Nightfall incident game




















A little background is in order. Spybot was a set of four Lego robot sets released in that, with the aid of a CD-Rom, could be programmed to accomplish various missions. In any case, along with the sets Lego released the titular game, which is where I first played it. Sometime later when I went back to play it again, it was no longer on the Lego website. So what is S:TNI all about? Note that there are, of course, websites that will break the game down in its entirety, but I really encourage you to spoil as little of it as possible, especially the story, because it is just that much fun.

Also the game has a tutorial right at the start that helps you understand what is going on. Still, I feel compelled to share something about the actual game. You do this by engaging in databattles where you pit your programs with names such as Hack, Slingshot, and Bug against rogue software Watchman, Sentinel, Sensor, etc.

As is usual in most games, you start off with limited resources — in this case the two programs Hack and Slingshot — and can upgrade along the way by winning battles and receiving a credit reward.

The Atmosphere: Somehow, despite its even by the standards of 10 years ago basic graphics and music capabilities, the game creates a really great atmosphere between the story, the music, and the gameplay — it just feels right. However, intermittent interruptions plague the network, courtesy of a "Nightfall" hacker, and you have to work your way through the net to find leads on the hacker and how to stop the outages.

The main game, once you access a node, is a turn-based strategy. You have limited upload points and your units to deploy are your programs. Corporate programs are unobtainable, and can only be encountered as enemies.

While most of the hostile programs the player will encounter are rogue corporate programs, there are a few instances in the game where the player will also come across rogue SMART programs. Brickipedia Explore. Recent themes. Explore Wikis Community Central. Register Don't have an account?

The Nightfall Incident. The entire game right now is touch-operated, meaning everything is currently designed to work with iOS and Android devices. I personally test the prototype on my iPad to ensure it maintains a solid framerate. The highlighting of the spawn point in the image is rather faint, but if you take a look at the full resolution image , you should be able to see which spawning point is currently selected.

This right section is not being used at this time of writing. After the player has finished spawning, a notification appears and then the computer spawns its programs. The computer spawning happens quite quickly because my intention is to minimize the amount of time the computer spends on its turn while still making its actions recognizable and understandable to the player. This is the aspect of the prototype I am currently working on. Player object movement is working but currently not to a polished state.

I am working on cleaning up program movement before I go on to add other parts of the player turn, such as combat. After cleaning up the small but noticeable issues in player object movement, I will move on to add computer program movement and basic AI.

Computer behavior is one of the most challenging parts of development, and this is why many games are often criticized for terrible AI. I will try my best to eventually create an AI that is smarter than the behaviors used in Spybot: The Nightfall Incident , but I cannot guarantee that the prototype will actually feature such improvements as my main goal is to create a working prototype for public display.

If you know of any good ones, please let me know! AI is really tough. If I come back to this project, I think I will start from scratch and make it even better by doing it in 3D instead of 2D.



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