A downloadable game for Windows, macOS, and Linux

This is my contribution to the LibGDX Jam 22. It's a post-apocalyptic racing game or something or another.

What year is it? No one knows anymore. All we know is that the robots hate us - but they haven't got the guts to finish the job. But today is the race.

Credits: 

The cars are from this pack - https://grafxkid.itch.io/mini-pixel-pack-2

Download

Download
created-by-a-robot-takeover-linux.zip 227 MB
Version 18 Sep 28, 2022
Download
created-by-a-robot-takeover-win.zip 220 MB
Version 18 Sep 28, 2022
Download
created-by-a-robot-takeover-mac.zip 228 MB
Version 18 Sep 28, 2022

Comments

Log in with itch.io to leave a comment.

People seem to like the AI, which is fun. The AI is based on the concept Utility AI (https://en.wikipedia.org/wiki/Utility_system), basically all the robot cars have a list of actions they can do, and every action has a score. This list is then sorted according to the score and the highest ranking action is executed. I implemented the utility AI system myself and the source code is available on GitHub (https://github.com/lavaeater/gdx-lava). 

For this game, the robots have three actions: Follow the center, Follow the Player, Fire Weapon.

They have basically static scoring, every action can supply a function to calculate the score based on environmental factors etc, I used the same system for fish and shark AI in Moist Regions (last game jam) where I made the first version of it.

Follow The Center simply makes the robot cars turn right if they are to the left of the center line, and left if they are to the right. Given the torque they can apply and them crashing into other cars, this creates some chaos.

Follow the player: if they are within some distance of the player, they will simply try to drive towards the player and ram him. If they are in front of the player, that means they will do an insane u-turn and most likely crash and create chaos.

Fire Weapon: If they pick up a weapon, they pull the trigger until they run out of ammo.

The Guided Missile Pickup is also a utility AI, and the same goes for the Barrel Bomb - which means they are quite similar to Actors in Scene2d, they basically have an act method that I utilized to control their behavior, instead of creating a specific component and system for them in Ashley.

I code in Kotlin and use a lot of Kotlin specific features like Sealed Classes that make creating "types" of objects and then switch-cases dependent on which type something is really powerful. Like enums but with extra stuff. 

Thanks for all the kind words.

Super design of a game. I love car racing games. It combines all my favorite games with advanced dynamics (road fighter:nes, revolt, overlander:commodore 64, chase hq). The A.I. programming is awesome. Physic responses are flawless. Car graphics are fun.
The only thing I can expect is maybe a better GUI for the menus, but I can really understand that due to the limited development time.
Finished the race :) its challenging, I love the gameplay.
It's one of my favorite games for this jam. Great great great job, solid work.

I don't know how to reply to this. Thanks so much. I wanted to do "more" in terms of game mechanics, but I am very happy that the mechanics I managed to do in the extremely limited time frame I had (my dedicated 24 h timeslot evaporated so I did it in brakes during worktime) came out as good as they did. 

The only thing it lacks is... multiplayer! :D

Great game! I particularly liked the AI. They have a really interesting behavior and gave me a hard time on my first try. 

I enjoyed the race! Got to the end second try ^~^ great game! I also loved the car sprite and the circuit felt really fair :3 great track design

(+1)

As always I just generated the track, a new one every race. I had a bigger scope envisioned, but I'm pleased with what I managed to get done. 

Thanks for the feedback!

Oh wow, what a nice generator then :3 nice work

(+1)

Thanks, the generator is quite simple: I generate points that are 100 units "up" from the previous point in a list, then I shift the point a random amount sideways to create the turns, then I use all these points to create a spline curve (to smooth it out). From that curve I generate more points, randomize a width for every section and then I just draw everything using shapedrawer. 

Oh, and I create a chain body in box2d for the walls. 

Source code is here: https://github.com/lavaeater/created.by.a.robot.takeover

woooow amazing! thanks for sharing congrats on the applied tech! :3

(+1)

Great work! So I tried my hardest, but I kept dying before I made it to the end. Luckily I realized I could cheat the system and drive off the track the whole race. Piece of cake!  Also, I like the camera zoom you have going on in there. Though it can get a bit disorienting. I still like the effect overall. 

Yeah, I wanted to use the zoom to create some sort of effect when speeding up etc, to make it slightly easier to see where you are going... but as usual, I only managed to implement the most basic features of the game idea, which is perhaps expected... 

Pretty cool racing game. reminds me of that dukenukem game : )

Thx!