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Clone Drone in the Hyperdome News

We're nominated for "Game of the Year" in the VR Forever Steam Event!

[p]Hello Humans! [/p][p][/p][p]The Hyperdome is going on Sale to celebrate our nomination in the "Game of the Year" category of the VR Forever awards![/p][p]This is the first time this event has been held and there are over 130 participating games, inc. new releases, demos and announced games.[/p][p]The event is from September 18th to 23rd and to celebrate, the game is discounted until the end of the event![/p][p][dynamiclink][/dynamiclink]Have fun in the Crashloop![/p][p]Team Doborog[/p]

How does the Skyscrapper Commentator Dialogue System work?

[p]The Skyscrapper is the deadly new training tower for looprunners in Clone Drone in the Hyperdome, the centerpiece of our new free update. The diabolical infinity tower was built out of busted robot parts and assorted scrap from Crashloop, but on the development side, a brand new element helped make The Skyscrapper possible: a dynamic dialogue commentary system. In Danger Zone, Commentatron and Analysis-Bot speak fixed lines of dialogue at predetermined moments, but in The Skyscrapper, the robot commentators have thousands of lines of dialogue that play throughout the player’s climb at unexpected times for more immersive gameplay.[/p][p][/p][p]We have two of our team who are excited to talk to you about the commentators![/p][p][/p][p]First is a video with Geoffrey, our Narrative Lead, talking about the story and how Commentatron and Analysis Bot are starring in The Skyscrapper![/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]In the second interview with Ayla, our Lead Engineer, we discussed why she built a dialogue system from scratch and how it greatly expanded the functionality of everyone’s favorite human-hating robot broadcasters.[/p][p][/p][p]How is this different from a normal dialogue system?[/p][p]For games with a traditional story mode, the code to decide which piece of dialogue to play at which moment is often relatively straightforward. Sometimes it’s as easy as setting up a trigger area to play a specific piece of dialogue when the player enters that location, or storing a list of dialogue IDs that should be played in sequence. There might be situations where the narrative branches, but that could be as simple as an “if else” check.[/p][p][/p][p]With the Skyscrapper being an endless mode, we wanted to place the narrative focus on the player’s progression upwards through this infinite tower of robot carnage. We didn’t just want to respond to the player’s actions. We wanted to form narratives and miniature storylines about what the player was doing as they did it. And to do something like that, we needed an entirely new narrative engine.
[/p][p]How do the commentators “see” your actions that they’re tracking in a technical sense?[/p][p]At its core, what this new narrative engine does is pretty easy to understand. We have a massive pool of dialogue that could be played and we simply choose the most appropriate piece of dialogue and play that, and just do that over and over again as the player advances through The Skyscrapper. Then the problem we’re trying to solve becomes: How do we determine which piece of dialogue is the most appropriate to play at which points in time?[/p][p][/p][p]The starting point for that is triggers. Whenever you start a new run of The Skyscrapper, or kill an enemy, or pick up a weapon, or use a turbofist, or die, or respawn… that’s a trigger, meaning it’s an opportunity to play some dialogue. Each piece of dialogue knows what it could be triggered by. So, for example, when you slice a robot in half, we know that’s an appropriate time for Analysis-Bot to say, “That robot is now spare parts.”[/p][p][/p][p]But if we left it at that, the whole thing would get boring pretty quickly. So the next step along the path of making a system that really responds to the player’s actions is adding the ability to check conditions. It’s not just that the player killed an enemy. It’s that they killed the Captain and they did it with a knife and therefore it’s an especially appropriate time for Commentatron to say, “Blink defeated their biggest opponent with our tiniest weapon!”[/p][p][/p][p]The commentators build a story of each run as you progress. How does the system support this style of commentary storytelling?[/p][p]The ingredient that really brings the dialogue to life is the ability to look not just at what’s currently happening on-screen, but at what’s happened in the past as well. Our new narrative engine allows us to keep track of the player’s deaths, the enemies they’ve killed, what lines of dialogue they’ve already heard, and any number of flags and counters that allow us to really hone the dialogue the player hears to exactly what they’ve experienced.[/p][p][/p][p]That gives us the ability to set up miniature storylines with appropriate pay-offs down the line. So Commentatron might place a bet that the player will beat their high score at the start of a run and if the player succeeds, then Commentatron will follow-up and gloat about having been correct.[/p][p][/p][p]What was it like working on a brand new commentator system? How did you work together with our narrative lead?[/p][p]Building the new narrative engine from scratch was a challenge. It’s not just about writing the code to make it work. It’s about documenting how it works, so others can follow along, about championing the system so that everyone else is bought in, about making the tools necessary to debug it and work with it.[/p][p][/p][p]And most importantly, it’s about responding to feedback. A big part of building this system was working alongside Geoffrey, our Narrative Lead, and incorporating his input on what features would give him the most creative control. At the end of the day, that’s the true goal of any system like this: to give artists the freedom to tell the story they want to tell.[/p][p][/p][p]Do you have a favourite voice line?[/p][p]In the release version of Clone Drone in the Hyperdome, there’s a line where Analysis-Bot says, “It makes me want to malfunction!,” which I still mutter to myself sometimes when a piece of code I wrote isn’t working.[/p][p]
[/p][p]Who is your favourite: Commentatron or Analysis Bot?[/p][p]Commentatron and Analysis-Bot are one inseparable unit. Our very own Statler and Waldorf. There can be no Commentatron OR Analysis Bot, there is only Commentatron AND Analysis-Bot.[/p][p][/p][p]To experience The Skyscrapper and see how high you can climb, download the new free update to Clone Drone in the Hyperdome, available now on the Meta Store and Steam.[/p][p]
[/p]

Patch 1.0.2.1: Cyclord, Two-Handed Weapons and more!

[p]Hello Humans![/p][p]The millisecond after we sliced the ribbon on The Skyscrapper, we began obsessively reading your comments for things we could fix!!![/p][p]We love and appreciate all the glowing feedback and amazing fan art you’ve sent us. Check out some of our recent faves after the Patch Notes.[/p][p]HOWEVER, we want Clone Drone in the Hyperdome to be the best. To be the best, you have to bash the bugs. So we grabbed a Captain Hammer and got bashing! [/p][p]You said the katana was wobbling too much when held with one hand. We agreed! So we reduced the weight of two-handed weapons to make them more fun to handle. [/p][p][/p][p]You said Cyclord was the weakest looprunner. We agreed! Now his arrow storm is a true cyclone and his arrows fly faster than ever.[/p][p][/p][p]You said you heard the same lines of dialogue repeatedly when picking up weapons in The Skyscrapper. We agreed! So we put more words into the commentators’ metal mouths.[/p][p]What do you think? Do you like the feel of two handed weapons now? Are they the right weight? Have you dueled the new and improved Cyclord? Was it a breeze or a hard-fought battle? Are there any other bugs or glitches that frustrate you? [/p][h3]Leave a comment! We hear you.

Patch Notes:[/h3]
  • [p]Buffed Cyclord. Cyclord now spawns more arrows and they fly faster.[/p]
  • [p]Improved Two-Handed Weapons. Reduced the weight of two-handed weapons like the katana, so they don’t wobble as much when used in one hand.[/p]
  • [p]Added Dialogue. Increased the number of lines for the commentators in The Skyscrapper for picking up weapons.[/p]
  • [p]New Turbofist Upgrade. Changed the Air Fist x Arm Extension Fist turbofist upgrade to “Blowback,” which pushes both the player and enemies back.[/p]
  • [p]Assorted Bug Fixes.[/p]
[h3]Community Fan Art[/h3][p]Phantoma resurrects to tell us something important[/p][previewyoutube][/previewyoutube][p]
Hic shares exactly what he thinks of Blink's punch ability![/p][p]https://www.reddit.com/r/CloneDrone/comments/1mmsc5t/hyperdome_edition/[/p][p]
PT is drawing bots from memory in our discord, this MX2 is amazing!
[/p][p]Have fun in the Hyperdome!

The Doborog Team[/p][p]Discord TikTok YouTube [/p]

The Skyscrapper Update is out now!

[p]Welcome to The Skyscrapper, Humans![/p][p]
The new update is out with a ton of new content! We’ve been listening to your feedback to improve the game and one of the biggest things that we heard was that you wanted to play more once the Crashloop was finished! That’s why we added The Skyscrapper, a brand new way to play when you’ve finished the Crashloop story.[/p][p][/p][p]Tell us the highest floor you’ve been able to reach in the comments or on our Discord and compete with the rest of the community![/p][p]
[/p][p]Battle up infinite floors of increasing difficulty! Each level has a different combination of Enemies and theme to keep your experience fresh. The Commentators will watch and make “encouraging” quips with each of your actions.[/p][p]
[/p][h3]New Features:[/h3]
  • [p]A whole new game mode has opened in Hyperdome: Skyscrapper Mode![/p]
    • [p]An endless tower of robot destruction! The door to the training room has opened up and revealed a new area. Once you have beaten the Crashloop story mode, the Skyscrapper will rise from the wreckage and give you infinite floors of robot fighting.[/p]
    • [p]The higher you go, the harder it gets![/p]
    • [p]Earn rewards after each difficulty tier to replace clones or upgrade Turbofists[/p]
    • [p]Each floor has a theme: Swapped weapons! Just Halberd Bots! 10 Captains?![/p]
    • [p]Fight more than one clone of the same Looprunner![/p]
    • [p]The commentators keep track of your progress and “encourage” you with unique lines of banter for different milestones. Reach a new personal best? They’ll comment on it. Pick up your favourite weapon? They’ll share their opinions![/p]
    • [p]What’s the highest floor you can reach?[/p]
  • [p]Cutting Resistance - Change how fast you need to swing to damage enemies![/p]
    • [p]This is a new setting so you can adapt the difficulty of your battles.[/p]
  • [p]Brains! New green brains have been added to enemy heads. Attacking the head requires the CPU of enemies to be destroyed before they’re defeated.[/p]
  • [p]Two handed weapon handling options[/p]
    • [p]You can now pick how two handed weapons work:[/p]
      • [p]Angle and movement following the top hand[/p]
      • [p]Angle and movement based on position of both hands[/p]
  • [p]New Fire Katana and Fire Halberd weapons!
    [/p]
[h3]Enemy AI/behavior improvements:[/h3]
  • [p]Enemies have new moves![/p]
    • [p]The Captain, MX2 and Mark 3 Samurai Bots can riposte. After clashing swords with you, they might try to strike at you while your guard is down.[/p]
    • [p]Enemies will move to block if you aim ranged weapons at them![/p]
  • [p]Improved enemy jumping animation and behavior.[/p]
  • [p]FLAMEWAR has some new moves![/p]
  • [p]Overclock activates her Turbofist faster.[/p]
  • [p]Increase the weapon proficiency of some Mark 3 enemies.
    [/p]
[h3]Patch Notes and Bug Fixes:[/h3]
  • [p]Player hand movement is smoother and has a higher frame rate.[/p]
  • [p]After unlocking all the looprunners, there's 1 fewer easy crawl before the first duel.[/p]
  • [p]Improved sword glow effect.[/p]
  • [p]Faster level loading times.[/p]
  • [p]Improved Arm Extension Turbofist effects.[/p]
  • [p]1 new Crashloop level (Hard difficulty). Lots of bug fixes & minor updates & rebalances to existing Crashloop levels.[/p]
  • [p]Extinguishing fires by waving your hands is now much more effective and responsive.[/p]
  • [p]Rebalances to the amount of coins the player gets and shop prices.[/p]
  • [p]Improved color grading to reduce color banding.[/p]
  • [p]Fixed misoriented colliders on a number of weapons.[/p]
  • [p]Fixed zombies failing to craft in complex environments[/p]
  • [p]Fixed several spots where enemies could get stuck across a number of levels.[/p]
  • [p]Hard levels are even harder[/p]
[p]Have fun in The Skyscrapper!
The Doborog Team[/p][p]Discord TikTok YouTube
[/p]

The Skyscrapper Update Trailer and Release Date!

[p][dynamiclink][/dynamiclink][/p][p]Hello Humans! You've waited patiently for the new Skyscrapper Update and now the news is here! [/p][h3]The Skyscrapper Update will release on July 27th and you will be able to download and play it for free![/h3][p] [/p][p]Soon you will be able to climb the tower of destruction and see all the new levels, combat difficulty settings, weapons, battle themes and Commentator quips that we've poured into the game![/p][p]
[/p][p]This will be our biggest update yet, so we will need your help to make sure it's fun for everyone. You can send us feedback on the Steam forum, Discord or via email: [email protected].

See you on the 27th!

- The Doborog Team[/p]