Progress both Practical and Pretty

There has been a solid amount of progress on Auto Fire in the last month, though not everything has been visible.


There’s a condition system now, where entities can be stunned, set on fire, made to skid, be blind, etc, and that will last a fixed number of turns before automatically removing themselves. Nothing super fancy, but it allowed me to do stuff like cause a vehicle to spin out when it hits an oil slick.

It also allowed me to give the player’s radar more functionality, because it now “paints” targets within a specific radius for a set amount of time. Ideally the player should be able to build up sustained fire on a single opponent, or race through a group (at high speed to avoid being shot) and hit everyone with a radar ping before swinging around and taking advantage of the higher hit rate (and eventually critical hits spurred by this).

There is a new icon system above vehicles to show their current conditions, which hopefully will teach players more about the advantages of speed and choosing targets.


I did a bit of work on weapon resolution to clean up some weirdness, as well as allow for effective area effects over various volumes. I can have weapons with blast radius at impact, cone effects, lines, and more. This gave me some vastly improved versions of scatterguns, flamers, and so on.


I also switched over my missiles to LeanTween (a great Unity package that’s freeeee, although the Editor that goes with is worth throwing a few bucks at) so that I could use more sophisticated arcs (splines, eases, etc) for the projectile travel. This gave me some great drunk missiles and so on.

A heavy rocket, follwed by a mini-missile salvo.

City Flow

A somewhat smaller bit of work but vastly important was looking into problems I was starting to see in my city layout.

A couple of years ago I put multiple months into a city generation method that took pre-crafted blocks and spliced them together, street-to-street, with props and so on. It worked pretty well… However, lately the cities seemed to have wayyyy too many skinny alleyways and dead-ends, even though I remember putting a fair amount of effort into reducing these.

Worse yet, I’d started to see some passability issues and unplayable maps, which I know I did checks for. Ugh. I love dusty Mad Max wastes, but the cities are just as important a part of the game and they weren’t fun.

I spent some time trying to re-learn what the hell the 2016 version of me had made. For a little bit I thought 2016 me was a bit of an idiot… but it turns out he was somewhat clever. It was 2018 me who introduced a number of bugs that caused loops to no longer form… that guy was a jerk. Specifically I had some code that overlaid roads over previously populated obstructions to create extra loops, and those no longer overlaid properly. In addition, my passability checks were not properly busting holes through the buildings and obstructions when needed.

I added a bit more two-lane roads and discouraged alleys from forming very often. In addition, I added some new block types to my definition that had fewer buildings, so some extra open spaces could be formed. I can pretty much make an infinite number of city block components, so I’ll keep adding ones that give some more driving freedom.

Battling some Ace Panthers in Old Custerton.


Anyway, I hope to have a new version out this weekend, it’s been too long. Wish me luck!

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