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It's finally cooling down after a long summer, and it's the perfect time for another addition to the War Bots lineup: ready to chart a course through seas and frost, the brazen adventurer Isca!
Hailing from the chilly fjords near Haven 3, her two predecessors (which she affectionately calls her "Mamas") were the first bots to ever successfully chart a course to the north pole, wrapped in a seemingly unending massive snowstorm that made access nearly impossible. Isca (pronounced "ees-kah") has set her life on doing the same for the south pole, which is miles farther away from land and trapped in an even more vicious polar storm. However, the whole world froze to a new kind of standstill, as the Plantoid masses sprung up across the Havens. Knowing this was no time for her historic voyage, Isca charted a new course, joining the fight on its frontlines with the Haven 1 militia. Using her exploring gear and some new tricks to stake her claim on the battlefield, Isca's fighting to make her own path into the records of history.
A War Bots Short(ish) Story
The Gardeners: Still Water
Set - noun
Definition: A group of aligned and connected Outlanders.
Synonyms: Flock. Community. Clan. Tribe. Pack. Family.
Typhoon laid still on the soft, moist sand. Her body sagged into the ground. Her surrounding patch of sand was gray, while the infinite desert around her was white. Her long blue wires were spread out around her head. Her eyes faced up at the bright black void. Beside was her staff. The rusty metal pipe resembled a bendy straw, with darker covering over the bend and a shower cap a bit after. She could easily grab the staff if she moved a millimeter. Her hand never twitched.
Night in and night out, she saw the moon travel from left to right. She would enter sleep mode during the day, saving power and letting the wet sand keep her temperature tolerable.
In the sunlight, the shower cap’s holes sparked and flashed blue. Minute by minute, a drop rolled out.
Some random Isca info:
Her weapon is obviously inspired by Mei, but her kit only really came together with two weird sources of inspiration: Peni Parker in Marvel Rivals, and Splatoon... based on how Inkling would work in a hypothetical Smash hero shooter. The former is because of how Peni's web mechanics work: several of her abilities create webs that give her passive regen and a minor speed boost when stood on, and she has deployable mines and drone nests that interact similarly with webs to how I described Isca's ice interacting with her Ice Mines and Stoat Seekers, though individually toned down and split into separate options because of War Bots having bigger teams. The big difference is that Peni can only have a max of 3 webs on the field at once normally, in addition to the large web her drone nest makes, and so trying to maintain an "optimal" web arrangement is kind of clunky. I loved this idea of building defensive setups, but the idea didn't click until I had written out some ideas for a Smash-themed hero shooter. I thought Inkling would be an interesting support, translating Splatoon's mechanics into covering the maps in ink that'd gradually heal and speed up allies standing in it, while also giving the Inkling player specifically improved traversal in their own ink. Putting this all together with an earlier passing idea of a penguin-shaped robot with an ice sprayer, and it all fell into place for a concept I'm pretty proud of now!
The Flash Freeze attack was a last-minute addition to all of her sprayers based on a short-lived weapon idea where that was her only mode of spraying. I liked the idea but felt it was weak to base an entire weapon around, so it was replaced with the water-based Wipeout Washer. But then the mental image of firing a big blast of water was too good (big Mario Sunshine energy) and so I made the decision to add it to every one of her weapons, but with hefty risk to using it. The unique input was most directly inspired by Illari's very recent new "Solar Flare" perk in OW2, which expends all her healing resource into a single AOE blast by pressing primary fire while shooting her healing beam.
The Zam-Belly, continuing the Inkling hero concept, is mechanically based on the Rollers from Splatoon, and felt like a natural sidegrade that'd give Isca more options for traversal and ice coverage in un-iced terrain while not having the same theoretical skill expression as the default. The name and frequent use of formal legal jargon and advertising-esque terminology when describing it is playing off a gag from the almanac description for the Zombonis in every version of Plants vs Zombies after the original PC release. Felt like it'd be too good of a nod to pass up considering what the ability would look like in practice.
On the note of nods to nostalgic personal favorite PC games, there's no prize for guessing what her dance emote will be.
More obvious cosmetic references are a matching set of a cozy red hat and robes called the "Royal Cap" and "Royal Robe", as well as a blue and yellow propeller beanie, the "Hoarder's Headspinner", with a description saying "This historically significant headwear was sought after for years, until it was revealed that a rogue Keeper group had one kept hidden away to preserve its value."
One final piece of her kit I neglected to explain is one last reference bit to round out this post: her melee attack is "Flipper Slap", a dramatic swipe of her free hand that's swung quickly but has notable endlag. It'll have a related achievement: "Smile and Wave: Finish off an enemy with Flipper Slap, then wave hello."
I lied one more gag achievement: "Cool Cool Vengeance: Launch an enemy off the map to their doom using the Wipeout Washer's Flash Flood."
okay that's all goodbye

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Getting some regularly scheduled nostalgia for the old "online virtual world glory days" (namely of the penguin-based variety) and aside from the wistful overzealous idea of adding a modern take on that concept into my list of projects, I feel like War Bots might be an interesting place to add or iterate on some of these social "chill" ideas.
Club Penguin feels like an odd inspiration to cite for a post-apocalyptic shooter where war-battered robots fight off hordes of ravenous mutant plant monsters, but to me War Bots has always had a very wide tonal range, and the baseline I envision is a lot closer to Club Penguin's casual goofiness than what you get from the big serious lore drops. The poster character is a stubby cowboy robot who shoots spring-loaded ball bearings and has springy jump legs, and another character is a janitorial transformer who catches bullets with a vacuum cleaner. The world takes itself seriously, which I think is important, but there's a level of absurdity to where the audience can determine how serious they need to take it moment-to-moment. I said it before when discussing the Darkworld Showdown cast, but for PvP games where some players have to lose, or even for potentially difficult cooperative PvE games, I like keeping the character designs goofy enough to help deescalate the tension. The War Bots cast isn't "funny" necessarily, but I like to think on average their proportions are a little goofy in an endearing way. Slightly bigger heads, clunky body armor, odd eyes that can express in unique ways. It's a spectrum of course: I think of the animal-like characters (Hestia, Formann, Lyonn, and especially Isca) as especially goofy-cute, while Nekross and Velenna have less endearing cute traits that make them more unnerving than the others, fittingly helping them stick out a bit.
no prizes for guessing who my favorite is on that front when it comes to being goofy and cute in a way reminiscent of... well. I said it earlier.
There's a few more specific ideas I've had lately though, inspired by a few recent instances of PvP games having more "social space" elements, though worth mentioning Splatoon and Garden Warfare as more direct instances of colorful shooter games with these sorts of things. "these sorts of things" mainly being the very exciting idea of some sort of hub area. This would be something that you could opt into so you can get the choice between a more streamlined conventional menu system upon booting the game before then manually entering the hub if you want, or taking a second to boot directly into the hub area where you can interact with the major options via a 3D space, with a quick access menu still readily available. The hub area ("home base", we'll call it for now) would be a modestly-sized base camp area with a few set buildings taking you to the major mode options: PvE mission mode and PvP match mode front and center in two big buildings, then the cosmetic shop (long-time fans you KNOW who's running this bad boy) off to the side. There'd be enough areas to where you could run around and practice basic movement. Off to the side though would be an enclosed firing range area with some terrain and practice dummies to test your loadouts against, along with a target test minigame (OW2 style). You'd naturally be able to invite friends to join your base camp before queueing together for other modes, and there'd be an opt-in switch to enable PvP within the firing range area. If there was enough demand and the space is big enough, some kind of open lobby base camp system could be fun, letting other players hang out in a lobby with you without needing to be in your party. There could also be a Splatoon-style system where the lobby would be populated by static NPCs with the names and bot loadouts of players from your last played match, hanging out doing their own thing ala Splatoon. This would be an opt-out thing of course, since you'd be able to check a player's profile or whatever by interacting with their static counterpart. You could also choose what your preferred bot is, so you always show up as that bot in other players' bases rather than defaulting to whoever you last played as.
One more big semi-impractical non-essential idea that'd be hosted in the home base that's absolutely Club Penguin inspired: the arcade! No prize for guessing, it'd be a little sub-hub of minigames that you could go to and play. Ideally a good few would be simple and short enough to play while queueing for a match if needed, then pause to pick up when you return. Others would be multiplayer though, naturally letting you play with other players in the same base as you. The cute idea I have is that every playable bot has one arcade game themed around them. So there'd be some kind of shooting minigame for Wilderoad or Calber, a minimalist tower defense game for Xenir, a rhythm game for Harmony, and so on. I really miss these sorts of little minigames from stuff like Club Penguin, little time-wasters that still felt fun for however long you felt like. I could also see some more involved ones though. Maybe Arber's is some kind of digital gardening minigame that you check in on over time rather than play continuously. I think Hestia also gives me some ambitious ideas fitting of her being beyond the starting 15 lineup. Naturally it'd be nice to have some incentive to play these minigames, even if it's still entirely optional relative to the main game modes. Some kind of arcade ticket system feels intuitive, earning tickets for playing and scoring high in the minigames, then trading them in for rewards. Things like arcade-specific cosmetics (I can already see Nekross in cheap green plastic ladder shades and it's wonderful) or potentially trading the tickets for the normal currency used in the main shop, though less efficient than just playing the main modes unless you're insane at Poppett's radtastic endless runner skating game. Also I'll die before I give War Bots a ranked mode but it'd be funny if the dinky side minigames had leaderboards instead. Nobody cares about the Rank 1 Genji anymore, the real prestige is in holding the top spot in Poppett's Radtastic Roller Romp. it's ruthless these days.
Obviously I should worry more about making the one game rather than... well no, it's already basically two games, this is just bumping it up to like. 22 games. Ah well, I can dream. And eventually outsource.