1. IAH: INTERNET WAR
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IAH: INTERNET WAR News

IAH Game Design Schematics 1 & 2

Hey people!

Before i delve into Game Design Schematics, I want to quickly say that the IAH Demo will be available next Month. By the current estimates, I am looking to release a demo around 7 - 11 August.

Now that this is known, let's talk about some new information. Please look at the short overview sheet showcasing how the single-player element is designed to function in terms of replayability and content scale.



It's pretty clear here as you play, you unlock new bots, and unknown hackers; these have a different feel to them, contributing to the replayability.

When the demo will be released, you will have the ability to unlock some new Bots, but campaign and Hacker unlocking will be limited.

Bots have different projectiles, sounds, tags, and models. Tags influence bots' function and tell you what to expect from the bot; there is, however, a strategy at play with tags. The demo has lots of Energy Bots, but if you went to the competitive settings, a sole Mirror Bot would counter all Energy Bots because Energy Weapons can't hit reflective units, and Mirror itself also has a function to mirror projectiles back at the shooters.

Physical Bots, like a Sniper Bot or SMG Bot, can counter Energy Bots. Take a look at this next schematic; it's how I envision a competitive setting, but please note that competitive mode is for programmers only, but here actually, nothing would stop programmers from making an input interface for nontechies.



Bots have BP Value (Battle Point). This value dictates their Algorithmic Worth; you assemble your squad of bots and battle against another squad based on the competitive match rules. It can be the best of 5, and 2000 BP Limit per match.

The premise here is that you first understand how the game works by just playing single-player, either with a mouse or a controller, and then depending on your programming level, obtain an API License and begin writing Algorithms.

You write the entire AI logic, where to move, who to shoot, how to query information from the server, and how to view the battle. The idea here is that you experiment with different builds, try to find broken builds and then deploy them against others; then, if you manage to climb the ladder, you will fight in a tournament against other pro programmers, and everyone will watch your algorithms battle. It is noteworthy that you can have many different builds and aces on your sleeve, and sometimes you need to be careful if it's worth revealing your ultimate strategy or AI.

I hope you found this insight interesting!

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Algorithmic eSports

Hey people!

Today I want to touch on a very dear topic, algorithms and eSports high-frequency bot wars.

As you all know, IAH is an RTS Hybrid game that is happening on the Internet, and the premise here is hackers trying to fight evil corporations and malware. You can play with a mouse and controller, but you can also write code if you are a programmer. I have been asked about the code-writing aspect, and I wanted to touch on this.

As a programmer, you will write your own proprietary code and utilize the API I will provide. If you choose, your code can run from the console, Raspberry Pi, or whatever you will come up with in any language that can perform web calls. First, you will train and create good code; then, you will compete in the internet war that wages 24/7 using your paid API License.



But now, here is the hook, and this is only for programmers; this is a high-risk competitive war where if you lose, you will lose your API License, but if you win, you get another person's license and rake bounty with cashout options. In other words, this means that the best bot programmer will extract wealth from other programmers.

But, if you are just a guy who wants to play a single-player game without microtransactions, you will have this opportunity; IAH will be a premium game without microtransactions other than the API License System, but as I said previously, if you don't plan to compete, you don't need this.

My role in this is to create a platform for programmers to fulfill their algorithmic fantasies and become incognito eSports legends if they choose to. In traditional eSports, skilled players are cherished; they will be programmers here. Their competitive worth will be measured by how much value their code can extract and how much others can extract from them.

This system has an entry fee to feed the platform operation ops and wealth distribution means. The pricing structure is designed to work for individuals and groups alike regardless of where they are based on the planet. Losing will hurt, but it won't be the end of the world. The goal is to create an ecosystem of different organizations of all sizes, all competing against each other and growing organically, making history. Your org might be 20 people, one person, or an investor-backed VC; it doesn't matter. The system will future-proof itself, where a portion of game revenue will go into eSports org development to ensure that the code you begin writing will have value in 5 or 10 years.

If you want to be part of the org development, feel free to join our discord, and also don't forget to wishlist/follow if you haven't already.

I hope to see you soon trying the demo. It will be released next month.

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Demo Date

Hello Everyone!

It's been a few months since the last update, so today, I want to update you all on where I am with the game and when you will have a chance to play the Demo.

The Public Demo release will happen in-between August 3 - August 28.

Getting a demo in your ' hands is quite an exciting moment because that's when you will understand and start to feel the game and what it is trying to be. It's also when I can easily discuss the game and share plans.

I tried to create a future-proof design and game that will hopefully stand the test of time and make you want to return to it occasionally.

It doesn't matter if you are old or young, a person who only has 30 minutes a day of PC time, or someone who likes deep games; you all will have a good time without the stress of nuances that come with trying out new games. Also, there is no Tutorial, just quick built-up and then combat with a pacing mechanism designed for your play style.

I look forward to seeing you in a Month when the Public Demo Releases!

I know I am tight-lipped, but I am just working hard and preparing. It will make sense, I promise!

Take Care!

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Developer Report #1

We wanted to write a quick status update to inform everyone that we are working hard to create a playable demo that we can then share with the Steam community.

The demo will be pretty essential; it will showcase the concept and create a baseline, and for you, the player, it will be pure fun; something we seek to do is have a demo you can sink lots of time into and leave you wanting more.

Regarding development, we are currently at version 0.35 - 0.45 internally and have completed nearly all single-player features. We have been iterating quite heavily on the game, removing and altering it to create the best experience, and some stuff you see on the store page is outdated, so keep that in mind.

We won't be doing early access, so instead, we will use Steam Forums to communicate advancement and update store assets to reflect current quality as we progress with the game.

We look forward to sharing more information with the Steam community and are eager to hear your feedback on the game's current look.

Feel free to join a Discord Server or engage in a conversation; we are here to stay for many years!

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[h3]We are building a better tommorow for everyone.[/h3]

Hello World!

Hello, Steam community!

I just wanted to say hello and introduce myself. My name is Vitali Kirpu, and I'm excited to be here, building the game for your enjoyment.

I have been pretty busy with this game, but things are slowly starting to click, and i am pretty excited.

I thought I'd start with the classic "Hello World" message for my first post. It's a simple but powerful statement that's been used to introduce beginners to programming for decades; it works well for posts like these too.

So, without further ado:

Hello, World!