2 weeks of turning my screeps code from a simple script into a system where I had a CI/CD system (on a VPS I paid for in addition to the game!) compiling Purescript into screeps JS convinced me the same, lol. These are cool games for people with more time than me, and these days I prefer just coding at work and doing other non-tech stuff at home. If I were 20 again though...
As a kid I played all of it, all the way to the end, without coding anything(simply because I didn't know how to), so it's definitely possible.
Also it's nowhere near as complex as factorio, it's more like a basic adventure game - the automation you can do basically ends with coding your robots to defend you and remember to swap their own batteries when they are almost empty. There's no production pipeline or anything like that.
Don't worry there isn't that much content in this game. You can finish the story in a couple of hours, will take longer depending on how much you want to tweak your scripts but it'll take tens of hours at most.
It's worth noting that the game was a commercial title, and the Polish Colobot community managed to convince Epsitec to open source it. This game was a large part of my childhood, and finding out it was open sourced was indeed a very happy piece of news.
I really wanted to program starcraft back when I played it. At the very least, to bind some key to scatter packs before storming into splash. At most, use scripts to organize complex military operations. Starcraft has a good macro, but it also requires micro, but rather than stressing myself with apm, I’d better “train” my forces between the battles. It was very annoying and un-immersive to see advanced tech protoss to fail simply because they got stuck on a ramp.
Dragon age inquisition has an amazing visual programming system, you could set whoch cajaracter will do what under which circumstances, like 'cast spell X when main character is low on HP' or 'when there are more than Y enemies"
This has actually been a staple in the Dragon Age series since part one. I don't recall if they toned it down in the second part, though.
Also, I would love to know how many tweaks and hacks these selectable behaviors need to work together neatly in these near arbitrary combinations (e.g. some unexpected priority inversion during behavior selection or deciding whether to continue or abort at certain points etc.).
Didnt they forbid the more crass ai-widgets? I remember having that commando-ai-widget from that comp-sci student, that allowed units to sneak in a orderly line through hills and around sight radius into enemy bases.
Or the artful dodger widget, which would make your other units auto-avoid a designated victim unit (by blast radius of nearest enemy)..
This whole AI-Programming into games, feels like cheating to most users pretty fast..
You should check out mindustry. You can play it without scripting (complete the campaign), but it helps. Though by default you have even less control over units than you do in a regular RTS.
Mindustry is fun and factorio-like (and open source!), but I don't recall any scripting opportunities whatsoever in the Steam version... Are you talking about a modded version?
That's a goal for me as well. The Zachtronics "design puzzle" games are considerably more interesting (to me) than most standard "program a robot" games. Some others of possible interest:
Not the author, but the grid is simultaneously a tape/program and a maze. At each step, two bits of the program are read and converted to a move of the blue box. Each set bit is also a wall in the maze which blocks movement. Note also the instructions at the bottom. I found the introduction simple enough (but maybe the game was updated since you asked).
Edit: Beat the game. Cool concept, I found the levels to be on the easy side though. Some ideas for if you wanted to extend it: You could have "stuck" bits, different kinds of boxes (different rules, or "doesn't die from hitting a wall"), and multiple boxes and/or goals.
Most people must have gotten it from CD-Action, which was THE monthly gaming magazine at the time. Each copy came with a DVD containing a few demos of upcoming games and 1-2 full games, most of them titles a few years old. Colobot made an appearance sometime in the mid-2000s.
Yep, that's how I played it. Loved it as a kid. Also I'm reasonably certain it was bundled with "Komputer Świat" not CD-Action since it was more of an "educational" game, CD-Action did more "mature" releases. But I might be wrong.
On the topic of different programming-driven games, Mind Rover is a robot simulator in which you program by connecting wires, carrying something like analog data.
I'm not aware of anyone else ever having played it, but it seems to have some internet significance.
I loved that game! I also remember it being one of the very first commercial games actually being released for Linux. Actually being able to buy and play a game on Linux was a pretty big deal.
played a lot in it when i was 13-14, i was studying Pascal at that time and it was fun to apply that knowledge (of programming) in a game. Not sure actually how I heard about this game iirc I read about it in some computer newspaper and decided to buy
Which is why the idea of the "multi-role" rts was invented. One guy plays sim-city to build the base. Another plays tower defense to defend the base. One guy plays Defense of the Ancients-Heroe gameplay, and one guy plays the large scale meta-rts.
Then it became a balancing nightmare and we gave up, making instead seperate games for each gamer. The end.
There was even once the approach of the arena rts.. you dont micro, instead small battles are taken to a separate app (on a cellphone, were cell-phone user duke it out)..
But players hate to lose control over outcome.
Turns out seemless match-making and game joining and replacing ai is hard.
And even more old-timers will remember RobotWar from the PLATO system in the 1970s and its Apple ][ port in 1981. This was probably the first example of this genre.