Almost Intelligent Machines (A.I.M.) is a multiple-stage boss-battle. The player controls a legion of bots, that are needed to fight said boss, of which the player himself can only control one at a time. The other bots need to be assigned to sub-tasks in defeating the enemy. During that, the latter can corrupt them and either make them useless or even fight against the player.

A.I.M. is set in a large room inside an industrial building with the boss spawning in its middle. The player gets a given set of bots, one of which they can control. In order to defeat the boss, the player can assign the bots to pick up items, attack or evacuate confused or corrupted bots to a healing station. There is a time limit as to how long the fight may take. If the player exceeds it, they lose.

Milestones

Formal Proposal

Paper Prototype

Interim Results

Alpha Release

Playtesting

Final Release

Documents

Project Notebook

Development Schedule

Game Trailer

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12 Comments

  1. Unknown User (ga59kuh)

    What is your favorite aspect of the proposed game? Why?

    I really like the design of the boss with it's clearly detectable weakspot. It's really well done in Horizon Zero Dawn if you need some reference. 

    What is your least favorite aspect? Why?

    I think the vertical environment should be a higher priority for you, it sounds like the game would profit a lot from it. 

    Which single change or addition would you suggest to most improve the game?

    Try to avoid UI as much as possible, it's way better if you can see a robots current health or state(corrupted etc.) through ingame elements like actual changes in the model. 

  2. Unknown User (ga78rum)

    What is your favorite aspect of the proposed game? Why?

    I especially like the possibility of taking over many different small robots which might act totally differently than what you would like them to do. I expect a lot of chaos during a battle and am hoping for a well polished game.

    What is your least favorite aspect? Why?

    Although weapons and items spawn in different locations and robots might be switched out, replayability will suffer somewhat, when you are only fighting against the same boss over and over again. Unfortunately, I think this is a necessary step to take as the scope of the project is limited and other functions are more important as explained below.

    Which single change or addition would you suggest to most improve the game?

    The proposed local multiplayer would, of course, enhance the fun a lot! I would trash the idea of building a second robot boss and instead focus on a well functioning 2 dimensional gameplay with one boss being perfect (well, as much as possible) and, as the main focus of high target, have a second player be able to join. Also, although it is probably included in your bullet points of animation and weapons, this game is predestined for nice effects. I would suggest planning some exclusive time for that!

  3. Unknown User (ga97zar)

    What is your favorite aspect of the proposed game? Why?

    I think it is a very fun sounding concept, commanding an army of not so intelligent bots, trying to get them all to do your bidding. This concept is something unique and sounds like a lot of fun (and chaos).

    What is your least favorite aspect? Why?

    The low replayability of the game. As soon as the player finds a winning strategy against the boss, he will always fight the same boss in the same arena. I understand this is due to keeping the scope of the project small and dueable in the limited time frame we have, but maybe you find enough time to implement different boss fights and arenas.

    Which single change or addition would you suggest to most improve the game?

    Local multiplayer, with one person steering the boss and the other person steering the A.I.M. bots will definetly be a fun couch PvP game and would at the same time solve the low replayability issue.

  4. Unknown User (ga78vup)

    What is your favorite aspect of the proposed game? Why?

    I really enjoy the twist on the theme AI you doing there! Your game design aims on pure entropy, and if you are able to produce that, without letting the player feel overwelmled, I really see you succeeding with your project.

    What is your least favorite aspect? Why?

    The focus on the boss fight, even though theres only one planed. Make that macro managment your key technical archievment

    Which single change or addition would you suggest to most improve the game?

    I would suggest to shift the focus on macro managing the small helper bots. It should be the functional minimum to be able to control the mess they doing, so that the game is fun right from the beginning. You could add levels with smaller challenges up to a boss fight, but my point is that the boss could be less important for your project.

  5. Unknown User (ga65vej)

    What is your favorite aspect of the proposed game? Why?

    The concept of epic boss battles with several minions as your weapon.

    What is your least favorite aspect? Why?

    I am not sure about the way you plan on controlling your minions. Do they just keep doing what you showed them? Are they doing what they want and have "malfunctions"? I think it could be very frustrating if their behaviour is not clear.

    Which single change or addition would you suggest to most improve the game?

    Really focus on the control mechanism. It is your core feature and should work perfectly and feel natural.

  6. What is your favorite aspect of the proposed game? Why?

     The setting reminds me of Portal, and I think the game could have a similar feel... the Portal 1 Boss fight against G.L.A.D.O.S. also has this component of running around and managing other objects in the level to defeat the boss. I think this can be a really interesting mechanic.

    What is your least favorite aspect? Why?

    The proposal lacked a clear definition of the A.I.M. bot actions, and some sort of predictability would be beneficial to keep the player engaged.

    Just taking control of the units one-by-one and having no way of affecting their autonomous behaviour could feel very repetitive and without strategic depth.

    Which single change or addition would you suggest to most improve the game?

    Give the bots a more predictable "behaviour". I'd rather have different types of A.I.M bots with different easy to understand default behaviour (e.g. running away all the time, always attacking the nearest unit, advancing slowly into one direction, ...) than randomly behaving bots

  7. Unknown User (ga86lop)

    What is your favorite aspect of the proposed game? Why?

    I really like the idea that the AIMs are dumb but able to learn from the player's actions.

    What is your least favorite aspect? Why?

    From the script, it seems that everything is too random. The bots as well as the boss have several different behavior possibilites and I'm afraid this could end in the player not having the feeling of being in control of anything.

    Which single change or addition would you suggest to most improve the game?

    Either create several maps (which would most likely be too time consuming) or make sure to design the factory good enough so that multiple playthroughs will still bring joy. There's also some "balance" needed that there's not one specific easy way to navigate through the map to easily kill the boss.

  8. Unknown User (ga87huy)

    What is your favorite aspect of the proposed game? Why?

    I really like the concept of having big, epic boss fights as the core gameplay loop. Reminds me of Shadow of the Colossus and can be staged and presented in a very exciting way.

    What is your least favorite aspect? Why?

    I fear that assigning tasks, and controlling bots in a 3D environment can be overwhelming for the player.

    Which single change or addition would you suggest to most improve the game?

    I think the game would profit a lot from a narrative frame or story that would give the player motivation and agency.

  9. Unknown User (ga97fek)

    What is your favorite aspect of the proposed game? Why?

    Hopefully fun experience with chaotic bots missing like idiots. Also: Limitation to a managableamount of bots.

    What is your least favorite aspect? Why?

    If it is isometric (which I didn't get for a long time), won't it just be like a normal rts without group selection?

    Which single change or addition would you suggest to most improve the game?

    Make it still kinda predictable. If bots just randomly do dumb stuff and you just have to react to it, it might feel like a chore. If you can plan with their dumbness, it's fun.

  10. Unknown User (ga96faj)

    What is your favorite aspect of the proposed game? Why?

    Giant fucking robot battles!!! Battle bots with more robots

    What is your least favorite aspect? Why?

    The control of multiple robots might not work that well. Especially if they dont act intelligently

    Which single change or addition would you suggest to most improve the game?

    maybe only have two player units. That way the uncontrolled unit can't screw you up too much.

  11. What is your favorite aspect of the proposed game? Why?

    I think it's a good idea to have control over multiple robots, sort of like a RTS, that can sometimes be controlled by the enemy and suddenly work against you.

    What is your least favorite aspect? Why?

    Not sure about the balancing and what actions the bots will actually be able to do. Only attacking and picking up drops/weapons I guess?

    Which single change or addition would you suggest to most improve the game?

    Maybe have 2 or 3 different bots with a special ability each.

  12. What is your favorite aspect of the proposed game? Why?

    The setting. The industrial setting and wanting to make use of the surroundings in the fight can make for an interesting experience that fits the theme of Artificial Intelligence well.

    What is your least favorite aspect? Why?

    There is only one big fight, really. The game consists only of a big boss battle - this has been a good concept in the past (i.e. Dark Souls and the like), however making it work requires a lot of balancing. There's a risk of the game getting too boring too fast with just one big boss fight.

    Which single change or addition would you suggest to most improve the game?

    I would reduce the amount of items that spawn and the effect they have on the fight and instead focus on fleshing out the abilities of the controllable bots. Items can clutter up the fight and take away from the unique mechanic of controlling different bots.