PREVIEW : Autonauts vs Piratebots (PC)

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PREVIEW : Autonauts vs Piratebots (PC)

PREVIEW : Autonauts vs Piratebots (PC)

I played a pre-release version of Autonauts vs Piratebots today. An automated strategy game in which you must protect your base and raise an army to battle the pirates and their boss to restore peace to the region.

Autonauts vs Piratebots is set to be released on PC via Steam on July 28, 2022.

Here’s the Autonauts vs Piratebots gameplay video, along with a description of how to play the game.

PREVIEW : Autonauts vs Piratebots (PC)

I enjoy playing the game and have spent many hours playing it since my first impression of video and gameplay. So I intend to upload more content featuring late-game gameplay.

Autonauts vs Piratebots has low-poly, vivid graphics and adorable characters. You begin with some basic structures and must then begin creating structures and tools, harvesting resources, selling resources for gold, and, most crucially, automating bots to do the work for you faster and more consistently.

The game is comparable to popular automation games such as Satisfactory, Captain of Industry, The Planet Crafter, and Good Company. With procedurally generated stages and basic programming features, colony management, crafting, automation, and base building are all available.

PREVIEW : Autonauts vs Piratebots (PC)

When it comes to programming, this is the section I enjoyed the most. To govern the logic of how the automated bots operate, you can utilise programming-like phrases such as if-else, exit loop conditions, and others.

All of these elements are nicely designed and required meticulous preparation to ensure that the automation functions in harmony without… well, bugs. Things can go wrong, just like in programming.

For example, I once built a bot that gathered wood. However, another bot chopped the word and turned it into a plank, and another bot gathered the planks. Things can go wrong if you don’t “programme” your bot wisely, especially if they’re all set to “loop” (repeat their actions over and again).

Sometimes the bot’s tool broke and it couldn’t continue with the other commands, so the execution of a function paused (akin to an exception/error breakpoint in programming). So I wanted to include a condition to take a tool if that was the case. This avoided the disruption.

PREVIEW : Autonauts vs Piratebots (PC)

The beauty is seeing how things operate in harmony once you can teach your automated worker bots to complete their jobs in tandem with the others, allowing you to focus on other tasks.

In some ways, it’s analogous to actual life. Using robots to undertake a variety of tasks that people are either unable to do or do not do as efficiently as robots. This productivity is vital in Autonauts vs Piratebots since you’ll need to automate it so that units are created and activated to protect your base.

The base structures have HP, and if it reaches zero, you won’t be able to use them, which can cause a sequence of events to fail and bots to fail. Of course, you can create bots to address such difficulties.

PREVIEW : Autonauts vs Piratebots (PC)

I was sometimes so disorganised that I left a huge mess on the ground with a lot of wood, stone, and other materials. Instead of cleaning up after my character, I created a cleaning bot whose mission was to collect all orphaned resources and place them in containers—smart.

REVIEW : Necrosmith (PC)

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