign instead of sensor) in text macros.
- updates to translations
- removed some excessive output logging
Hi Everyone!
happybunny I hope you are all staying safe and healthy from the Coronavirus! (Although, I am fairly sure I have it. Seriously.) Anyway, that just means having a cough and staying isolated for me, and more updates for YOU! (if you are worried, I'm alright: so far cough/sore throat/some crap in my chest have been very minor, and am otherwise in excellent health)
So right now I am very happy to publish another update to OBEY! I am excited to report that we are getting very close to version 1.0!
The major features I want to share are: [olist]
Our new title screen! So yea! I can't wait to see you all in the game and have some matches where we can see what can be done with the new whisper feature, and figure out how sensors can be used creatively to counter! Here's the official changelist v .47r0
- added local voice whisper. bunnies can now whisper to each other with voice.
- added sensors detect voice whispers and will intercept them for robo!
- added whisper key. Default keys are lshift or R
- added new title screen (special thanks to kopfstoff/David Mller for orignal artwork)
- added /cancelTournament command that a mod can used to cancel a running tournament
- added loading screen tip to teach whispering feature with sensors
- improved if bunny is already carrying a collar, it will bias to pick up something different before picking up another collar
- improved help instruction for laser wall length which said 9 units. Changed to 3. 9 was technically correct but 3 is clearer
- improved quality of loading screen textures
- changed: placeable lights now cast shadows on normal and high settings (movement that can give away a walking bunny)
- changed: increased brightness and range of placeable lights
- changed: slightly lowered the barrier in the dropship
- changed: placed sensors now also intercept both chat and voice whispers
- changed: removed score bonus indicator from tutorial, at this time it is cut from the game, so the tut shouldn't have it.
- changed: added shadows to dropship spotlight in high settings
- fixed bug where robo's reticle could show in the air for bunnies after being subverted
- fixed bug where a player could lose a tournament by coming back as spectator. Winning players now join before others.
- fixed bug where special tournament server name title would not show in the server list
- fixed bug if there is a tournament tie between 2 players, both players will receive the higher trophy
- fixed hack where a player could change their or others gui text color by typing in formatting characters
The newest version of OBEY is RELEASED! v.46
Tournaments!
Auto-tournaments have been added! These will now run weekly and monthly on official servers. Placing 1st-3rd in these tournaments earns permanent trophies. Trophies are markings that show next to your name in all future matches! Winning 1st in the monthly tournament will earn you a unique 1st place trophy! Running tournaments without trophies on your own servers is now possible too (of course), as well as the ability to run a 'off-the-books' tournament without mod privileges by way of the /tourney command which simply prints out the tallied scores of the past x matches for you. type /info in any server if you want to know if and when the next tournament will be run there!
NOTE: If you think you will care about trophies you earn (and not lose them if you reinstall OBEY or if your hard drive gets lost/stolen/fried), you may want to email your OBEY profileID to yourself so you can get it back if your installation gets deleted/lost. It is found in playerPrefs.txt (look for profileID=xxxxxx). See bottom of this post for more info about OBEY's profileID. Another fun change added this time is the ability to use the pointer to extract small amounts of cash from fellow bunnies! Shoot a bunny directly with a pointer and they will drop 10 cents!
FEAR THE SNITCH! Some other changes include the fix for the annoying mouse bug that had creeped in as well as adding the new ability to create language mods for OBEY: The language file (translations.tsv) is now no longer included inside the game executable and is now a data file, so you can make workshop mods that include any language you are willing to translate or... make every other word in the GUI a curse word, or make the GUI in Pig Latin if you want. OH!.. and a ton of things have been fixed or improved in the tutorial... hopefully helps new players a bit, although there is still a lot more that could be improved on it. And if you haven't already.. JOIN US ON DISCORD! ^ _ ^ Here is the changelist for v.46: - added autoTournament feature that allows servers to run tournaments at scheduled times - added allowModsToStartTournaments server setting that controls whether mods can run tournaments or give trophies - added /forceStartTournament command that mods can use to start a tournament (if allowed on the server). - added /info command now also lists next tourney date, if available - added if a bunny is shot directly with a pointer, money is dropped (10 by default) - added OBEY translation modifications: Game text is now defined in translations.tsv data file - added "time has run out" message (it was feeling like round ended randomly) - added roboPayAmount server setting: this sets how much robo pays with their money directive (default now 50, was 25) - added amountDroppedByPointerShot server setting: how much is dropped when bunny is hit by pointer (default 10) - fixed bug where mouse would appear incorrectly over the game window - fixed bug where changing your name in the options did not change it in the menu - fixed bug where sometimes the server would not reset the round properly - fixed bug where trophies could not be given to players that had spaces in their name - fixed various bugs in the tutorial - improved tutorial dropship and purchasing to be much closer to how the game works - improved fire effects so that fires don't behave alike if they spawn in the same frame - improved if bot asks player to press D for autopay, it now tells you to do it on the feed box - improved cleaned up master server connection code - changed updated translations - changed price of pointer from 40 to 150 - changed default amount that robo pays with their money directive from 25 to 50 - changed minor things on official maps - changed pointer recharge rate from 6 seconds to 4 seconds - rewrote directives systems to handle pointer 'trolling' and the incoming blueprints feature - removed kickOnCycle server setting Technical notes about profileIDs: This basically acts like a password. It can be any text you want, but if you happen to coincide your playerID with someone else - your stats will stack and be shared! You also won't be able to participate in the same match. So make it unique! :) You may wonder why I don't just use your unique SteamID for this. The reason is because OBEY is a DRM free game. If I used the SteamID, then anyone could just find your Steam account and be you in OBEY. Well, then one might suggest to hash the SteamID and use that... but someone else could just take your SteamID and hash it accordingly too if they wanted to 'steal your OBEY identity'. That is why it works the way it does. You can also get it by typing /playerid in the game, but getting it this way doesn't let you select/copy/paste it.
Hi All!!!
For those of you following OBEY today, thank you for sticking with me happybunny Up until now, I have kept a low profile that I have begun full time dev on OBEY again. But now that you all know, I will say that it is with the intention to wrap up OBEY and finally put out version 1! For me personally, this is a big deal: I have had this project going on in some form in my life since 2002! This latest release involves fixes and improvements to the score tracking system so that it's very easy to track scores if you want to run a tournament, or see scores of past rounds. Also, I added a finalized screen to honor the winners of the round!
Here is the official change list: v .45r0 * added "round has ended" screen with winners of end of round scoreboard. * added server now saves/loads past game scores into a text file latestRoundRecords.json * added "shutDownAfterNumHours" server setting which allows auto refreshing of servers * added "minutesToExpireScoreRecord" server setting to allow the expiry of the above record * improved the /list command now gives you the current map name as well * improved Linux server launch script now restarts the server if it shuts down * improved Linux dedicated server launch script now restarts the server if it shuts down * improved Windows server launch script now restarts the server if it shuts down * fixed watchtower bottom which could be seen as a hole on some maps * fixed ProFlares spamming output log with cull logs * updates to translations * cut 'tagging' player feature Onward! To Development!! happybunny
OBEY 34% off sale for Easter Weekend!
OBEY is on sale for under $10 through April 7th at 10:00am Pacific -- for those enjoying an extended holiday weekend, or in the middle of Spring Break, it's a great time to jump (back) in and run a few rounds with friends in a multiplayer experience unlike any other out there!
OBEY 34% off sale for Easter Weekend!
OBEY is on sale for under $10 through April 7th at 10:00am Pacific -- for those enjoying an extended holiday weekend, or in the middle of Spring Break, it's a great time to jump (back) in and run a few rounds with friends in a multiplayer experience unlike any other out there!
Something has been missing in OBEY: a viable way to win as a snitch!
Enter the watchtower! Watchtowers are a way that robo can reliably pay a snitch to stay put and watch for attackers. It simply drops the given autopay every 37 seconds. So now there is a way for a snitch to earn a reliable income, and possibly win if he plays his hand right.
NOTE to newer players:
Sometimes new players get frustrated when a a different player plays as a snitch, making it seemingly impossible to subvert. There are ways to counter a snitch:
- Obtain a pointer before making a break for it. If the snitch sees you and starts pointing you out, make your own arrows in wrong places to throw robo off.
- Subvert from behind or the side of robo, grabbing items on your way to climb robo and drop down in front of the door for an instant subvert
- Trick robo into thinking that the snitch is about to win, and get him to kill or remove/reduce the snitch's autopay.
- Whisper to the snitch that you will give him major cash if he lets you subvert (use /w to type a whisper)
Other significant changes include:
- Robo's HUD now displays what buttons you can press when you hover over anything
- A/D no longer change autopay directly. You have to LOOK at the feedbox you want to change, or the watchtower. Hence, you can also set different autopay on different feedboxes if a map has more than 1.
- Added Polish and Dutch languages
- Permanent "trophies" that will show by your name if you place in tournaments! (past winners let the me or the mods know so we can mark you with some :) )
- Tons of bug fixes and improvements!
Comprehensive changelist (v .44r0):
- added 'watchtower' map element. It can be used to pay snitches, and draw them to a location.
- added context menus for robo to help know at all times what keys do what
- added autopay can no longer just be set with a/d, robo must now look at feedbox/watchtower and press a/d to set it
- added different feedboxes (and watchtowers) can now have their autopay set individually
- added reduced sensitivity/increased precision to robo mouse during zoom (feels more comfy now to zoom + look)
- added reduced sensitivity/increased precision to pointer as you look down it's reticle
- added directional indicator to pointer arrows for robo, robo will now clearly see where a snitch indicates
- added directional indicator to watchtowers for robo
- added watchtower to all maps (note: all watchtower positions subject to balancing changes or removal)
- added minerals to official maps
- added cover in tributary near obeying areas & inreased feedbox distance to make it slightly easier to escape
- added sound effects to main menu chat so you can hear if humans are typing or mentioning your name
- added in-game hint "You have turned off the robot's passive income!" if you press the powerplant button
- added in-game hint "Autopay above 4 gives bunnies higher profit than you." the first time you set > 100 autopay
- added in-game hint "Your reign ended." on subversion
- added when dropship is crashing, the interior sound pitch of the engines now slowly rises
- added when you are in a dropship and it crashes, your screen will flash white
- added Polish language! Thank you Milord!!! ^_^
- added Dutch language! Thank you Dannyiscool4! ^_^
- added /scores command. It can be used to get the final score tally from a past match
- added /tourney command. It can be used to get tallied score totals from past matches
- added /playerid command. Prints your playerID (stored in playerPrefs.txt which is used to track your stats)
- added /trophy mod command. It can be used to assign a special public rankings to players
- added /ptt # mod command. A moderator can now force a client into push to talk mode
- added /allmute # mod command. A moderator can now mute a player for everyone
- added /allunmute # mod command. A moderator can now unmute a player for everyone
- added /clear command. It clears the log text on the left of the screen
- added better feedback to map author if they forget to add spawn points
- feedboxes/powerplants no longer need to be associated to a robo. If association is not specified, nearest is used.
- reduced default dropshipChanceToCrashMod to 8000, to make it a little easier to crash
- fixed bug where it was possible to put emplacements on map elements like feedbox/powerplant etc
- fixed bug where locked/passworded servers would not display correctly in the server list
- fixed no ambient sound in tutorial
- fixed rare bug where it was possible to have a recurring overtime with the money goal crazily rising
- fixed bug in the tutorial where messages would stop popping up if you esc or tab out.
- fixed bug where a server running a long time would spam the master server
- fixed visual bug that if you put your camera inside robo it looks less broken now.
- fixed visual bug where ghost placement indicators would sometimes not scroll at the correct speed
- fixed bug where ghost placement indicators could show in the dropship
- fixed bug where robo gun windup and winddown sounds would not play
- fixed minor error generation on smoke and spark particle random seed
- fixed minor visual bug in mine, light, and sensor placement indicators
- fixed minor visual bug in dropship lights
- fixed minor visual tweak on spark particles
- fixed minor excessive flare update logging in game and tutorial
- updated Unity to 5.5.1f1
- updated NGUI ver to 3.11.2
- lowered main menu music volume
Something has been missing in OBEY: a viable way to win as a snitch!
Enter the watchtower! Watchtowers are a way that robo can reliably pay a snitch to stay put and watch for attackers. It simply drops the given autopay every 37 seconds. So now there is a way for a snitch to earn a reliable income, and possibly win if he plays his hand right.
NOTE to newer players:
Sometimes new players get frustrated when a a different player plays as a snitch, making it seemingly impossible to subvert. There are ways to counter a snitch:
- Obtain a pointer before making a break for it. If the snitch sees you and starts pointing you out, make your own arrows in wrong places to throw robo off.
- Subvert from behind or the side of robo, grabbing items on your way to climb robo and drop down in front of the door for an instant subvert
- Trick robo into thinking that the snitch is about to win, and get him to kill or remove/reduce the snitch's autopay.
- Whisper to the snitch that you will give him major cash if he lets you subvert (use /w to type a whisper)
Other significant changes include:
- Robo's HUD now displays what buttons you can press when you hover over anything
- A/D no longer change autopay directly. You have to LOOK at the feedbox you want to change, or the watchtower. Hence, you can also set different autopay on different feedboxes if a map has more than 1.
- Added Polish and Dutch languages
- Permanent "trophies" that will show by your name if you place in tournaments! (past winners let the me or the mods know so we can mark you with some :) )
- Tons of bug fixes and improvements!
Comprehensive changelist (v .44r0):
- added 'watchtower' map element. It can be used to pay snitches, and draw them to a location.
- added context menus for robo to help know at all times what keys do what
- added autopay can no longer just be set with a/d, robo must now look at feedbox/watchtower and press a/d to set it
- added different feedboxes (and watchtowers) can now have their autopay set individually
- added reduced sensitivity/increased precision to robo mouse during zoom (feels more comfy now to zoom + look)
- added reduced sensitivity/increased precision to pointer as you look down it's reticle
- added directional indicator to pointer arrows for robo, robo will now clearly see where a snitch indicates
- added directional indicator to watchtowers for robo
- added watchtower to all maps (note: all watchtower positions subject to balancing changes or removal)
- added minerals to official maps
- added cover in tributary near obeying areas & inreased feedbox distance to make it slightly easier to escape
- added sound effects to main menu chat so you can hear if humans are typing or mentioning your name
- added in-game hint "You have turned off the robot's passive income!" if you press the powerplant button
- added in-game hint "Autopay above 4 gives bunnies higher profit than you." the first time you set > 100 autopay
- added in-game hint "Your reign ended." on subversion
- added when dropship is crashing, the interior sound pitch of the engines now slowly rises
- added when you are in a dropship and it crashes, your screen will flash white
- added Polish language! Thank you Milord!!! ^_^
- added Dutch language! Thank you Dannyiscool4! ^_^
- added /scores command. It can be used to get the final score tally from a past match
- added /tourney command. It can be used to get tallied score totals from past matches
- added /playerid command. Prints your playerID (stored in playerPrefs.txt which is used to track your stats)
- added /trophy mod command. It can be used to assign a special public rankings to players
- added /ptt # mod command. A moderator can now force a client into push to talk mode
- added /allmute # mod command. A moderator can now mute a player for everyone
- added /allunmute # mod command. A moderator can now unmute a player for everyone
- added /clear command. It clears the log text on the left of the screen
- added better feedback to map author if they forget to add spawn points
- feedboxes/powerplants no longer need to be associated to a robo. If association is not specified, nearest is used.
- reduced default dropshipChanceToCrashMod to 8000, to make it a little easier to crash
- fixed bug where it was possible to put emplacements on map elements like feedbox/powerplant etc
- fixed bug where locked/passworded servers would not display correctly in the server list
- fixed no ambient sound in tutorial
- fixed rare bug where it was possible to have a recurring overtime with the money goal crazily rising
- fixed bug in the tutorial where messages would stop popping up if you esc or tab out.
- fixed bug where a server running a long time would spam the master server
- fixed visual bug that if you put your camera inside robo it looks less broken now.
- fixed visual bug where ghost placement indicators would sometimes not scroll at the correct speed
- fixed bug where ghost placement indicators could show in the dropship
- fixed bug where robo gun windup and winddown sounds would not play
- fixed minor error generation on smoke and spark particle random seed
- fixed minor visual bug in mine, light, and sensor placement indicators
- fixed minor visual bug in dropship lights
- fixed minor visual tweak on spark particles
- fixed minor excessive flare update logging in game and tutorial
- updated Unity to 5.5.1f1
- updated NGUI ver to 3.11.2
- lowered main menu music volume
Hi! Do you have friends that you always wanted to play OBEY with, but they just don't have the game? Well, now's the time! Tell them to grab it now, because it's only going to be on sale for a week!
Hi! Do you have friends that you always wanted to play OBEY with, but they just don't have the game? Well, now's the time! Tell them to grab it now, because it's only going to be on sale for a week!
To any old hands who don't know yet, jacksepticeye (a big youtuber) made an awesome video while playing OBEY. The servers are now filled with players! https://youtu.be/pq2-eWnNA7o To all our new players: a big welcome! ːhappybunnyː (Please do help each other learn as it is a known issue that the tutorial is not adequate.) If you need help or find bugs, please do post in the forums: I read all posts. The wiki also has a ton of tips and info on how to ːcentːːcentːːcentː. Meanwhile - I been working on the next update, which will include a special provision to make 'snitching' a more viable game strategy (I don't want to give it away exactly what it is, though! ^_^). Have fun! ːbunnywinkː
To any old hands who don't know yet, jacksepticeye (a big youtuber) made an awesome video while playing OBEY. The servers are now filled with players! https://youtu.be/pq2-eWnNA7o To all our new players: a big welcome! :happybunny: (Please do help each other learn as it is a known issue that the tutorial is not adequate.) If you need help or find bugs, please do post in the forums: I read all posts. The wiki also has a ton of tips and info on how to :cent::cent::cent:. Meanwhile - I been working on the next update, which will include a special provision to make 'snitching' a more viable game strategy (I don't want to give it away exactly what it is, though! ^_^). Have fun! :bunnywink:
Hey everybody ːhappybunnyː !!
So some big updates are just in!
Both the dropship code and the way sounds are handled in OBEY have been largely rewritten:
The main dropship change is that it no longer relies on the 30 second mark. IT CAN NOW LITERALLY BE CRASHED AT ANY TIME!
Yes, it is even possible to crash it just before it lands as it hovers over the drop area (this is very difficult to do, though). Take a look below:
The dropship monitor shows 3 things:
- the time until drop
- the chance of a normal delivery
- the "weight imbalance"
To be able to crash at any moment, the dropship 'rolls a dice' every 2 seconds to see if it should crash. The "weight imbalance" shows the chance to crash each tick. The 'chance of normal delivery' is that chance, calculated over how many ticks are left until landing.
Another big change to the dropship is that what the robot buys now spawns behind this area here:
The key to this is that anything that is behind that area counts towards the BALANCE of the ship! This area is not easy for the bunnies to reach, and therefore robo can try to counter imbalance caused by bunnies by buying more things!
Some other important changes include major optimizations in sound effects, and also that autopay can now be set up to 200ːcentː
To help make clear how much a ːcentː directive is worth, green ːcentː means 25-100, and cyan ːcentː means 125 - 200. Finally, their size helps distinguish their value (bigger = higher value);
Here is a comprehensive list of the changes:
- The dropship can now be crashed at any time if it exists (no more 30 second time limit).
- Items bought by robo are now protected behind a barrier, and serve to BALANCE the dropship.
- increased weight of bunnies (was 2, now 4)
- dropship monitor now displays "chance to successfully deliver" and "weight imbalance".
- robo's dropship timer now turns red if the chance to deliver is less than 70% (used to be red for < 30 secs)
- removed text indicator for bunnies to know if dropship was purchased by robo.
- money directives can now be worth up to 200¢
- money directives now bigger if worth more, smaller if worth less.
- money directives that are green are worth between 25-100, cyan are worth 125-200
- feedbox can now be set to pay up to 200¢
- major rework & optimization to audio. Having many sounds play should have much less fps impact
- added roboWeightBias server setting, a weight modifier for things in the balance area (default .4)
- added bunnyWeight server setting. It is now possible to set the weight of bunnies (default 4).
- added dropshipChanceToCrashMod server setting. Higher number = more difficult to crash dropship (default 7000)
- slightly extended dropship time over the drop area by .5 secs
- getting subverted now plays a deactivation sfx
- fixed divide by zero bug in AI calculations
- updated loading screen tip related to crashing the ship
- numerous minor tweaks
Hey everybody :happybunny: !!
So some big updates are just in!
Both the dropship code and the way sounds are handled in OBEY have been largely rewritten:
The main dropship change is that it no longer relies on the 30 second mark. IT CAN NOW LITERALLY BE CRASHED AT ANY TIME!
Yes, it is even possible to crash it just before it lands as it hovers over the drop area (this is very difficult to do, though). Take a look below:
The dropship monitor shows 3 things:
- the time until drop
- the chance of a normal delivery
- the "weight imbalance"
To be able to crash at any moment, the dropship 'rolls a dice' every 2 seconds to see if it should crash. The "weight imbalance" shows the chance to crash each tick. The 'chance of normal delivery' is that chance, calculated over how many ticks are left until landing.
Another big change to the dropship is that what the robot buys now spawns behind this area here:
The key to this is that anything that is behind that area counts towards the BALANCE of the ship! This area is not easy for the bunnies to reach, and therefore robo can try to counter imbalance caused by bunnies by buying more things!
Some other important changes include major optimizations in sound effects, and also that autopay can now be set up to 200:cent:
To help make clear how much a :cent: directive is worth, green :cent: means 25-100, and cyan :cent: means 125 - 200. Finally, their size helps distinguish their value (bigger = higher value);
Here is a comprehensive list of the changes:
- The dropship can now be crashed at any time if it exists (no more 30 second time limit).
- Items bought by robo are now protected behind a barrier, and serve to BALANCE the dropship.
- increased weight of bunnies (was 2, now 4)
- dropship monitor now displays "chance to successfully deliver" and "weight imbalance".
- robo's dropship timer now turns red if the chance to deliver is less than 70% (used to be red for < 30 secs)
- removed text indicator for bunnies to know if dropship was purchased by robo.
- money directives can now be worth up to 200
- money directives now bigger if worth more, smaller if worth less.
- money directives that are green are worth between 25-100, cyan are worth 125-200
- feedbox can now be set to pay up to 200
- major rework & optimization to audio. Having many sounds play should have much less fps impact
- added roboWeightBias server setting, a weight modifier for things in the balance area (default .4)
- added bunnyWeight server setting. It is now possible to set the weight of bunnies (default 4).
- added dropshipChanceToCrashMod server setting. Higher number = more difficult to crash dropship (default 7000)
- slightly extended dropship time over the drop area by .5 secs
- getting subverted now plays a deactivation sfx
- fixed divide by zero bug in AI calculations
- updated loading screen tip related to crashing the ship
- numerous minor tweaks
Hi Everybody!
Just wanted to let you know that as of today, playing OBEY will now grant collectible OBEY Steam cards to your Inventory!
Matching a set of OBEY cards can be used to craft OBEY badges, emoticons, and backgrounds.
Creating them required the completion of 55 individual art assets ːbunnywowː ːwarnedː
I made them all myself, just for YOU!
check em out: [url=http://steamcommunity.com/id/dandez/gamecards/346970]
enjoy ːhappybunnyː
-dez ːcentː
Hi Everybody!
Just wanted to let you know that as of today, playing OBEY will now grant collectible OBEY Steam cards to your Inventory!
Matching a set of OBEY cards can be used to craft OBEY badges, emoticons, and backgrounds.
Creating them required the completion of 55 individual art assets :bunnywow: :warned:
I made them all myself, just for YOU!
check em out: [url=http://steamcommunity.com/id/dandez/gamecards/346970]
enjoy :happybunny:
-dez :cent:
Hi everybody, This is a small update with some bug fixes and improvements. The important fix was for the tutorial which was broken in the last build: - when there is no dropship, robo's dropship timer now shows a red 00:00 - drop zone now has directional indicator in robo GUI - feed box now has directional indicator in robo GUI - power plant now has directional indicator in robo GUI - robo now has an on-site indicator for the drop area and dropship direction - fixed broken tutorial popups - fixed bug where mouse option menu would appear by default in tutorial - fixed bug where corpses appeared to stack in the inventory slots - fixed broken feed box lights - fixed broken hint "depositing corpses severely penalizes robo" - fixed bug where if robo was kicked or quit, the robot would not be properly reset - fixed terrain in the back of doublel where it was easy to get stuck at the top of a ridge
Hey everybody!
As some of you may have noticed an update went out earlier today!
The main changes include:
- robo now starts with 2 rockets, and 2 fuel (beware double subverters!)
- robo now has indicators to every collar in the map so they can see if there are collars out of view (robo also has indicators to sensors that go off outside the view)
- Italian and Czech have been added to languages (thanks Peppins and AladinCZ! :D)
- bunches of bug fixes (see complete list below ^_^)
full changelist:
- added indicator so robo can know about off-screen collars
- added indicator to robo that shows off-screen sensors
- added roboStartBattery server setting (default 0)
- added roboStartFuel server setting (default 2)
- added roboStartRockets server setting (default 2)
- added 1-time help tip: You deposited something for 0 autopay
- added 1-time help tip: you were fried, don't go near flashing sentries without a collar
- added 1-time help tip: you were shot, try not to be seen disobeying
- added Czech to languages - Thank you Filip Konvičný!
- added Italian to languages - Thank you Peppins!
- tweaks to explosion effects
- improved notification "Bob was forced to buy a dropship (first subversion)."
- changed error handling in join game screen so that it displays human readable feedback.
- moved the master server to a new service
- removed micEnabled player pref
- fixed bug where mines would not disappear after exploding
- fixed airstrip sentries placed too aggressively
- fixed bug where bunny breathing was broken
- fixed bug where not all menus conformed to a minimum 800x600 resolution
- fixed bug in sound menu where setting the mic to OFF would not load the pref properly
- fixed bug in sound menu where exiting with esc or cancel did not properly restore prefs
- fixed bug where sound ducking would activate incorrectly in some cases where mic was OFF
- fixed bad config screen on low res linux
- fixed visual glitches in linux (Unity update)
- fixed bug where some players could not see the light (Unity update)
Many of you have noticed there has been a spate of updates this weekend!
From a dev standpoint these versions 40/41 area big update with some exciting improvements added that I can already tell are making a difference for new players to ease into the game.
Laser sentries are a new map element that can only be toggled on/off directly by robo. Hopefully map authors can use them in some interesting ways ːsteammockingː
Here are some highlights of the changes:
-new void integration- For the next days I will be finalizing and shipping out a new "strategy tips" tutorial to make the game yet more accessible to new players. See below for the comprehensive change list :)
MAP AUTHORS!
CHANGE LIST:
v .41r2
The latest patch notes are:
v .39r0
You may notice an update that came in This one is mostly server side fixes to address various issues with the AI that were identified after stretching them out in the real world :) Here are the change notes:
Hi Everyone!
THE LAST BIG HURDLE BEFORE RELEASE HAS BEEN CROSSED!
After 3 months of intense coding...
I am happy to announce that the first version of OBEY with shippable AI is now in place! :D
AI can use the robot, and a huge amount AI bugs have been fixed. There is still more to do, but (unless serious bugs are found) I will now be moving on to issues directly related to getting more players in here. If you notice that the AI acts unacceptably strange or buggy in certain situations, or can reliably be fooled in a silly way, please report it in the forum. Be aware that sometimes strange behavior can be map specific. A special thanks to all of you who have helped me test the AI thus far ^_^ The great news is that there are no more tasks as difficult as the one just completed! It will be mostly polish and features to be added from now until full release (which I am speculating will be around March). Here are the patch notes:
- Robo AI is in place.
- huge bunny AI improvements & bug fixes
- fixed AI bug where sometimes an AI in the dropship would not update their behavior
- AI bots now sometimes flatter the robo player.
- AI bots now sometimes threaten or express frustration with a bunny.
- reduced spam of in-game hint if spectator tries to speak while being the only spectator
- added "whenEmptyPauseAI" setting that greatly reduces cpu cycles if no humans are playing (default: true)
- bots let players know they are ai if human tries to chat with them
- translation improvements
- Unity upgrade to 5.2.2f1
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! ^_^
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
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.
- 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
v .37r3
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.
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
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
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
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
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 :)
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
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
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.
^_^
JOIN UPCOMING COMMUNITY EVENTS!! :D
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!! ^_^
OBEY
Dez
The Lo-Fi Apocalypse, Inc.
2020-05-12
Action Indie Strategy
Game News Posts 39
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(269 reviews)
http://www.obeygame.com
https://store.steampowered.com/app/346970 
The Game includes VR Support
OBEY Linux [325 M]
We've all played games where you send commands to AI units or teammates.
OBEY instead puts you in the position to command your enemies (human opponents), and to be commanded by them. Players are always free to obey/disobey. It is always up to players to deal with the consequences of their decisions in the game.
You win by bribing and coercing your opponents to do things against their own self interest (and in your interest).
If you are being coerced you have only stealth, intelligence, trickery, and creativity to escape.
OBEY is sort of like Counter Strike Jailbreak Mod meets Spy Party.
OBEY's social aspects have also been compared to Trouble in Terrorist Town and Town of Salem.
To win, make more money than any one else by the end of the round.
To make the most money, take command of the giant robot (the robot player makes 10x more than the other players per second)
You take control of it by walking into a door at the base of the robot.
The player in the robot can easily destroy any player he sees trying to approach (IF he sees them).
That’s the basics – so superficially, it plays like ‘king of the hill’.
However...
Experienced robot players will know that it is not always in their interest to simply kill approaching players.
Why not? Because he can instead coerce them to do what he wants.
and that’s where the game gets interesting…
GAMEPLAY FOOTAGE BY GDOG (Contains instructions for new players)
GAMEPLAY FOOTAGE BY FRAGMIX with inset by GEIN
GAMEPLAY FOOTAGE OF A TOURNAMENT GAME (experienced players)
BUNNY GUARD AT WORK!
NOTES ABOUT GAMEPLAY:
- When playing as robo... you are free to shoot everything that moves (and this might even work against friends or new players), but if you just use this against experienced players you will get subverted, and you will lose. You want your opponents controlled, not hidden and out to subvert you...
- When playing as a bunny... trying to constantly subvert in the face of an experienced robo is a terrible idea: you will spend most of your game waiting to spawn. OBEY rewards using TRICKERY, STEALTH, and INTELLIGENCE. OBEY does not reward constant blind 'guns blazing' rushing to the robot. (But what did you expect? you are a baby bunny .vs an enormous mecha-canon-turret).
REMEMBER: You will be playing against other human beings - they can not be fooled as easily as AI!
- Processor: Dual Core processorMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: 128MB GeForce 8400 / Radeon HD 4000 series or equivalentNetwork: Broadband Internet connection
- Storage: 300 MB available spaceAdditional Notes: OBEY is playable offline via LAN.
- Processor: Quad Core ProcessorMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 600 series / AMD Radeon HD 7000 series or betterNetwork: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Microphone headset is HIGHLY recommended.
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