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- __lobo__: _Logo Bolo_
- (c) Ben Kurtovic, 2011
-
- __Lobo__ is Logo Bolo: a re-envisioning of the classic tank game by Stuart
- Cheshire in NetLogo. Below you will find a short tutorial on how to play, some
- known bugs and limitations, and credits.
-
- TUTORIAL
- --------
-
- In Lobo, you control a tank and attempt to gain strategic control of the map by
- posessing all of the refueling bases, while simultaneously using your bullets
- and automated "pillboxes" as defensive or offensive weapons.
-
- You move your tank, which is black, by clicking anywhere on the playing field –
- you'll drive to that square and stop once you've reached it. If you change your
- mind and want to stop immediately, double-click anywhere on the map or
- press "C" (cancel order). The color of the tile represents the type of ground,
- which determines how fast you drive over it. You drive the fastest on road,
- which is black; light green grass gives you a medium speed; dark green forest
- makes you move slowest.
-
- When you start, you'll have a bit of ammunition and full armor. Fire your gun
- straight by pressing "F", lowering your ammo count by one. Getting shot by
- another tank or a pillbox will lower your armor count by one, and if that
- reaches zero, you'll die and respawn randomly. (Both of these counts are
- displayed on the top-left of the screen.)
-
- The map contains a few bases, which look like yellow squares. At the start of
- the game, they are gray (neutral) and any tank can claim one by driving over
- it. If you own a particular base, stopping over it will refuel your tank with
- ammo and armor. An base you don't own won't refuel you, but you can repeatedly
- shoot at it to weaken it, then drive over it to "capture" it.
-
- The map also contains a few pillboxes, or "pills", which look like gray circles
- with colored rectanges sticking out of them. Pills will automatically shoot at
- their nearest target within range, and they have infinite ammo, but not
- infinite armor. Destroy an enemy pill (red) and pick it up by driving over it,
- then place it below you, anywhere on the map, with "P". It'll be green, and
- will shoot at your enemies instead of you!
-
- You win the game by controlling all refueling bases on the map and then
- destroying your rival tanks – tanks that don't control any bases don't respawn!
-
- ADVANCED TIPS
- -------------
-
- * Refueling bases have limited reserves of armor and ammo, which regenerate
- slowly over time. In particular, shooting at a base lowers its armor reserves,
- and it is "destroyed" when its armor count reaches zero. Therefore, trying to
- refuel yourself on a recently captured base might not help that much!
-
- * At the start of the game, try your hardest to ignore the enemy tanks and
- pills and go straight for bases – controlling bases is the most important
- strategic element, after all.
-
- * To protect your bases from enemy attack, try placing pillboxes directly
- adjacent to them.
-
- * Pillboxes have "anger" – they'll shoot faster if you shoot at them, but
- they'll calm down over time. In other words, it might not be the best idea to
- take down an entire pillbox in one go, but hurt it and then come back later.
-
- * Consider shooting your own pillboxes if an enemy is nearby – you'll "anger"
- it, and it will shoot at your opponent faster! Also, don't hesitate to destroy
- your own pills completely and re-place them in a better location, or even in
- the same location with full health if they were damaged beforehand.
-
- BUGS / LIMITATIONS
- ------------------
-
- In the original Bolo, the map takes up many screen widths and is scrollable
- with the tank at the center. "follow" by itself wouldn't work, because NetLogo
- does not allow objects off-screen. I spent a while trying to figure this out,
- at one point essentially rewriting the rendering engine and using a table of
- "actual" patch coordinates that was translated into "virtual" patch coordinates
- each frame – not only was this very slow, but it was very overcomplicated and I
- wasn't able to do everything I had wanted. Instead, the map was made one screen
- size.
-
- In the original Bolo, patches are not merely colors - they have patterns on
- them (grass has little green lines, forests are spotted, roads have white
- stripes). This was not possible in NetLogo because patches can only have a
- single color.
-
- Time was also a limiting factor: I had planned a lot of additional features
- found in the original Bolo, like a nicer GUI for showing armor and ammunition,
- water as a ground-type (which drowns your tank), allies and multiple enemies
- (grr!), a nicer game-over screen, and a much, much smarter AI. These were
- skipped so more work could be spent on general polishing and testing.
-
- CREDITS / MISC
- --------------
-
- * Stuart Cheshire for the original Bolo game. Some graphics used in this
- project (tanks, pillboxes, and bases) were heavily based on old sprites taken
- from Bolo.
-
- * My dad for introducing me to Bolo many years ago, and for helping me simplify
- the original Bolo game into something possible with NetLogo.
-
- * Josh Hofing for advice on implementing certain features and positive
- encouragement.
-
- * Chain Algorithm - I wrote the entire AI routine in less than an hour
- immediately before the project was due (ha!), and I don't think it would be
- possible if I hadn't been listening to your music on loop the entire time.
- Really gets your blood pumping, y'know? Yeah.
-
- This project is available on [GitHub](https://github.com/earwig/lobo). I used
- it for syncing code between my netbook and my desktop when working on the
- project away from home.
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