![]() You start each level with a limited number of parts, a little papercraft medieval diorama, and a specific target that needs to be destroyed. You can make different scripts or edit things, like OnCollide, and people have made a lot of impressive designs and creations and scripted things too.Besiege is, at its heart, a physics puzzle game. Also I love incredibots, and have you ever played with algodoo? It is a very cool science and physics simulation. so i think it's possible, if the devs add it, but we can rely on scripting mods now, and since automatron doesnt work anymore I think. but mods have to updated and fixed, which is a problem. People have even made scripting or lua mods in the .uk. would be very cool! even atack any object, like a bunch of AI robots with health (just like in the multiverse, players have) and it would hot them walking with each other to a specific point or piece of the map, or evne chasing a player, anything, to attack it, oetc. attack AI or player, attack neither, or attack just AI or player. like putting an AI block or just a script into a specific block, or the whole machine is automatic (and still AI possibly) and activates different triggers or buttons on different intervals, or there is a sensor that detects player or other AI presence. hey i was thinking of that too! you are epic, i would LOVE AI. Making it in Besiege would be a lot more complicated, since it's a 3D game. Personally, I am not a really good builder, so I don't know if there are already clever ways to do something like the "Battle of Hoth" map, but regardless, those features I described would open a world of possibilities for the game, fundamentally changing what it's Workshop looks like, and the way we play.īefore anyone asks, yes, this was inspired by an Incredibot's map. ![]() So, there you have it: a massive essay on a couple of ideas about making Besiege much more customizable. However, this brings us into a problem: how can a simple trigger turn such a big walker? It would require triggering a whole lot of organized movements in the legs, each carefully timed. If it's to the right, it should turn right. It would also have to be applied to the aiming block on the AT-AT's head: when the starting block is to the left of the turning region of the block (it would be limited to a part of a sphere's surface), the machine should turn left. It could also have a couple more variables, like analising the block's speed and position, so the cannon could be fired before the ship gets right in front of it, thus removing the possibility of it always missing because the cannonball's speed is limited. The effect being that the cannon will fire. This would simply require the creator to connect both blocks, and add a trigger condition: the Starting Block had to be in a straight line from the cannon, and within a certain range. Whenever the player's ship gets right in front of the Empire's cannons (what the aiming blocks would be actively trying to make happen), they shoot. That would be exemplified by the cannons. For this to work, the trigger system would have to be extended to building blocks. Maybe they are, but there are a couple of more complicated things required to make such a map, and together could make Besiege much bigger than it is today.īesiege already has triggers, that can make a bunch of stuff happen when certain conditions are met. Also, that would require the machine the player is going to use to be already loaded (you will see why soon). Not only making build zones that are restricted to a set of machines, but putting them in the map, as part of the challenge. The first thing would be to allow machines to be part of a map. You can see that a lot of the described things are already possible in the game: there is a team system, a map editor, and triggers. You fire and get shot a couple times, and eventually crashes into the AT-AT's leg, bringing it down, and completing the level. You then realize there are other, turret-looking contraptions around he ground, that also start firing on you. You then move to it's side, and the AT-AT turns it's legs, to be able to keep up. As you approach, it turns it's head, and starts firing shots at you. The first thing you see is a big AT-AT attacking a bunch of vulnerable soldiers on the ground. ![]() You are put into a custom map with the little ship you are going to be playing as already loaded, and instructions on how to use it are being shown. ![]() You happen to find a file called "The Battle of Hoth", with a thumbnail portraying a Star Wars-y ship flying into a big machine on the ground. Imagine you are browsing through the Besiege workshop maps.
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