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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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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