Some new Auto Fire coming in! Check out what’s new:
Mines: When anybody (including you!) moves adjacent to one, it arms and then explodes 1 second later. Be careful!
Oil Slick: Lay down a strip of this, and any cars that hit this immediately lose their grip… perfect for tight quarters like the city.
Flaming Oil: Leave behind a trail of flaming death. Sets whatever enters it on fire.
Wide Smokescreen: Create a whole volume of smoke, 3 across
The player can choose one of three cars at start with different weapon and equipment loadouts:
The Stallion has 3 Junkthrowers, a smokescreen and an oil slick. Good starter vehicle if you’re just getting familiar with the firing arcs
The Panther puts 2 Bolt Rifles, one front and back, as well as a minedropper and smokescreen. Its longer range makes for stronger hit, but you’ll need to pay a bit more attention to your facing.
The Cricket is small but has a short-range machinegun on its front. It also can spray flaming oil behind it. Good vehicle if you wish to stay mobile.
Things can now be set on fire, for continuing DOT. Right now just hooked to the Flaming Oil, although other weapons including the flamer will definitely be dealing this out.
There are now two sizes of cities… There’s a medium-sized 64×64 city, and the old huge 100×100 city (which is much rarer). The appearance of the smaller city in the overworld map is different.
The default boss is far less overpowered now. Sorry ’bout that!
Automap icons for exits and garages
Title screen popup allows player to enter name and choose starting vehicle.
Health and armor UI over various enemies only appear when that component is damaged… reduces UI spam overall.
Took a unifying pass on my amateur-hour HUD, so that everything has a more consistent look. Thanks to my developer friends for the feedback!
The vehicle display is now unified with weapons and armor in a single location.
Weapon names now pop up on the vehicle display so you are clear what weapon (and what side) you’re firing.
Updated icons for some equipment
Status icons are larger and more attention-grabbing.
New sounds for rockets, flamers, and cannons.
Stingers and music now doesn’t start until a map is fully loaded.
Ram and explosion sounds are replaced with less terrible ones.
Vehicle acceleration (and visual effects) only play when speed is actually gained, rather than when you press forward (so it adjusts to “coasting” once you hit max speed).
Rockets have new effects and sound
Car body shakes when moving at high speed, camera shakes less.
Overworld cars now visually swerve and arc like the cars in tactical maps.
The borders on terrain maps look a hair better.
Fixed some elements of map generations on height-mapped terrain (although there still is a bug in there).
The Homestead and Walled City (both of which were ugly temp maps with very little functionality) cannot be entered. Will be replacing them soon. They are marked as not being able to be entered in the overworld.
The Boss site in the city (which announced, temporarily and rather cheesily, “Here Comes the Boss”) no longer can be seen. It was intended to be a marker for system use, not player facing.
I’m starting to enhance the equipment now, and am looking forward to new usable items and updating the inventory for its use. The future is bright!
Another update to Auto Fire has come down the pike! A lot has happened in the last couple of months, so it’s great to get a build out…
Thanks to Itch.io for providing the app and the Butler tool so I can more easily post patches in the future. It’s like Steam for the rest of us. 🙂 Checking out Perforce and my Trello, here are some things that went down:
Added an automap so you can see where the hell you’re going. You can bring it up with the [Q] key.
Added a faction system. Each sector has a generated gang that rules it, and a boss that controls each combat zone. Defeating the boss clears the zone.
Boss arc now includes escalations that spur the bosses to taunt their forces and you with procedurally-generated shouts.
The quest system had some work done on it. Now the player is automatically assigned a quest to take out bosses of places they conquer.
You can check out the current quests in the Character menu, by pressing [Tab]
Quest completion now has a dialog box and some information on the results.
The encounter dialog has a new layout, and it shouldn’t justify its text strangely anymore.
The Shotgun soldiers are much less deadly than they were.
Unity 2018.3 update, which should improve terrain performance a bit.
Some of the road decals had dreadful performance, so exterior spaces run a bit better now as a result.
Toying around with a little bit more of an intro on the title screen.
I’m trying an outline shader on all gameplay objects to help them pop from the background.
Pulled up and adjusted the lighting to mellow some of the hard shadows that was creating visual noise. Terrain is a fair amount brighter now.
The garage looks a bit less out of place now. Still work to consolidate the colors.
Difficulty now represented with bullets.
Time slows when you die.
Armor sides weren’t appearing on the vehicle with the proper direction.
Multiple Line of Sight fixes. You should not be able to be hit through obstructions now. Fog uncovering on the map, the fire arc grid, and actual combat should all reliable return the same LOS results.
The player was able to exploit a bug that allowed them to use any side weapon against enemies in any direction. Fixed.
Removed some visual stray VFX sprites on the scouts.
The (correct) car model appears again on the inventory and garage menus.
Exploding barrels had stopped harming things. Fixed now.
Vehicle models now have manufacturer logo in info.
I had a bit of a weird week because I was coming off the RoguelikeCel, but after the feedback I got I knew just what to focus on for this new update.
Enemy cars can shoot again!
Yeah sooooo I recently added some infrastructure so that player vehicles can have unique loadouts that are independent of the model of car itself.Â …annnndÂ while I got it all working for player vehicles, I broke the ability of enemy cars to have their own weapon loadouts too.Â So they didn’t actually have any weapons mounted. :-PÂ Fixed!
The existing health post attached to vehicles in the world was straight up and down, and hence blocking the view of important info such as the state of the front weapon, or your speed when reversing.Â The style of the health bar is now adjusted to be a bit less disruptive.
The speed indicator was pretty rough, hard to see, and clunky to look at.Â A few things were done to improve this:
Smoothed out the speed indicator angle so it rotates more gracefully.
Improved the speed chevrons (both the green and red) to be more visible.
Added grip indicator for the player on top of the speed indicator, for the player car only.
Speed arrows and grip indicator grow in a more visually pleasing way.
So the previous model of vehicle skidding either gave you complete control or zero control.Â It never felt good since people’s instinct is to push against a skid in various ways to try to influence it.
I wanted skidding to be fun and also kind of do what you expect.Â So, it got a heavy overhaul:
The speed indicator now has a display of “hazard levels” beyond the speed itself.Â A broken chevron means that you are skidding more out of control.
The “hazard skid” levels supplement the standard “grip down to zero with a red speed indicator” style of skidding.
If you have a hazard skid, you can turn but can’t influence your movement.
If you are skidding but do not have any hazard skid levels, you can influence your movement by 45 degrees by accelerating to the side.Â Thus a skidding vehicle can still trace wider arcs.
You can accelerate or decelerate your skid by pushing towards or away from the direction of skid.
Skidding and grip now recharges more reliably based on whether you are facing in the direction of the skid.
So that’s it for now.Â I’m adding a little more info on the Itch page about the systems that Auto Fire (in its current state) will support for now.Â Someone asked for a 32-bit version, although I’m not sure I’d recommend older machines until I slim down some of my meshes.Â In the future I’ll put more work into optimization and alternate OS’es like Linux.
I had a few coreÂ things I wanted to refine and adjust from the original, particularly in the feedback departmentâ€¦ Â SinceÂ the controls for AutoFire are similar yet different fromÂ a typical roguelike, creating an experience that is easy for beginners is a continual work in progress.
In terms of driving, I simplified the grip meter to make it easier to do the â€œdrift racingâ€ style actions that people wanted to do, and then added new cues to help people understand their current speed. Â For combat, there was a lack of understanding of when damage was being done, so I improved damage and attack feedback as well as gave users more information on the HUD about the weapons they were using. Â World generation got a slight improvement,Â and the difficulty was increased from the admittedly easy 7DRL release as well.
Changelist for v0.2:
UI: Grip meter no longer has two halves.
UI: Highlight weapon that would be firedÂ when targeting enemy
UI: Display stats in the target panel of the weapon that would be fired
UI: Display ghost cars in quantity matching speed. Â 3 moves/second shows 3 ghosts.
UI: Improved display quality and sorting of damage text.
Graphics: Skids now show smoke where the player was.
Graphics: Changed world tiles from crates to buildings.
Graphics: Projectiles now visibly move from source to target.
Graphics: Dropped loot now slides from source to its resting point.
Gameplay: Added line of sight checks for player and enemy weapons.
Gameplay: Grip no longer goes below zero, and will start to recharge if the player faces in the move direction.
Gameplay: Barrels explode and damage/destroy things nearby.
Gameplay: Repair values of wrenches and armor patches wereÂ halved.