Auto Fire v0.6.04: SIX Build Update!


On September 1, Auto Fire was demoed at the Seattle Indies Expo, a companion exhibition that took place near PAX West in Seattle.  It was an exciting time and an exciting place to be, where 25 local game developers showed their stuff in a chill environment where players could interact directly with creators.  


The good news for those of you who didn't make it out there is that there are a ton of updates that came in to make that demo play well, and you can now check them out!

Fame 

  • Made changeover of interactions in the direction of social media to start to push the build-your-following gameplay.
  • Fame is now "likes" and bosses now have their own followers that reflect their level of fame.
  • Dialogue is now flavored as a chat/twitter interface.  More of this to come.
  • A media drone can now follow the player and take shots of their kills for extra fame.  The specific drone loadout slot is coming soon.

Gamepad and Controls

  • Revised gamepad controls!  A button drives, B button brakes, B button enters location.
  • D-Pad will aim vehicle weapons if not in targeting mode.
  • You can now select all squares with the cursor keys or gamepad when the vehicle is aiming diagonally (it had "the bishop's limitation" before this)
  • Improved the inventory and loadout to better work with keyboard and gamepad.  There still is a bug with the gamepad if you have a lot of items when loading out.
  • Gamepad buttons have cooldowns before auto-repeat.
  • Gamepad move marker now renders through the world if you are controlling next to a wall.

UI and Presentation

  • The speedometer is now centered onscreen, and the boost key is hinted when the player reaches the 40 mph "safe" speed.
  • Resources have been moved to the right side, and the armor is now in the lower-left, making for a less-cluttered interface.
  • Icons now fly to their locations onscreen with some more panache.
  • Easier to buy and sell in the store.
  • Loadout popup is easier to use.
  • Gamepad buttons are now prompted, and are put up instead of key tips if the gamepad is currently in use.
  • New key art is used for the title and loading screen.
  • Fixed some sounds in the store.
  • Cleaned up the targeting panel somewhat.
  • Tutorial dialogue and loading screen hints now include some gamepad hints.
  • Armor panel now uses an alternate visual
  • Offscreen objective pointer now pulses and shows over more UI elements.

Content

  • There is an invisible, harmless barrier behind the exit square on terrain maps.  This keeps players from moving "past".
  • Loot drops now include a large variety of new drops, including some weapons with modifiers (such as high-density machineguns).
  • New levels of tires, armor, ram plates were all created.
  • The multi-rocket damage was brought down significantly, it was pretty silly.
  • Adjusted the price of repairs (chassis costs twice as much, armor costs half as much) and gas.
  • Large cities (the 5x5 ones) no longer generate in the overworld.  They were cool but just stupidly complicated to get through.
  • Fixed some agent names so that females don't get stuck with a male surname that looks like a first name.
  • Fixed some bad results from the procedural boss quotes.

You can download the newest gameplay (linked below) or check out this quick video showing some of the revised gameplay/gamepad experience:


Files

Auto Fire - Windows 64-bit 1 GB
Version 19 Sep 03, 2019
Auto Fire - Windows 32-bit 1 GB
Version 19 Sep 03, 2019

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