BerryBots pre-release testing help
Fragment of a discussion from User talk:Voidious
← Thread:User talk:Voidious/BerryBots pre-release testing help/reply (34)
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← Thread:User talk:Voidious/BerryBots pre-release testing help/reply (34)
Ok, I see what's happening now on lasergallery. The first ship nabs the built-in starting position, but the second ship is what the stage saves as the "player ship", and the stage tries to set its position to that spot each tick.
I have a bunch of thoughts on the ship/stage compatibility issue. I'm trying not to over-engineer it, but it is lacking right now for sure.
- The stage description would go a long way, I think that's a must-have.
- In general, I think for ships/stages you download yourself, you have a good idea what you're doing, and engineering solutions to ensure compatibility are probably overkill. In Robocode, I don't see a lot of confusion trying to run 1v1 bots in Melee battles, or Movement Challenge bots in regular battles, etc. So I partly see this as an issue specific to sample ships/stages, or at least magnified there.
- An API to let the stage set min/max ships is an idea I'm considering. This would let me fail fast and not even start a misconfigured match. My issue with this is it's still not sufficient (Snail would be pretty dumb on lasegallery).
- On my to-do list is to let a stage set a tag for the rule set it's using. Just a string, like "battle" or "maze". Then ships could check this value in case they wanted to behave differently based on the rule set. E.g., a team might support "battle" and "ctf". I could expand on this by letting ships define what rule sets they support, though I'm on the fence about that.
I think for now I'll just do:
- Show stage descriptions in New Match dialog somewhere.
- Update sample stages to gracefully handle too many ships.
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