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So the Beta 12 voting was closed, and the results are in... how surprising (okay not really), more people preferred revamping Garrisons to make them even cooler rather than redoing the combat log:

This does, however, mean that Beta 12 is going to take a bit longer because, oh my, if the combat log was going to be an annoying, involved (UI) project, by comparison Garrisons are seeing a huge evolution! And did I mention awesome yet?

Here I'll provide a little update about what that means.

So the core of Garrisons will remain mostly as you're familiar with them, a central room with four outward spokes each leading to an entrance/exit (we'll be getting more of those layouts, too).

What's different is that:

  • there will sometimes be bigger special events, i.e. things that can happen which aren't related to or caused by yourself
  • a clock mechanism will be added to increase pressure inside beyond certain thresholds, even for RIF builds
  • the RIF Installer will be placed randomly rather than always found at one of the entrance/exit locations
  • Garrisons will insert a variety of "encounter" rooms, for example the kinds of things you see in Storage or other branches

Fortunately I had a lot of time lately to allocate to the Garrison development push; unfortunately it already took days of work to build and debug the encounter system. It ended up being integrated with the original/normal system, but because Garrison design has its own quirks, that integration did not go very smoothly and introduced a lot of issues that were time-consuming to debug (later I'll be writing a blog post about this topic).

As of yesterday morning the underlying architecture is finally complete, and it's time to move on to content!!!

As a demonstration of the results, see the image above depicting a Garrison in the map generator, with brown boxes outlining rooms where encounters could be added (each with one or more optional connections to the main Garrison area). The outlines would be shrunk as necessary (most encounter rooms are far smaller than that), and only some rooms would actually be used in a given map--the remainder are simply erased/ignored. Note that is not an actual final reference map for the game itself, just what I was using to test the system, and to give an idea of the concept here.

(The RIF Installer is becoming part of this new encounter system, which is how it's being randomly located.)

So yesterday after completing this I was coming up with the full list of encounters to build next, including a lot of the obvious stuff one might expect to see, along with of course some surprises, and even some big surprises (like "Kyzrati said he would never allow you to have this" surprises :P).

While finishing off that list, I thought it was about time to update you all on the progress, and also ask what kinds of encounter ideas you might have for these Garrison interiors. No guarantees at all that any of them would actually be added (if even feasible? xD), but there's always a chance, plus of course even unused or wild ideas can sometimes trigger other ideas that do get added! So anyway, feel free to comment, and for my part I will start building these new Garrisons for real :)

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Comments

Runia

You know that scene in The Matrix when they materialize the miles of gun racks? Like that, but have a hallway lined with weapons, with little pockets of dormant bots. Further down the hallway you go, the better the loot, but you'd have to risk wakey wakey the bots and fight them.

leiavoia

Ideas for garrison encounters, some old, some new: *Infestation* - Asb show up and demos ensue. *Warlord Incursion* - Just like DSF. *Fire in the Hold* - Fire breaks out. everyone evacuated. (functionally equivilent to sterilization). *Commlink Down* - Garrisons link to 0b10 is severed. Its every bot for themselves! (similar to post-MC scenario). *Combat Training* - Live fire, target practice, robots doing manoeuver drills. *Shipping* - A cargo convoy is being packed and heads out of the exit. (Contents start on the floor.) *Receiving* - A cargo convoy is coming in from the main floor, proceeds to receiving bay to unpack. *Dispatch* - A call for reinforcements is heard and a squad or two file out to an exit. *Bomb Threat* - All robots evacuate. *Overload* - The energy machine malfunctions. Explosion in T-50. All bots evacuate. KABOOM! *Out of Order* - Entire garrison down for repairs. All machines are gone or shut down. Only cleaning bots present. *Repair Station* - A fabricator, a repair station, and authchips. Robots queued up waiting their turn to get legs fixed. *Trap Station* - Where do all the traps in the complex come from? Here! Who makes them? ... (There must be a queen! LOL) *Wire Closet* - Just a line of terminals. Rumor has it the garrison bots have being playing games on them. *A-Bots* - An A-bot shows up for an ephemeral inspection. *Inspectors* - Garrison is preparing for an "inspection" by high ups, bots all lined up in the center like a parade. *Execution* - Some derelict has been caught and is being disposed of. *Zionite Incursion* - They are specifically looking for some special thing. Even cooler if Hero shows up. Maybe a pair of heros? *FabNet Malfunction* - Large portion of bots suddenly "go fabnet" and start shooting each other. *Aware* - The center behemoth takes time to evaluate its life, goes from Unaware to Aware, starts firing. *Surge* - Some device causes an EM surge, like in Wastes. Possibly related to the power generator. *Destroyed* - Garrison has been heavily bombed by unknown forces, little remains. Wild derelicts may be exiting. *Schematic Locker* - Important bot-building schematics kept in a special room. *Shipyard* - Where do Behemoths and Heavies come from if they can't be fabbed? Here! Each one built from scratch in the Shipyard. *Tunnels* - Tunnelers are making a new room. *Scrapyard* - Just a room full of piles of scrap. *Rectifier* - A corruption fixing machine. In a garrison. *Medical Bay* - An alcove with corruption cleaning and preventing utilities. *Reprogramming* - A line of (rewirable) derelicts is getting reprogrammed to factory 0b10 standards.

Kyzrati

Oh my that's quite a list! Will have to take some time pouring over this and seeing what concepts we can use, though I see some overlap with my own already :) Note that a fair number of these are not encounters, but more "events" (e.g. incursions etc), a different category not covered by the encounter system. Events will indeed be added, too, but those come after all the encounter stuff is done, as part of a separate system. By comparison, encounters are focused on the contents of a single room.