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Update #10

A new update has been added to the beta branch. It's been a while since my last update, as I'm quite busy with other things these days. I actually made these changes back in December, but have only now got around to releasing them. This update is all about the team AI, which coordinates all the soldiers on a team by giving them strategic objectives. The update fixes two problems: [olist]

  • If you follow orders, you typically spend a good deal of the game running between blue spawn points, which isn't all that exciting, and isn't a very efficient use of what is probably the team's best soldier.
  • Soldiers often pass each other, going in opposite directions between friendly spawn points. That is a waste of resources, as in theory the two soldiers could have saved time and energy by simply swapping orders. Furthermore, the more time soldiers spend moving between friendly spawn points, the less time they are spending attacking the enemy. [/olist]This update fixes both these problems by 1) always ordering the player to the nearest enemy spawn point, and 2) reassigning bots instead of having them run past each other. The AI still attempts to spread out the team's soldiers evenly along the perimeter of the team's territory, but it's the bots that are now assigned to the more distant positions. The upshot of all this is that if you follow orders, you should find that you now experience much more action than you did before.


  • [ 2020-08-09 06:09:29 CET ] [ Original post ]


    Update #9

    An ongoing issue with Bot War is that games tend to end up in a stalemate, and then drag on for ages. To fix this, I've made the following changes, which are now in the beta release. The team AI now attempts to surround its enemies in order to prevent them from breaking out. Players will now find that they are often ordered through a series of blue spawn points. What the AI is doing is manoeuvring you to a particular gap in the front line that it wants you to fill. The bots on the blue team are now generally more skilled (quicker reactions and more accurate) than on the other teams. This causes the blue team to steadily make headway. On the higher difficulty levels, the difference in skill is less, and so the player plays a more pivotal role. So, if you find the game too easy, increase the difficulty level to give the blue team less of an advantage. Note also that there are now five difficulty settings. The result of these changes is that games now finish in a timely manner. Expect further changes to the AI strategy in future updates, as I have some more ideas for improvements in this area.


    [ 2019-11-15 19:00:46 CET ] [ Original post ]


    Controls Tutorial Added

    I don't know how well players have been getting on with the controls in Bot War, as they're quite different from normal. I've been trying to create a tutorial video to explain how it all works for ages, and I've finally managed to create one that I'm happy with. The tutorial video is on the Bot War store page, but I've also uploaded it to YouTube.[previewyoutube=Qy8aGny_vnc;full][/previewyoutube]


    [ 2019-10-03 20:09:29 CET ] [ Original post ]


    Update #8

    A new update is now on the beta branch. You're now more likely to be sent to an enemy spawn point that's on the edge of blue territory, rather than one that's well into either of the other two teams' territories. I also noticed that enemy bots had a tendency to spawn in front of you and then immediately turn around and run off. This has now been fixed. So, if an enemy bot spawns in front of you now, then as long as he sees you, he'll turn around and start shooting at you. The colour of the light now varies between slightly yellow and slightly blue in order to give the impression of warm and cold temperature. It's a subtle but effective visual improvement that makes the nights and the polar regions seem colder, and the day and the sandy middle regions seem hotter.


    [ 2019-09-30 07:19:04 CET ] [ Original post ]


    Update #7

    The beta branch has been updated. The player and the bots now get awarded ranks. There are four ranks, although the number of positions available at each rank is limited. The more enemy soldiers you kill, and the more spawn points you capture, the greater your chances of being promoted. Your current rank is shown in the bottom-right corner of the screen, and the ranks of other soldiers are shown above their heads.


    [ 2019-09-16 09:35:00 CET ] [ Original post ]


    Patch #6

    I've added a new patch to the beta branch. There are various minor tweaks and bug fixes, but the main change is that the easy level is now even easier, as my dad reckoned it was still too difficult.


    [ 2019-09-02 08:40:51 CET ] [ Original post ]


    Patch #5

    A new patch is finally on the beta branch. Most of my time has been spent making the controls (how you move and look around using the keyboard and mouse) smoother and more versatile. A few bugs where you would end up walking on the spot have been fixed too. The other thing is that you can now set the difficulty level of the bots to easy, medium, or hard. The difficulty level covers two aspects of bots: reaction time and accuracy. On hard level, bots react instantly, and shoot with absolute accuracy (assuming the speed and direction of the target remains unchanged). On easy level, bots are relatively slow to react, and not particularly accurate at long range. Medium level is what bots have been on up until now. The default difficulty is easy.


    [ 2019-08-05 09:13:36 CET ] [ Original post ]


    Patch #4

    Patch #4 is now on the beta branch. This patch mainly focuses on the AI. There are a few bug fixes and improvements, but the main ones are: [olist]

  • Fixed a bug where bots would judder for a moment as they went from running to walking.
  • Fixed a bug where bots would often walk back and forth, typically just outside spawn points, and never actually go anywhere.
  • One thing that was quite annoying was that the AI would keep on changing your orders. This is now fixed, so your orders now only get changed if it's really necessary. [/olist]


  • [ 2019-06-10 09:04:01 CET ] [ Original post ]


    Patch #3

    A new patch is now on the beta branch. There are two changes. The first is that you can now reconfigure the keys in the menu. The second is that the nights are now shorter and brighter, so it's easier to see what's happening at night. Feel free to let me know what you think, or if something's not working properly.


    [ 2019-05-27 08:18:37 CET ] [ Original post ]


    Patch #2

    Sorry for the lack of upgrades for a while. I've been working on tracking down and fixing a load of memory leaks, and this turned out to be quite a massive task. I've now put this work onto the beta branch. Players should now find that the performance remains stable no matter how long they play the game. Please let me know if I've broken anything.


    [ 2019-04-15 09:39:38 CET ] [ Original post ]


    Patch #1

    Thanks to everyone who's bought the game so far. Since release, I've been working on a raft of bug fixes. I've now added these to the beta branch, so, if anyone wants to test the next version, please switch to the beta branch, and let me know if I've broken anything. The bugs fixed are as follows:

    • From the second game onwards, sounds (such as your gun firing) would sometimes not play.
    • You had to click on the New Game button twice in order to start a new game.
    • The game would sometimes crash (often after clicking the New Game button).
    I've made a few cosmetic improvements as well, chief of which is that the HUD markers for dead bodies are now much fainter, making it easier to tell living and dead soldiers apart on the HUD. One of the key things I want to add to the game as soon as possible, is the ability to change your keys. The default keys are fairly standard, but in case anyone's having trouble figuring them out, it's WASD to move, shift to run, C to crouch, right mouse button to aim, and left mouse button to fire.


    [ 2019-03-07 13:42:51 CET ] [ Original post ]


    Bot War is Released

    It's taken more than three years to develop, but my first game, Bot War, is finally out there. I hope everyone who plays it, enjoys it. If anyone has any feedback, or questions, or issues, please let me know. steamhappy


    [ 2019-02-25 10:48:35 CET ] [ Original post ]



    Bot War
    James Richardson
  • Developer

  • James Richardson
  • Publisher

  • 2019-02-25
  • Release

  • Indie Singleplayer
  • Tags

  • Game News Posts 12  
    🎹🖱️Keyboard + Mouse
  • Controls

  • 4 user reviews

    (4 reviews)


  • Review Score

  • https://store.steampowered.com/app/1016330 
  • Steam Store



  • Linux-x86 [278.66 M]Linux-x64 [278.96 M]

  • Public Linux depots

  • Bot War is a single-player, team-based FPS. Three teams battle to capture 12 spawn points. The player belongs to one team, and all other soldiers are controlled by AI. Having three teams means that the two losing teams can form an alliance against the winning team.

    Spherical Planet

    The game is played on a relatively small, spherical planet, that you can walk all the way around. The planet is constantly rotating on its axis, as well as orbiting its parent star, so you'll see the parent star rising and setting each day, and the other stars in the galaxy sailing across the sky each night.

    Innovative Controls

    The player's controls are somewhat different from those normally found in an FPS. Moving the mouse turns your head, not your body. This allows you to look left and right while continuing to walk or run in the same direction. To turn your body, you need to press the left or right key to align your body with the direction in which you are looking. This system is a more realistic simulation of body movement, and gives you more control over your actions. It takes a bit of getting used to at first, but soon becomes second nature.

    Energy Meter

    The game also simulates energy levels. The player's energy is shown as a graph in the corner of the screen, where the vertical axis is the level of energy, and the horizontal axis is the energy term. The more long-term energy you have, the faster your medium-term energy will restore when you rest. The more medium-term energy you have, the faster your short-term energy will restore when you are walking or resting. The more short-term energy you have, the longer you'll be able to run. So, it's important to conserve your energy, and occasionally rest.

    Slow Bullets

    Bullets travel at 50 metres per second. This means that you can see bullets as they fly through the air, and hear them as they whizz past you. It also means that there's a delay between when you fire your gun, and when your target falls to the ground.

    Moddable AI

    Each soldier, including the player, is given an objective by the team's AI. In this way, the bots and the player work as a coordinated team. The Java source code for the AI will be included in the game. With an IDE, you can either modify this AI, or write your own AI from scratch. Furthermore, each team can be given a different AI implementation, so you can see how effective your AI is against the default AI, or against someone else's AI.
    MINIMAL SETUP
    • OS: Ubuntu Linux 12.04 LTSGraphics: OpenGL 2.0Storage: 55 MB available spaceAdditional Notes: Java 8
    • Graphics: OpenGL 2.0
    • Storage: 55 MB available spaceAdditional Notes: Java 8
    GAMEBILLET

    [ 5852 ]

    11.95$ (70%)
    20.62$ (17%)
    16.79$ (16%)
    33.59$ (16%)
    10.17$ (15%)
    8.79$ (12%)
    27.59$ (8%)
    12.59$ (16%)
    16.97$ (15%)
    16.57$ (17%)
    25.19$ (16%)
    12.44$ (17%)
    12.27$ (18%)
    20.49$ (18%)
    12.59$ (16%)
    5.06$ (16%)
    15.90$ (20%)
    8.49$ (15%)
    24.89$ (17%)
    3.00$ (80%)
    16.97$ (15%)
    8.39$ (16%)
    20.99$ (16%)
    4.59$ (8%)
    12.89$ (14%)
    21.24$ (15%)
    9.19$ (8%)
    13.27$ (17%)
    15.99$ (20%)
    1.00$ (90%)
    GAMERSGATE

    [ 492 ]

    4.5$ (75%)
    0.9$ (70%)
    3.32$ (74%)
    1.88$ (81%)
    3.48$ (83%)
    1.5$ (92%)
    1.13$ (77%)
    0.54$ (91%)
    9.99$ (50%)
    0.6$ (92%)
    0.75$ (92%)
    2.61$ (83%)
    10.0$ (75%)
    2.1$ (70%)
    0.83$ (92%)
    4.5$ (85%)
    0.75$ (85%)
    1.5$ (90%)
    6.0$ (90%)
    3.6$ (70%)
    1.74$ (91%)
    3.0$ (85%)
    1.13$ (92%)
    15.39$ (38%)
    2.76$ (86%)
    4.5$ (77%)
    0.38$ (92%)
    15.0$ (70%)
    0.75$ (92%)
    9.9$ (67%)

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