AF v0.6.20: Full Patch Notes
Auto Fire » Devlog
5 September, 2020 - Version 0.6.20
Tech:
- Updated to Unity 2020.1.6f
- Replaced CTS terrain system (to make procedural terrain texture better) with Microsplat for improved performance and some new features.
Gameplay:
- Updated turn interleaving to no longer use the "turn-based" method. Instead an enemy will move in sync with the player if they are moving the same speed or less.
- Thus there is no longer a "current team executing" concept. This is a little bit of backsliding into early 2019, but that's okay. It plays much smoother.
- If the player presses fire when no target is indicated, the targeting mode is cancelled rather than playing "error" and staying in the mode. Makes for more better-feeling experience.
- Handling is now a completely new concept... the grip is measured on the speedometer, and it can't drop below the current SPEED or skids will start.
- Reduced the difficulty of the early boss a little. Damage and the flamethrower were a bit much.
- Early watchtowers now only fire a single rocket rather than two at once.
Camera:
- The vehicle gameplay now uses Cinemachine for its dynamic camera. Allows for motion blur, some shake and tilt when at higher speeds.
- Visual effects (red, shake) from skidding on camera.
- Cursor now follows the camera so shooting behind the player in particular should not go off-camera.
Vehicles:
- Two new more rough-n-tumble vehicles to be used for gangs, the Crux and the Coyote.
- Weapons are now physically mounted on vehicle bodies.
- Weapons now use a special shader so they can be outlined.
- Revised the taillights and visuals on vehicle bodies across all vehicle prefabs.
- Fixed tire rotation on new vehicles, they should both rotate forward (without getting out of sync and "tumbling") but also swivel left and right with maneuvers.
- Tuned down some of the roll and pitch on vehicle bodies, because it was looking somewhat silly.
World:
- Revised the world props to be much larger and better match the vehicle size. The intent is to make everything less toy-like and provide more drama in the scenes.
- Streets in ruined city are now double-wide, so the average road is 4 tiles across, which makes for a much more entertaining experience.
- Alleys are now 2 across and wide boulevards are generally 6-8 across. All city blocks are expressed in 8x8 rather than 4x4. Props were increased in size to accommodate.
- Roads now have modeled curbs, so an entirely new tileset was created.
- Added new models for road edges: Ground, plaza, street/sidewalk.
- Created a system that allows for tile models to span multiple tiles (so we can have 2x2 buildings), and added support to merging tiles together.
Terrain:
- The drivable terrain now has height variation.
- Terrain texturing is more sophisticated thanks to Microsplat, and there are new textures at work that provide more interest and clarity overall.
- Revised grass to use a model rather than sprites. Makes for a lot more interesting view from above.
- The high-tech citadel model is now in use.
- Blowing sand now visible across overworld terrain
- World roads in battlefields and outposts now use a new altas that is more like tire ruts. Those old roads looked really bad.
Content:
- Revised how quests are managed. Opens the doors for a more varied set of quests throughout the sector maps as well as within missions.
- Added Quest Management that is set up by sectors. More questevents that fire off encounters sometimes.
- Your companion is now Al, your onboard computer rather than the publicity agent from the Homestead. He/it will be important to the story as things move forward.
- Character default name is now "Rig" instead of "Driver".
- Citadels are now owned by corporations, of which three are generated at campaign start.
- Mayor page in city now reflects the actual mayor and city owner, as well as some generated dialogue from the agent.
HUD:
- An entirely new HUD uses a mixture of modeled panels (such as the speedometer) and the digital info panels on the top.
- HUD contains a tablet which houses many functions including social media (Toots), interactions, encounters, and other informational displays.
- The combat log is now part of the social media display.
- Revised the vehicle status display (in the HUD, targeting and garages) to use armor segments
- Speed is now expressed in increments of 25MPH
- Revised weapon and equipment icons to display in monochrome monitor style
- The player's current stats as the "hero" is in the upper left.
- The upper right always shows the player's enemy in this area with their fame so you can contrast it with your own.
- The armor and health display on tne target panel works now and uses the same language as the player's armor panel.
- The player's armor and acccessories panels have been reduced in size.
- Armor is now expressed in 4 distinct panels, and progresses from there.
Social Panel:
- Toot that you have entered a location.
- New chatter dialogue for locals about your actions.
VFX:
- Revised the sprite-based smoke and explosions to use a 3D shader that can cast shadows. Still some work to do but it makes Smokescreens and columns more compelling.
- VFX Cleanup for smoke and explosions
- Added wisp trails to bullets
Audio:
- Set up vehicles and overworld entities to have looping engine sounds with multiple gears.
- Revised stingers and feedback sounds. Rely less on westerns.
- Desert battleground now escalates its music properly over a battle.
UI:
- The UI font is now Roboto almost entirely, rather than LeagueGothic. It's cleaner and shrinks better as needed.
- The UI screens now scale up and down with resolution, so items don't get out of whack position-wise in those cases.
- Default resolution is 1920x1080. No resolution picker in Unity anymore so I have to add in-game resolution choosing very soon.
- The player now enters the citadel map, which means the vehicle is seen in the city. Opens the door for more location highlighting per city function.
- New icons for all currencies and supplies
- Updated weapon and equipment icons to not be so color-dependent, all monochrome now.
- Menus should all support keyboard, gamepad and mouse input.
- Move markers now match color of the move pips.
- Move markers and grid now draw through the world and are always visible.
- Character and garage is cleaned up and uses new font.
- Popup labels at locations now show through obstructions and animate/fade better.
Title Shell:
- Revised the opening shell entirely to be more slick. Learning what things are good and bad to do in UI as a result!
- Credits screen in shell.
- Announcements page can hold patch notes and other information.
- Display last character and max fame reached at top.
- Main menu has quit button now.
Bug fixes:
- Entity params (specifically how an encounter is defined on an instance) was not being saved and loaded properly.
- Randomly-generated outposts are not placed on 45 degree increments anymore (90 only)
- Revised the collision on the fuel dump.
- Fixed bug with radial blasts not properly choosing the right side of the vehicle to damage
- Fixed bug with targeting mode being entered before vehicles are done moving (causing blank squares to be targeted)
- Make multiple attempts to redraw sites if we try placing one that doesn't have enough room.
- Fixed a poorly-placed camera listener (it was parented to the camera, that was a bad idea, caused shaky audio volume)
- Vehicles now properly stop in overworld on encounter.
- Fixed "Get those loot" and other such bad quote generations.
- Fixed up buy, sell, loading dock pages in city.
- Overworld enemy now properly dies if you defeat them in the battleground
- Condition countdowns were actually working backwards, so oil and such wouldn't last more than one move. Fixed.
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Auto Fire
An auto combat Roguelike... call it a Roadlike CarPG.
Status | In development |
Author | Vertigames |
Genre | Role Playing |
Tags | 3D, Procedural Generation, Roguelike, Singleplayer, Tactical, Tactical RPG, Turn-based, Turn-Based Combat, Vehicles |
Languages | English |
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- Big UI Update! (it's about time)Jun 26, 2022
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- Desert Generator at Full Power!Feb 14, 2021
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