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