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evaders's Introduction

Evaders (Coding challenge idea)

Evaders is a game completely made for and played by bots. The author of the best bot (on the day the challenge ends) is the winner.

Basically:

  • Shoot projectiles
  • Dodge enemy projectiles
  • Collect resources while doing so
  • Spawn or upgrade units

How will this work with bots?

Apart from the math needed to dodge (multiple) enemy projectiles, lots of decision-making is needed:

  • Should I get hit on purpose to collect a resource?
  • How should I shoot to make the enemy run into it / waste time dodging it?
  • Should a unit "buddyblock" for another unit?
  • Can I shoot with multiple units to create a "wall" of projectiles (that the enemy cannot dodge)?

Other game mechanics:

  • No collision. Moving all units as one may be strong but you won't be able to collect ressources as fast
  • Create units with collected resources
  • Exchange stats with resources (e.g. Health <=> Projectile speed)
  • Collect healing orbs
  • Going out of the map damages units

Who wins?

I have a few ideas regarding this:

  • Queue into competitors / standard bot (ranked, simple ELO system)
  • Submit executable (run in non-network VM) to simulate many matches
  • Normal competition at the end

Development

Can be done however you want. You get the packet specification (mostly JSON) and maybe a library for a few select languages. You also get:

  • A spectator client (to spectate own / other matches)
  • (A local server)

Please join the discussion in the issues!

evaders's People

Contributors

a-ctor avatar whosdatdev avatar

Watchers

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Forkers

sakamaki-izayoi

evaders's Issues

Ideas

Ideas in the form of mix and match. Not all ideas must be used but some depend on each other. Comments/discussion appreciated.

  • Collision: There is team collision in order to prevent a turtle scheme where all units are essentially on the same position. Collision with enemy units deal melee damage to both units and deal more damage to units who fired a shot in the last second or so.
  • RNG: Units have all the same stats when starting out but can upgrade stats in a pro-von way (more mov speed but less atk speed)
  • Map: The map is still a circle but it is no fixed boundary. You can move out of the map although you receive damage when doing so.
  • Spawning units: Instead of buying upgrades points can be invested to spawn a new unit. It has the same stats as the default unit and can be spawned in a radius around the target ally unit.
  • Shooting: Shooting has a cool down and after firing a shot you get a small slow in order to discourage move and shoot.
  • Resources: There are not only money orbs shattered around the stadium but also healing orb which heal the collector over time. This effect is removed when hit.
  • Dodge: In order to dodge shots which are unavoidable there is the ability to quickly move into a direction and dodges all hitting missiles. After dodging there are two negative effects: You can not collect orbs and when you get hit you get an enormous slow. This effect wears off after some time.
  • Networking: Packers are transmitted as JSON in a simple binary packet format. For example: 2 bytes packet length; x bytes JSON data. By using JSON instead of raw binary format languages which do not provide simple binary reading capabilities can also be used with ease.

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