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TIGSource ForumsCommunityDevLogsAuto Fire: A turn-based roguelike auto combat RPG - v0.6.55
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Author Topic: Auto Fire: A turn-based roguelike auto combat RPG - v0.6.55  (Read 14326 times)
Vertigon
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« Reply #80 on: February 16, 2021, 09:12:55 AM »

Car Wars was a huge part of the 1980's for me.  Steve Jackson reprinted a massive pile of Car Wars stuff last year as a Kickstarter (those might be for sale now?)  Now all eyes are pointed toward the impending CW 6th Edition!

People do as for Linux from time to time, but there's a lot to do right now that gets in the way.  In the meantime, you can still download the work in progress for free for Windows on Itch.io!

A new build was going to get pushed last night, but I was just tracking down a bug that delayed it.  I was inadvertently rejecting kill quests if you didn't have enough cargo space in your vehicle for it.  (Wakka wakka)

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« Reply #81 on: February 18, 2021, 01:02:29 PM »

Another update is inbound!  This one is focused on revising the world generation methods for more interesting and playable maps.  This lay the system foundation for new types of biomes and better overall map layouts moving forward.  You'll see the biggest example of this with the walled outpost maps, which are entirely revised and much more look the part.

There were also a lot of stability and quality of life improvements along the way...  You can shoot mines!  Car control and skidding interact a bit better, armor repairs cost less parts.  There was a bug with missions that people who liked to haul cargo ran into.  For keyboard and gamepad players, the dialogues should not lose their selection (which required you to touch the mouse if it happened)



Check it out and get your vroom-vroom-pew-pew on!
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« Reply #82 on: May 29, 2022, 11:34:02 AM »

Been a long time but the game is still in the works.  Trying to a get a long-delayed release out with massive visual and UI cleanup, consumable use and a deeper set of equipment.
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« Reply #83 on: July 02, 2022, 02:04:02 PM »

It’s been a long time coming, but Auto Fire is back in action with a bunch of updates and improvements!

There has been a major UI revision for just about all of the supporting screens and menus. Consumable gear was added so you can manually heal up in the field if you have the right items. There is a significant and growing tutorial that pops up how to play the game as situations present themselves. (And yes, you can turn them off in the settings!) More is in the works, including the long-promised arenas, hope you enjoy!

As always, check it out at https://vertigames.itch.io/auto-fire.



Gameplay/Content
  • Some garages and repair outlets have a limited amount of gas or ordnance they can sell you.
  • Consumable gear was created that can repair your internals, drop mines or smokescreens, or basically enact any normal equipment’s function.
  • You can also target yourself on specific sides for armor repair gear, and the UI reflects it on your armor display.
  • When you complete an encounter, the loot is generated immediately rather than waiting until you move.
  • Radar is now a dedicated equipment type and slot called “Sensors”.  All cars have a default radar sensors package, but this can do a lot of different things.

Combat
  • Desert encounters now include combat moments that will drive you into a fight.
  • AI Updated for more responsiveness when spotting the player.
  • AI consider facing when planning their navigation routes, meaning that vehicles will plot paths more naturally and loop around their targets.
  • The line flamethrower can now target the ground.

Content/Tuning
  • Starter car only has 1 plate of armor all around, and no minedropper.  You’ll have to buy your own upgrades to get the good stuff.
  • Equipment crates now drop more items (versus from normal vehicle drops)
  • First outpost in the starter sector now requires some vehicles to be killed before the boss emerges.
  • Old instant repair and armor pickups removed from drops in favor of the repair consumables.
  • Desert sectors should no longer have random encounters, only emplaced ones (that is, glints and smoke columns rather than just rolling dice)
  • Adjusted grip recharge rate to be a bit more generous.
  • Significantly more parts are awarded on the field.

Controls
  • Big cleanup to allow for gamepad control of menus without losing focus.
  • Made accelerating into a skid work better, should not infinitely skid if you thrust against it.
  • Acceleration now waits until the next move to reduce your move’s time slice, so as a player you cannot reach max speed in a single turn the way you previously could.

HUD
  • Rework of the HUD colors and aiming interface.
  • Shrank the HUD components (gear, armor, social) slightly to allow for more playable space.
  • Changed social feed to dark mode, because the bright display was distracting from the gameplay.
  • The boss is removed from the HUD once you wipe them from a location.
  • Event-based tutorial popups appear when the player experiences various events, from taking damage to skidding to picking up gear.
  • The player’s challenge is now expressed with skulls, which is conveyed in the travel/gas popup to tell you what you’re getting into.
  • Added a real date display that updates based on player turns.
  • AL has a new look.

Menus
  • Complete rework of the character and loadout screens.
  • Complete rework of the repair experience.
  • Complete rework of the vehicle stable, to show all stats for all vehicles.
  • Complete rework of inventory, buy and sell screens to add categories and better controls.
  • Complete rework of the loading dock experience to show a map where you must deliver your chosen item.
  • Automap re-envisioned to use a higher quality smooth shader.
  • Automap locations are now interactive and can be hovered for popup info, and they ping indicating where quests are directing you to go.
  • Quest display revised to display a map telling you where you must go.
  • Quest steps are now crossed off in the Quest character panel.
  • Faction and skills are now shown in the character panel.
  • Entirely new inventory icons, for a punchier and yet colorful look
  • All item UI buttons are have a new shiny shader.
  • Items now display with level badges, indicating the raw progression tier the item has.
  • The loadout view shows pips that indicate when a higher-level item is available to be slotted in that location.
  • The inventory view shows pips that indicate when an item is new and has not yet been examined.



Visuals
  • Enemy shouts appear in bubbles both on the HUD and over the enemy vehicles in-world.
  • Agents no longer echo their encounter dialogue into the social feed (it was cluttering the experience too much).
  • Zoom in moments happen after the level fades in rather than zooming when you can’t see.
  • New power lines, cargo containers, and other assets
  • Adjusted lighting on tail lights.
  • Adjusted location labels for visual appeal
  • Made label ping show through world for visibility (hard to see the exits in canyons)
  • Location labels do not obscure your view when you enter a zone.

VFX
  • New explosion and fire VFX from toon explosion to a better stylized/realistic hybrid.  (It doesn’t block the player’s view as much)
  • Revised fire oil, burning objects and flamethrower VFX
  • Revised occupation VFX
  • Added decals on the ground from gunfire and explosions.
  • Fixed up flamethrowers on player as well as enemy flamers

Settings
  • Did some fixes to how I was handling settings for those of you with laptops and unusual screen limitations.
  • There is now a minimum allowed resolution (Horizontal at least 1024, Vertical at least 720)
  • Graphics Settings should properly record your selected resolution.
  • Music and audio should also set and record properly in the main menu.

Audio
  • Vehicle audio uses Realistic Engine Sounds package and adjusts and shifts gear based on speed.
  • Use audio mixer to duck car audio when waiting between turns.
  • A new stinger or tutorial popups and specific informational moments.
  • Revised boss music slightly to stutter less, and use a continuous loop sometimes for quality’s sake.
  • Audio is set properly on startup from the prefs now

Bugs
  • Fixed several bugs with how bosses dole out their quests and get resolved at the end of a combat.
  • Fixed several screens where their text didn’t align properly.
  • When returning to a previously visited map, we handle the population correctly.
  • Fixed speedometer flashing visuals to properly flash at the end of a turn.
  • Made reverse skidding work better, it had some really bad behavior.
  • Entering combat in the field (via random encounter) now works properly.
  • Buying and selling at the citadel now properly supports stacks of items.
  • Repairs now work properly, you can’t get free repairs if you are near zero resources.
  • Small visual fixes and typos
  • Impassable outpost entrance now fixed (the outpost generator wants a larger palette to place protective walls)
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« Reply #84 on: July 31, 2022, 01:13:35 PM »

Some great new updates to Auto Fire this month.  The UI got another level up with some improved screens and a more lived-in look.  You can now go to the citadel and help those people out, building renown with that city.  Citadels are a little more solid in their representation also, with one of only a few corporations keeping control of the populace across the country.  Finally, the visuals took an uptick with better lighting, new desert terrain visuals and cleaned up foliage.  The time to check it out is now!



https://vertigames.itch.io/auto-fire
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« Reply #85 on: October 07, 2022, 12:12:16 PM »

Something you never hear about in game development is the challenge of capturing footage for a trailer or some amount of publicity.  Few games, particularly those with any kind of randomness or procedural generation, look 100% perfect at every moment during development.  Even if there aren't bugs, you're trying to take a slice of time, a single image, where the game shines as what you envision it to be.  It can take weeks and weeks and at the end of the process you feel a strange mixture of pride in what you have created and despair over all the things you have left to do.



So over August and September as I've been catching snippets for use in the Seattle Indies Expo, I got a face full of the driving experience at times when I wanted to feel the Drive Magic.  However, as you drive and shoot there are stalls (put in there intentionally) as the game resolves projectiles and impacts.  That sort of turn resolution is pretty common in tactics games, it lets you see the results of your attack (or attacks against you) and process the result before moving on.  I originally set the system up that way because "that's what Roguelikes usually do"

However, the frequent halts during my drivin' and skiddin' started to bug the crap out of me, especially when there were a lot of enemies nearby. Of course I don't pause the game when something happens offscreen, but when there are a lot of enemies it can happen often, especially in the arena where enemies were attacking each other.

So, to the experiments!  I decided to try a couple things:
  • I removed the projectile pause entirely and let attacks just resolve while the various vehicles moved to new positions. 
  • I adjusted the speed at which the turn played out based on the player speed, so turns (including those of opponents) just play out faster when the player vehicle is moving at higher speed.  Turns at 25 MPH play out faster than turns at 100 MPH.

The results were interesting.  Keep in mind that this is still 100% turn-based.  The only thing that has changed is how turn results are represented.





You can specifically see the lack of a delay when the player fires machineguns and rockets.

Yes, the result needs a bit of work, specifically:
  • Bullets don't yet "lead" their targets so they are striking behind the vehicle.
  • Some slow weapons like rockets that take longer than a typical move duration (generally between a quarter and a half second) need to be converted to take multiple turns to reach their destination.
  • (...but hey that's gameplay, y'all!)
  • I still need to make sure combat resolution is as readable as possible, such as:
  • Armor impacts and damage numbers are still getting obscured.
  • The armor side that gets hit isn't as obvious as it should be
  • And of course, special moves will still need to stall the game, but that's fine for something that doesn't happen often.

However, in all it did improve the overall feel of driving and smoothness.   This was a worthwhile experiment and I'm all in on making sure the game feels great and still has a clear turn-based combat resolution. Not sure where this will lead, and I know that a certain segment of the audience will want to be crystal clear on what's going on in combat, in the same way that another segment will want to cut loose and skid around fluidly.  Possibly I'll leave a toggle for the roguelike turn resolution if the player wants that (should be possible).  

More to come as the game continues to evolve and improve!
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