In case you’re new to Auto Fire, here’s an overview. If you are familiar with it, here’s a hint of what’s been happening over the past few months…
Auto Fire is a turn-based roguelike auto combat RPG set in the roads and cities of the shattered American west. Enhance your vehicle, take on missions and build your name in a world where the only way to thrive is to drive.
Auto Fire is a deep, randomly-generated experience that combines the free-roaming adventure of games like Autoduel and FTL with the turn-based precision driving of games like Roadwar 2000 and the original Car Wars tabletop game.
An important part of the game is the player’s relationship with his or her car, and the ability to mount bigger and better weapons and equipment.
I’ve been a game developer for 24 years, both as a programmer and a designer. In my past I have worked on titles like Heretic II, Jedi Outcast, X-Men Legends, and Dead Space 2 and 3. These days I do design exclusively for my day job, and I miss programming. I was also a big fan of the tabletop vehicle combat games of the 1980’s and want to create something worthy of that world.
I use Unity 5.6, Visual Studio, Adobe Photoshop. Blender and Perforce when I get desperate.
Over the past couple of months I’ve been reworking the weapons systems to allow for special attacks over time such as machinegun bursts and oil slicks. An equipment system is in place that allows for secondary abilities to be mounted on the car such as radar sweeps and targeting computers. These systems are coming on line as well as a new inventory system.
A city map can now generate complex environments with special boss arenas and repair stations. The starting enclave has now been enhanced with new assets. New music, vehicles and effects have worked their way into the build as well.
Here’s an update of what it looks like.