Category Archives: Video

Auto Fire Status Update – July 2018

Over the July 4 holiday I managed to get a good, solid, 5-day weekend, which in turn gave me great blocks of time to work on Auto Fire.  It felt great to get some really nagging things out of the way.  There’s a bunch of stuff here that is new since last time I blogged about it:

  • Site System.  I created a new structure for holding what I call “sites”, which is any point of interest on the map.  This can include cities found in the overworld, highway entrances and exits, garages, and even regular landmarks and points of interest.  The sites are what I use to guide road plotting, so roads can connect exits, cities, garages and even just weird old non-functional shacks out in the desert, which I constructed from groups of tiles.  It gave me a system for sprinkling them into a map from a table, which adds more life to most maps.
  • Encounter System.  The encounter system is something that I’ve wanted to do for a while, to allow the player to deal with random stuff that they meet along the way.  Call it FTL-style, although I associate the concept with pen and paper games as well as wayyyy back to ancient games like Odyssey on the Apple II.  This allows players to consider some simple risk-reward propositions, or to choose between acts worthy of fame or notoriety.

  • Stylized Visual Effects.  I took some of the realistic visual effects for weaponry, explosions and smoke and returned them to the stylized versions I had used a year ago.  I found that these stylized VFX had extra punch and grabbed the player’s attention among a lot of noise, but more importantly, fit the oddball scale of the world in Auto Fire.  With buildings and cars and chests all coming in at unrealistic sizes when compared to each other, I found that realistic visuals just made that mismatch even more pronounced.  Somehow having unrealistic smoke and fire just helped with the suspension of disbelief, and I think it can look just as compelling.
  • Western Music.  I took a break from the (really fantastic) western/post-apocalyptic soundtrack by Michael La Manna to try something different, namely an Ennio Morricone-flavored Western soundtrack I found.  I really do love La Manna’s cool-as-ice Badlands music, but those stingers and jaw harps just got me in the feels.  I’ll be playing around with various configurations as time goes on, not sure which way to go.
  • Walled Outpost Generator.  One of the biggest things I got done over the holiday was to finally prepare enough ramshackle walls, dirt roads, windmills and metal-roofed buildings to create a special generator for badlands outposts.  This is a heightmapped terrain map that sets aside a center section as the “core”, where buildings and certain visual points of interest will lie.  Around the perimeter is a wall made of scrap, cars, wood, and anything else…  I had to make a version of my patch generator that would stretch and rotate this wall in any direction with repeating motifs.  Dirt roads are then stretched to the various sites around the map. I’m really happy with how it came out.

  • Smoother Driving Feel.  One thing I did fix in recent months came from feedback I got from right after the 7DRL that spawned Auto Fire…  For some players the movement felt stuttery and halting.  Part of that is unavoidable with a turn-based game, but some of it was fixable.  There is no longer a single-frame stop between various units executing their turn, and if the player cues up multiple moves, it executes smoothly if possible.  The movement from square to square in slightly slower than it was as well, creating an subtle improvement that I feel when running the new build versus an old one.
  • Wall Deflection.  This last one feels intangible as well, but I implemented it because the more I played, the more I felt cheated that the mechanic did not exist.  If the player is heading diagonally towards a wall at high speed, he or she can get deflected off the wall and into a new movement path parallel to the wall.  This is a fairly common occurrence in the city maps in particular, and even lets players use it to their advantage if they wanted to keep shooting rather than steer (this is an option in Auto Fire!)

Okay, so there’s a lot more work to do.  I feel that I’ve hit some fine polish points, but I mainly need to assemble content together into something more playable, to have more of a reason and tension in the overworld.  All that will hopefully come next.

The Road to Brass Tactics

I’ve been quiet since the holidays, but it certainly isn’t for lack of activity.  For my day job, February marked the release of Brass Tactics, a real time strategy game reinvented for VR headsets.  The creation of Brass was really a fascinating adventure, one of the most interesting and invigorating creative challenges I’ve had in a lot of years.

Oculus gave us pretty much carte blanche to recreate a real-time strategy game that took advantage of the Rift platform as well as the Touch controllers.  This allowed us to kick off the process with a delightful freedom on how to make the controls of an RTS feel tactile and engaging.  We started with crazy-woop-woop-nuts ideas, but honed the game down to something that felt familiar yet fresh.

I’ve written a couple of blogs about this process on the Hidden Path website:  The first blog post talks about our discovery of how we wanted to represent the world and how the player might interact with it.  We started from a very wide set of possibilities that explored how to show the most information to the player with the most comfort.  What we ended up with was quite clean, and felt comfortable for most people.  Here’s the first ugly prototype reel.

The second blog was about how the player interacts with their troops, both selecting them and issuing orders.  This seems simple but we went through a long process to figure it out.  What we ended up with feels familiar, like using a mouse, but definitely embraces the physical nature of Touch.  Directing your troops becomes like being a symphony director calling out orders fluidly, a dance that makes war happen.  It was an achievement that we’re very proud of.  Even more ugly here!

I still have one more prototype video that I need to accompany with a blog post.  Luckily the pressure’s been off lately so I’ve been able to get back to working on Auto Fire.  I’ll try to update y’all with where that’s been going shortly.

Auto Fire Status Update – May 2017

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…

Overview

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.

My Background

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.

Tools

I use Unity 5.6, Visual Studio, Adobe Photoshop.  Blender and Perforce when I get desperate.

Update

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.

Brass Tactics unveiled!

I just spent the week down in San Francisco showing my new game at Hidden Path Entertainment called Brass Tactics.  It’s a real-time strategy game built from the ground up for VR.  The reception has been quite good from the press and developers, and I think we’ve created something special.  Looking forward to finishing it off this fall!

Hidden Path Entertainment: Brass Tactics Info

Tom’s Hardware: ‘Brass Tactics’ Brings Tabletop RTS Gaming To VR Battlefield

Endgadget: ‘Brass Tactics’ is a VR RTS that puts you in a clockwork battlefield

Ars Technica: Finally, VR has a legitimate RTS contender in Brass Tactics