![]() Bots will always attempt to minimise the amount of damage they take, meaning that if a bot is trapped and has a choice between taking 30 damage from a Nova and 6 damage from a Wildcat, it will walk into the weaker projectile in order to reduce the amount of damage it takes. Projectiles are deemed dangerous based on how much damage they can do. Green spheres are safe spaces, while red spheres are dangerous spaces. ![]() As mentioned before, in order to keep things believable, a bot can only dodge a projectile it has already seen. Next, we’ll discuss dodging incoming projectiles. ![]() It can do this either by throwing the weapon at its opponent (using a similar action to throwing a grenade), or it could simply drop the weapon. If the bot has instead picked up a shield (such as the Aegis Shield or the Cortex Shield), it should aim it at incoming projectiles, while if it has picked up a Bunker Barrier, it should aim it at an empty barrier slot and trigger it.įinally, once the weapon is spent, the bot should also get rid of the empty weapon in order to free up a hand and pick up a new weapon. This is done by moving its hand backwards and then forwards quickly, and releasing the grenade to launch it at a particular target. However, if the bot has picked up a grenade, it needs to know how to throw it. If the bot has picked up an offensive weapon such as the Viper or the Lance, then the bot can simply aim at the player and fire, making sure to fire again once the weapon has successfully reloaded. This means that the two core aspects of Blaston: using weapons, and dodging incoming projectiles, are both things that the bot is expected to do well. They’re also restricted to a relatively small podium space players can’t just run off at the first sign of danger. Players are expected to use these tools to overcome their opponent while dodging any opposing projectiles. These duels are performed using a variety of different weapons, each with their own specific abilities and uses. Agents playing BlastonĪt its core, Blaston is a VR game where you duel another player from a distance. These parameters can be configured by designers to create different bots. Of course, certain restrictions are added to try and make the bots act in a somewhat believable manner: hands don’t just shoot off to a weapon that has just spawned since arms aren’t infinitely long, and the bot won’t know if something has spawned behind it since it doesn’t have eyes at the back of its head. Finally, once the gun is out of ammo, the hand would choose whether it should drop the tool (in the DropTool state) or throw it at the opposing player (in the ThrowEmptyTool state). Then, it would move to the ShootGun state, which would move the gun to an appropriate position, aim it at the opposing player, and fire. For example, if a Viper spawned within grabbing distance, the hand closest to the weapon would change state to PickUpGun and move towards the Viper until it was close enough to grab it.
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