Auto Fire v0.5 build posted!

What’s that?  A work-in-progress build of Auto Fire is up on  Check out version 0.5 here!!

Don’t worry, you don’t have to donate to try it out.  It’s still got a lonnnnng way to go.

Recent improvements:

  • Camera now behind the vehicle in both overworld and combat.
  • Dynamic camera and VFX based on speed.
  • Map state is saved when when returned to.
  • Revised environment visuals for clarity.
  • More garages everywhere to install your loot.
  • UI improvements for better feedback on weapon state and skidding.
  • Updated sound and music.

In the future:

  • Improved progression arc.  No real balance as of yet.
  • More weapons, equipment and enemies.
  • Special maneuvers like bootleggers and charge rams.
  • Encounters on the overworld map.
  • Boss fights that clear out a hostile area when defeated.
  • Citadels as a destination for weapon and vehicle stores, cargo missions, arena duels, and a bar for rumors.
  • Fame and skill progression tracking, with media coverage of select combats.
  • Target painting, sustained fire, and other ways to increase or decrease the chances of.

As always, feedback is so, so, so very welcome.  Let me know what you think!

2 thoughts on “Auto Fire v0.5 build posted!”

  1. Know it’s VERY early. Just piddled with it a little. Few things:
    No Save/Load?
    No way to quit (like hitting Escape)?
    Think the car takes too much front damage while in a city. Then, tried to repair it back at ‘base’ with no luck.
    Controls, esp. reverse, don’t always work correctly.
    Otherwise, for being this early, it was kinda fun! Can’t wait to see the end result.

  2. Aye, it is soooooo early. I have a lot of the core systems in but little content, hence the v0.5.

    Save/Load is coming. I have things relatively set to handle serialization, it’s just a matter of dealing with saves when testing and debugging.

    I am working on the skid model most of all. I just showed it at the Roguelike Celebration conference and got a lot of good feedback. I want players to be keenly aware of how close they are to skidding out, and to be able to better influence their skids once the tires break loose. I think a combination of feedback and control tweaks will help that.

    The repair at the garage is occasionally grayed out, and other times it doesn’t update the UI even though the damage is repaired. These are straight-up bugs I gotta hit. 🙂

    Otherwise I’m not aware of any issues with the controls themselves. Will keep an eye on them, but if you have more specifics, I’d love to squish every bug I can lay a foot on.

    Thanks for checking it out! I’ll try to make updates as frequent as I can!

Leave a Reply

Your email address will not be published. Required fields are marked *