Temple of The Roguelike Forums

Game Discussion => Early Dev => Topic started by: PatrickLipo on March 30, 2019, 06:40:21 PM

Title: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on March 30, 2019, 06:40:21 PM
(https://www.patricklipo.com/wp-content/uploads/2019/09/AutoFireKickstarterCountdown640.jpg)

Auto Fire is a reinterpretation of the great auto combat games of the 1980’s:  Car Wars (http://www.sjgames.com/car-wars/games/classic/), Autoduel (https://en.wikipedia.org/wiki/Autoduel), and Roadwar 2000 (https://en.wikipedia.org/wiki/Roadwar_2000).  It combines the tactical combat planning, dynamic world-generation, and player advancement of Roguelikes with outlaw landscapes, decked-out cars and the ongoing quest for fame. Refine your vehicle, take on missions and build a name for yourself in a world where the only way to thrive is to drive.
 
While it uses 3D and has the trappings of a real-time game, it is really a turn-based roguelike at its core.  I truly felt that this genre was the absolute best way to deliver a balance of simulation and large-scale adventure.  Thus, Auto Fire fits nearly all the Berlin Interpretation (http://www.roguebasin.com/index.php?title=Berlin_Interpretation) criteria (it is not ASCII of course, and the overworld gives it a bit of modality).

(https://www.patricklipo.com/wp-content/uploads/2019/09/SloMo5MB.gif)


(http://www.patricklipo.com/wp-content/uploads/2019/06/AutoVideo.jpg) (https://youtu.be/XvMQA6c6cIk)

Background
This game is a labor of love...  something I've been dreaming about since I played Car Wars in the 1980's.  I've been a game developer for over 25 years now (http://www.patricklipo.com/about/), both as a programmer and designer...  I mostly do game design these days, but I do miss programming, which has led me to work on this game over nights and weekends after I made a fairly successful prototype during 7DRL 2016 (http://www.patricklipo.com/randomprojects/autofire-a-roguelike-in-7-days/). 

Core Movement and Combat

You can use a keypad or more traditional roguelike keys to move your car turn-by-turn, adding and further nuance:  Facing and speed.  As a vehicle with momentum to deal with, you can accelerate to increase the number of moves you can execute per second versus slower-moving opponents.  However, you must also make sure you do not lose control by depleting your grip.

Your vehicle has weapon mounts on different sides of the vehicle, as well as special systems such as minedroppers or flaming oil slicks.  Each has a cooldown and limited arcs of fire, so it's up to you to manage your facing as well as your positioning to take out enemy vehicles.

(https://www.patricklipo.com/wp-content/uploads/2019/03/AutoCityCruiserKill.gif)

Adventure and RPG

As you progress through various desert and decaying urban environments, you acquire loot, weapons and supplies that you'll need to keep your car running.  Various tires, engines, ram plates and armor upgrades also can be recovered.  However, you'll need to hit a garage to make an upgrade, so choose well.  Eventually you will be able to purchase entirely new body styles that provide different advantages in their weapon mounting and stats.

(http://www.patricklipo.com/wp-content/uploads/2019/03/inventoryzoom640.jpg)

In between combat zones (such as ruined cities and desert outposts), there is an overworld which must be traversed.  Each overworld region is controlled by a specific group or gang that will be affected by your actions, or perhaps ambush you if you draw too much attention.  However, perhaps you might discover salvage, encounter a truck caravan, or build your fame by helping a motorist in need. 

(http://www.patricklipo.com/wp-content/uploads/2019/03/Overworld2019Spring640.jpg)

Pocketed throughout each region are the citadels, corporate-controlled pockets of civilization where the wage slaves are fed video feeds of car combat, both organized and out in the wastes.  These are safe haves where you can rest, purchase new gear, and take on missions or cargo.

(http://www.patricklipo.com/wp-content/uploads/2019/03/CargoMission640.jpg)

It's still got a long way to go, but I'm pretty happy with where I am.  It really comes down to scraping up the time and taking the best advantage possible.  Hope you enjoy!

(http://www.patricklipo.com/wp-content/uploads/2019/01/AutoFlamingOil.gif)

Updates!

You can find out more info about what's being worked on at the Vertigames Blog (http://www.patricklipo.com/)!  And if you want to chat live about all things car combat, from Car Wars to Gaslands to Mad Max, there's also a Discord:  Help us understand what makes car combat special to you...  Is it about the sheer attraction of powerful vehicles?  The weapons and electronics hardware?  Maintaining high speed?  Special maneuvers like the bootlegger reverse?  Building up your ride and skills?   You may just help us decide what features are next!  Join us at the Auto Combat Zone! (https://t.co/VVRd14Nb3P)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on March 30, 2019, 08:07:34 PM
Also, I wanted to give thanks to Tzan (https://forums.roguetemple.com/index.php?action=profile;u=23984) for bringing me back here and giving a shout to Nookrium, who then did a great Let's Play (https://youtu.be/yH4s5t4htxM) a week back.  I want to keep delivering the updates and bring this to the level I think it can reach.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on March 30, 2019, 11:38:53 PM
You're welcome :)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on April 01, 2019, 06:27:18 AM
Version 0.5.09 has been released!  Get it on Itch.io now! (https://vertigames.itch.io/auto-fire)

Conditions

There's a condition system now, where entities can be stunned, set on fire, made to skid, be blind, etc, and that will last a fixed number of turns before automatically removing themselves. Nothing super fancy, but it allowed me to do stuff like cause a vehicle to spin out when it hits an oil slick.

It also allowed me to give the player's radar more functionality, because it now "paints" targets within a specific radius for a set amount of time. Ideally the player should be able to build up sustained fire on a single opponent, or race through a group (at high speed to avoid being shot) and hit everyone with a radar ping before swinging around and taking advantage of the higher hit rate (and eventually critical hits spurred by this).

There is a new icon system above vehicles to show their current conditions, which hopefully will teach players more about the advantages of speed and choosing targets.

(http://www.patricklipo.com/wp-content/uploads/2019/03/AutoCityCruiserKill.gif)

Combat Calculations

I also did some work on the to-hit calculations... I was using a "Diablo-style" hit percentage generator that tended to not miss a lot... the greater the defense, the more the hit chance headed towards zero, but in an asymptotic fashion. What happened there was that it compressed the viable range of hits more than I would have liked. Improving or reducing your hit chances didn't really seem to have a big impact.

So, I switched back to a flat hit percentage generation where attack and defense are directly opposed totals (more like D&D or other pen-and-paper games). It seems a bit archaic, but I put the minimum hit chance at 10% and reward the player with crit bonuses if they exceed 100%... and you definitely notice if you're moving at speed and are harder to hit, or if you get a hit bonus from radar painting your target. You can read a bit more of the nerdery here.

Finally, I found a bug that was causing enemies to hit you 100% of the time no matter what your defense or how fast you go! Now moving at higher speed is significantly more meaningful.

Weapons!

I did a bit of work on weapon resolution to clean up some weirdness, as well as allow for effective area effects over various volumes. I can have weapons with blast radius at impact, cone effects, lines, and more. This gave me some vastly improved versions of scatterguns, flamers, and so on.

I also switched over my missiles to LeanTween (https://assetstore.unity.com/packages/tools/animation/leantween-3595) (a great Unity package that's freeeee, although the Editor that goes with is worth throwing a few bucks at) so that I could use more sophisticated arcs (splines, eases, etc) for the projectile travel. This gave me some great drunk missiles and so on.

(http://www.patricklipo.com/wp-content/uploads/2019/03/AutoScattergun5MB.gif)

(http://www.patricklipo.com/wp-content/uploads/2019/03/AutoRocketsRevised5MB.gif)

(http://www.patricklipo.com/wp-content/uploads/2019/03/AutoFlamethrower5MB.gif)

City Flow

A somewhat smaller bit of work but vastly important was looking into problems I was starting to see in my city layout.

A couple of years ago I put multiple months into a city generation method that took pre-crafted blocks and spliced them together, street-to-street, with props and so on. It worked pretty well... However, lately the cities seemed to have wayyyy too many skinny alleyways and dead-ends, even though I remember putting a fair amount of effort into reducing these. Worse yet, I'd started to see some passability and playability issues, which I know I did checks for. Ugh. I love dusty Mad Max wastes, but the cities are just as important a part of the game and they weren't fun.

I spent some time trying to re-learn what the hell the 2016 version of me had made. For a little bit I thought 2016 me was a bit of an idiot... but it turns out he was somewhat clever. It was 2018 me who introduced a number of bugs that caused loops to no longer form... that guy was a jerk. Specifically I had some code that overlaid roads over previously populated obstructions to create extra loops, and those no longer overlaid properly. In addition, my passability checks were not properly busting holes through the buildings and obstructions when needed.

I added a bit more two-lane roads and discouraged alleys from forming very often. In addition, I added some new block types to my definition that had fewer buildings, so some extra open spaces could be formed. I can pretty much make an infinite number of city block components, so I'll keep adding ones that give some more driving freedom.

(http://www.patricklipo.com/wp-content/uploads/2019/03/City-Revision-1024x696.jpg)

User Interface

Most importantly, there is a new settings menu that can be accessed by hitting ESC.  You can control the music and sound effects volumes there, as well as quit the game.

Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on April 01, 2019, 03:32:15 PM
Nice looking missiles, I'll have to check out that LeanTween.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on April 06, 2019, 05:51:59 AM
Another week, another build update!  Welp.  I'm probably a bit too excited about having a key configuration screen, but there you go.

Some bug fixes in UI are coming in also, along with settings that persist across sessions.  Yay quality of life!

Finally, the vehicle selection popup at the start gives you more information so you can pick a car that matches your playstyle.

You can go get v0.5.10 right here (https://vertigames.itch.io/auto-fire/devlog/75018/auto-fire-v0510-quality-of-life).

(https://img.itch.zone/aW1nLzE5OTIzMjYuanBn/original/B9mhGr.jpg)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on May 21, 2019, 07:15:10 AM
Version 0.5.11 has been released!   (https://vertigames.itch.io/auto-fire)

Oh man oh man it’s been far too long since I’ve published an update. That’s a terrible thing I don’t want to happen very often, but I started to put in the quest updates and it made sense to get a number of additional features up to snuff in support of it. 

Worse yet, I sat on a hojillion changes in my source control before I checked everything in. I think it was like a month. Work was making me a little crazy, but that’s ridiculously bad form. On the upside, this update brings about a bunch of changes in a big sweep.

(http://www.patricklipo.com/wp-content/uploads/2019/05/WatchtowerKill.gif)

My primary goal for this update was to add more exploration and stages to the boss fights and quests.  For this I needed to support better quest state reporting, and make new emplacements to fight against to draw the boss out.  Then I realized that the whole system fell apart when you left the area, so I had to improve how quests were maintained when you leave an area.  Then I realized I wasn't really saving data the way I should and basically had to improve the saves to be near-ready for cross-session saves (hopefully soon).  Then I realized that spawning emplacements in random locations was really ugly and made them hard to find, so I added a content socketing system for bosses, emplacements, loot and hazards so that their placement could be more deliberate and hand-crafted.

Quests

Music

Visuals

(http://www.patricklipo.com/wp-content/uploads/2019/05/RevisedMisses.gif)

Combat/Systems

Balance

Map Generation

(http://www.patricklipo.com/wp-content/uploads/2019/05/WatchtowerDeath.gif)

Progression

UI

Bugs
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on May 21, 2019, 04:15:44 PM
" attacking inanimate objects or themselves"
The wasteland is a depressing place :)


Something to think about adding:
When you save the state of a map when the player leaves and the map isnt cleared.
You could also record the game time when leaving.
When they return you will know the elapsed time and if its been " a long time" you might respawn enemies and emplacements the longer the time away.
You could have enemies mention in text how its been a long time or a short time, if they talk.

Its "just one more thing" to add right?

Something to think about anyway.


Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on May 21, 2019, 04:21:40 PM
Good suggestion.  I'm happy having the maps not reset at all (haha) but yeah I want the outposts and cities to have some meta simulation.  Each locale is controlled by a specific boss who is a member of one of the existing gangs, so I'm hoping to get some evolution in the state of each locale and faction over time.  Taking note of time is great, and even more so I want to make angering a gang or boss to have lingering consequences.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on May 21, 2019, 04:36:42 PM
Respawning an area partly over time is a style thing.
Letting the players keep 100% of their progress is fine too.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on June 07, 2019, 06:00:54 PM
I've been laying the foundation for a trailer over the last couple weeks, so most of my progress in Auto Fire has come in the form of cleanup, although there are a few gameplay tweaks, mainly to make that early experience a bit better. On the upside, there are less-soldier-y gang members, a cleaned up HUD, some new lighting and vehicle trails, check it out.

(https://img.itch.zone/aW1nLzIxNzc1NDcucG5n/original/pKHRt7.png)

Starting next week, I'll be able to work on Auto Fire full-time for a while, so prepare for some meaty updates.  The goals are to significantly improve the player movement, reveal more options when driving, and fleshing out systems that have only been teased, like a more alive overworld.

See you on the road!

(http://www.patricklipo.com/wp-content/uploads/2019/06/Download-Badge.jpg) (https://vertigon.itch.io/auto-fire)

General


Balance


UI


Visuals


Audio



Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on June 07, 2019, 07:20:29 PM
Nice lighting changes.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on June 09, 2019, 05:58:21 AM
Thanks!  I had all the lights already, I just had too much ambient so you could barely see them.  Makes me want to get weather in sooooo bad but there's so much else to do.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on June 09, 2019, 05:58:36 AM
An honest-to-god trailer inbound!  VO and everything...  Wooo!

(http://www.patricklipo.com/wp-content/uploads/2019/06/AutoVideo.jpg) (https://youtu.be/XvMQA6c6cIk)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on June 10, 2019, 08:38:29 PM
Well, that was quite good. The voice is good too.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on June 15, 2019, 11:44:01 PM
Funny thing about the voice...  I had the trailer all ready to go when a friend said "This trailer would be far better with a real pro-tier voiceover."  I said "Haha sure I guess, but I have to get this trailer out by tomorrow."  He then (should have) said "Hold my beer..."  He found an actual pro voice actor who was willing to turn around a recording within 24 hours and... there you have it.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on June 18, 2019, 08:12:54 PM
Wow nice friend. You can really tell its a pro voice which is why I was surprised :)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on June 27, 2019, 08:33:10 PM
Auto Fire v0.5.14 inbound!

(http://www.patricklipo.com/wp-content/uploads/2019/06/Download-Itch.jpg) (https://vertigames.itch.io/auto-fire)

I’ve made some pretty good progress on Auto Fire, finally steering to towards a new phase of its development...  The prestige and reputation systems. These are more important than you might have originally thought to the future of the game.

You see, the world of Auto Fire is not the dreary low-tech wasteland that it appears to be so far...  Yes, the world did undergo a dreadful catastrophe, but that was many years ago.  Life goes on.  The corporate citadels around the badlands are packed with people living out their lives in relative monotonous comfort... Wages slaves in a company town.

(http://www.patricklipo.com/wp-content/uploads/2019/06/loadscreen7.png)

It’s dangerous for the average person to travel and gas is extremely scarce, so few people ever leave the shelter of the city they grew up in.  Meeting new people is a rare delight.  Entertainment is limited to whatever the can find within the walls or by watching vids.

Life is pretty boring in the citadels.

By contrast, things are pretty rough out in the badlands, but it’s a lot more interesting.  City folk are eager for any tales from the outland.  Drivers are their reality stars, and sometimes even their heroes.  As a driver, your reputation is everything, so you’ll have to do whatever you can to build it.

(https://img.itch.zone/aW1nLzIyMzIxMDMuZ2lm/original/azscaI.gif)

Some other changes:

(https://img.itch.zone/aW1nLzIyMzIxMDEuZ2lm/original/J2R4DP.gif)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on July 25, 2019, 11:43:03 PM
v0.6.00: A Smooth Startup

It’s arrived... a big update, worthy of a full point!  Auto Fire has had a lot of work put into it over the last month, not the least of it being the revised onboarding (that’s fancy-pants dev talk for what a new player experiences).  A lot of players’ first experience with Auto Fire was tough, because there were some really dangerous enemies out there in the badlands, and you were just as likely to meet them while you were still trying out your training wheels as any other time.

In the spirit of making the game more playable and easier to understand, there’s now an intro that eases you into things a bit... and sets up the conflict against your (generated) rival down the road!  Clear out those bandits and get back to civilization!

(http://www.patricklipo.com/wp-content/uploads/2019/07/TutorialEncounter.gif)

The game also tailors that early experience when you’re stuck with a couple of junkthrowers and not a lot else, so that you are less likely to encounter enemies that want to come punch you in the fun bits right away. This way you can pick up some loot, head to the garage, and upgrade away!

In addition, the player can now customize their character more fully upon startup.  You can choose your portrait, and the dialogue (even the procedurally-generated stuff) will adjust for male, female, etc.

(http://www.patricklipo.com/wp-content/uploads/2019/07/CharacterCustomization.gif)

There are a ton of changes that came in, but a lot of it is nerdy stuff that only I care about... Oh, hey, here’s some cool stuff you might actually notice!

Campaign:


(http://www.patricklipo.com/wp-content/uploads/2019/07/CrashIntro.gif)


Gameplay:


Gameplay:


(http://www.patricklipo.com/wp-content/uploads/2019/07/DangerZone-1024x635.jpg)

Visuals:


Audio:

(http://www.patricklipo.com/wp-content/uploads/2018/10/Download-Badge.jpg) (https://vertigames.itch.io/auto-fire)

This coming month will be all about adding variety and continuing to improve the interface.  If I demonstrate the game at a show, what will draw players in? What will it take for them to understand what’s going on? What last flourishes or abilities would really sell the whole package?
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on July 26, 2019, 12:37:27 AM
If the combat system is mostly set, the only other thing is demonstrating a quest chain.
If you'll have them. Doesnt need to be too complicated, like the way Borderlands does it.
Do A, B, then the Boss.
I assuming you dont have have a lot of them yet but you just need one for now.
Not sure how many scripted quests you wanted to do. Maybe its supposed to be 100% procedural?

When you feel ready let me know and I'll poke Nook again, if you dont feel comfortable doing it yourself.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on July 26, 2019, 01:34:00 AM
My story manager is coming along.  It's just a cause-effect chain that fires off an encounter and/or combat.  I use it for the intro already...  I also have a QuestManager with a tracker that lets you know what quests you have, the rewards, and so on.
The main challenge is that I have to enhance those systems to work with my procgen stuff...  If I want to create a quest to go to a nearby outpost and kill some fire-oriented bandits, I have to find some of that sort of gang in the existing overworld, or populate a nearby location with that particular location and boss.  If I can't do so, for some reason, I need the system to fail and draw another quest.  It's just a bit of a logistics hassle that I haven't quite had time for.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on July 27, 2019, 12:31:54 AM
One day on the heels of v0.6.00 comes v0.6.01!  And it includes OBJECTIVE POINTERS...  It was needed!!!

(http://www.patricklipo.com/wp-content/uploads/2019/07/ObjectivePointer.gif)

https://vertigames.itch.io/auto-fire/devlog/91828/auto-fire-v0601-objective-pointers (https://vertigames.itch.io/auto-fire/devlog/91828/auto-fire-v0601-objective-pointers)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on July 27, 2019, 03:38:04 PM
A way to find objective locations is important.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on July 30, 2019, 05:17:55 PM
​We've finally launched a new Discord server to help relay information about Auto Fire.  It will hopefully also be a home for other types of vehicle combat enthusiasts, because we want to learn from fans of Car Wars, Gaslands, Mad Max, and so on. 

Join in and help us understand what makes car combat special to you?  Is it about the sheer attraction of powerful vehicles?  The weapons and electronics hardware?  Maintaining high speed?  Special maneuvers like the bootlegger reverse?  Building up your ride and skills?   You may just help us decide what features are next!  Click below to join in!​

(http://www.patricklipo.com/wp-content/uploads/2019/08/portrait_stallion256.png) (https://t.co/VVRd14Nb3P)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on July 31, 2019, 11:32:40 PM
I am rolling off of a bunch of updates by the first coder to touch Auto Fire outside of me... My friend Jim streamed his work (http://www.patricklipo.com/wp-content/uploads/2019/07/image-1024x578.png) this past Saturday and Sunday and helped get some cool functionality in that I hadn’t done before.

Along the way he also added some Quality of Life improvements to some of the code, for his convenience but of course it will be helping me even more. Friends are nice to have!

In particular, I’m looking to snarf some of that ram functionality to wrap it up into a couple vehicle gadgets: A Ram Piston and… a Bootlegger somethingorother. Plus it lays the foundation for me to knock enemies around as the result of player action… something that ramming desperately needs.

For the time being, the new build has some fancy new features:

Critical Hits

Weaponry now has a critical hit functionality when fired…  By default a weapon has a 5% of delivering a critical hit, with a crit dealing 2.5x damage.  You can improve that crit chance by 25% by painting your targets with radar (the 1 key) before attacking.  Sustained fire does still improve your chance of hitting (as does radar painting) but only radar enhances crits.

Critical hits are a core method with which I want to handle skill improvements, electronic warfare, and general hit bonuses. Improvements to hit chances are also in there somewhere, but I don’t want to have a lot of shots missing in the game… that can be frustrating. Hopefully this will be a whole new angle by which players can decide what to do next.

(http://www.patricklipo.com/wp-content/uploads/2019/07/RadarCrit.gif)

Revised repair functionality

While gas and ordnance still cost cash to purchase, repairs to your car now need precious parts to fix up.  You can refill your resources and make repairs in 10-unit portions now, rather than in an all-or-nothing fix.

Resources will become all-important as time goes on, an cash will mainly be focused on acquiring new gear, doing deals, making bribes, and so on.

Improved smoke screens

Smoke screens are a staple of car combat, but to date it hasn’t really been effective at getting anyone off your tail. I already had wide smoke screens but decided that it should be the norm… you should feel good about spending your action using one if you are in trouble. These wide smoke screens will nearly fill a roadway, to help you make an emergency escape… It really can deliver the goods.

(http://www.patricklipo.com/wp-content/uploads/2019/07/SmokeWide-1.gif)

...and other stuff

Gas now informs you if you are full and can’t pick up any more.
Some improvements to UI and feedback
Menu/UI Usability improvements.
Links to the help page and Discord from within the game.
A few additional bugs fixed.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on August 01, 2019, 05:59:14 PM
You might consider putting the Discord link on the top post here and also on the Itch page.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on August 01, 2019, 08:36:49 PM
Done!  A fine couple suggestions, my friend.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on August 16, 2019, 05:21:41 AM
Auto Fire has been going through a lot of work focusing on making the game more approachable for someone that might want to sit down and play.  This is specifically useful in preparation for the SIX show in Seattle (https://six.seattleindies.org/) on September 1.

(http://www.patricklipo.com/wp-content/uploads/2019/08/RefinedGamepadInput5MB.gif)

In particular, I put a fair amount of work into adding Gamepad Support to the game. Yeah it’s still turn-based, but driving with the stick feels pretty good.  Here’s the quick rundown, assuming you have an Xbox-style stick:


Additional functions:


The game is still the same at its heart, but holding a controller just immerses you just that much more, plus you’re not stretching your fingers over the keyboard.  I’d be thrilled to take any feedback you might have on it.

(http://www.patricklipo.com/wp-content/uploads/2019/08/MotionVisuals5MB.gif)

In addition, there should be a lot more information in the game about speed and what direction everyone is travelling in.  As is natural, a common player instinct is that if a vehicle isn’t moving onscreen (while the simulation is waiting for you to make your next move) that it is not currently moving at speed.  The wheel motion, dust from the tires and indication of speed changes should help you digest what the simulation is up to!

As always, there’s another grab bag worth of things that happened along the way:


I hope you can check it out!

Download on Itch.io! (https://vertigames.itch.io/auto-fire)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on August 27, 2019, 05:36:23 AM
It's real! Auto Fire can finally be wishlisted on Steam. Somehow that makes it just that much more real! Please head on over and give that wishlist a click... it's a small thing but you'd be doing me a great favor.  Click the Cricket to check it out!

(http://www.patricklipo.com/wp-content/uploads/2019/08/CricketBeautySml.png) (https://store.steampowered.com/app/1147880/Auto_Fire/)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on August 28, 2019, 02:05:32 AM
*click*
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on September 03, 2019, 11:43:51 PM
On September 1, Auto Fire was demoed at the Seattle Indies Expo (https://six.seattleindies.org/), a companion exhibition to PAX West (https://west.paxsite.com/) in Seattle, held just down the street.  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. 

(http://www.patricklipo.com/wp-content/uploads/2019/09/SIX-2019-Pat-1024x648.jpg)

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 for free on Itch.io (https://vertigames.itch.io/auto-fire) with Versions 0.6.04!

Fame

Gamepad and Controls

UI and Presentation

Content

Check out the new stuff or take a look at this quick video showing some of the revised gameplay/gamepad experience:
(http://www.patricklipo.com/wp-content/uploads/2019/06/AutoVideo.jpg) (https://youtu.be/mcLaDzlZGag)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on September 14, 2019, 08:47:30 PM
So thanks to the regular pushing from a developer friend, I finally scraped together the time to add a bit of extra flair to Auto Fire.

One of the challenges of the game for many new players is that they didn't always grok how time progressed:  That is, the fact that time is always paused when the game is waiting for your next move.

Now with the magic of time manipulation, that fact is a lot clearer...  and cooler.

(http://www.patricklipo.com/wp-content/uploads/2019/09/SloMo5MB.gif)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Tzan on September 15, 2019, 02:32:16 AM
Wow nice explosions!
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on September 17, 2019, 05:32:26 PM
Thanks!  And hey I just wanted to stop in with the big big big news: It's official!
Thanks to some pitching in by some ✨incredibly✨awesome✨folk, we're all-in to bring Auto Fire to Kickstarter in January! That's just 16 weeks away... gotta get back to work!

BTW you can always follow Auto Fire on Twitter as @autofiregame (https://twitter.com/autofiregame).

(https://img.itch.zone/aW1nLzI1MDA4MjIucG5n/original/gL%2BOrH.png)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on September 20, 2019, 04:29:21 PM
We’ve been working on some new special abilities for the vehicles in Auto Fire, including the ​Ram Piston​​​.  ​Different vehicle chassis types can have some crazy maneuvering abilities, although they’ll consume resources such as gas, so make sure to use them wisely!

(https://www.patricklipo.com/wp-content/uploads/2019/09/RamPiston1.gif)

The foundation of the special moves system was pitched in by developer comrade Jim (https://www.dungeonmans.com/), created on his Twitch stream (https://www.twitch.tv/videos/465299116) where we talked through some of the system updates needed.

The followup was transferring it to on-demand equipment, which didn’t have the ability to be aimed yet. The plan is to get some more moves in like bootleggers, side swipes, and some weirder stuff. Stay tuned!
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on September 26, 2019, 11:37:56 PM
It’s been a few weeks since the SIX update, and there’s a lot of meaty gameplay work to show off.  Ammo! Maneuvers! Slo mo visuals! Better ramming!  Check it out today! (https://vertigames.itch.io/auto-fire)

Slo Moooooo

(https://img.itch.zone/aW1nLzI0OTI2MDQuZ2lm/original/5Z8wBT.gif)

Special Maneuvers

(https://img.itch.zone/aW1nLzI1MDYyMjAuZ2lm/original/d2OOgG.gif)

Resources as Ammo

Ramming

Additional Targeting Changes

User Interface

Audio

General
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on October 10, 2019, 08:07:42 PM
It's been a couple weeks since the last build, but a lot has happened due to things that I've wanted to get in for the Rogue Celebration 2019 (https://roguelike.club/), which I'll talk about in another article.

For Auto Fire, RogueCel primarily meant that I had a lot I wanted to do in proving out playstyles.  This manifests in the player's vehicle chassis selection...  It includes speed perks (passive effects triggered when driving at 60 MPH or higher), and special maneuvers (gas-consuming all-in-one moves that launch the vehicle to a new location and affects everything around it.

As always you can check out the state of development for free on Itch (https://vertigames.itch.io/auto-fire)!

(https://www.patricklipo.com/wp-content/uploads/2019/10/StunPerk.gif)

General Improvements

Gameplay Systems

(https://www.patricklipo.com/wp-content/uploads/2019/10/BoostManeuver.gif)

Vehicle Upgrades

Visuals

(https://www.patricklipo.com/wp-content/uploads/2019/10/RevisedFog.gif)

Content

Bug Fixes

Audio

User Interface
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on October 10, 2019, 09:39:02 PM
Ohhhh man how could I have missed the Explode-o-Ram?
(https://www.patricklipo.com/wp-content/uploads/2019/10/RamBlast.gif)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on October 17, 2019, 09:15:59 PM
Testing out my new hardware in the run-up to my first stream, I whipped up a quick video blog showing off the most recent changes to the build and its vehicle playstyles.  Enjoy!

(http://www.patricklipo.com/wp-content/uploads/2019/06/AutoVideo.jpg) (https://youtu.be/q7hUSygsbsk)

And hey, yes!  I did stream for the very first time this week.  I unfortunately didn't know that Twitch didn't default to saving past broadcasts so the first session isn't viewable, but head over to my channel (https://www.twitch.tv/vertigon) and give me a follow!  I promise to save all future sessions!
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on October 29, 2019, 07:26:23 AM
There have been improvements to Auto Fire both big and small! There was a list as long as my arm of bugs and nitpicks that I discovered when showing off the game at the Roguelike Celebration (https://roguelike.club/). Quality of life improvements are always crowd-pleasers, and they happen to also be me-pleasers since I’m playing the game everyday.

More importantly, I started setting an eye to a longer play arc than I have now. That includes laying the foundation for loot, health and damage that’s defined by a progression arc. This means that I can balance numbers globally, as well as more easily drop in enemies and items to the game and have the system distribute them more easily.

This may not affect your experiences that much just yet (aside from some new items dropping!) but I’m looking forward to bulking up the content soon.

(https://www.patricklipo.com/wp-content/uploads/2019/10/BootleggerStun.gif)

Gameplay Improvements

Content


(https://www.patricklipo.com/wp-content/uploads/2019/10/CricketFlipDeath.gif)

Visuals

User Interface

(https://www.patricklipo.com/wp-content/uploads/2019/10/OverworldRevised.gif)

Environment

Audio

Bug Fixes

Other

As always, you’re welcome to try out the current build at Itch.io (http://)!
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on November 10, 2019, 12:00:22 AM
I’ve been doing development streaming on Twitch lately, and it’s been pretty enjoyable actually. It’s early afternoon for me, Tuesday at 1PM Pacific (https://www.twitch.tv/vertigon), and it’s been fine. I worried about the cats disrupting things but I just embraced the cat break. I worried about boring people with some noodly code problem on camera but there’s always something I can pick up that’s interesting to work on and talk about. I’d like to think that people are learning things about game development as well, which it turns out is part of what it’s about.

I’ve saved some of these streams on Youtube, which has been good since there are sometimes concepts that I want to convey to people that are helping me out… and having a demo of its use is super-handy.

Auto Fire - Development Stream #2 (https://youtu.be/OU5rc63gcVw)

In stream #2 I showed off how patches are created in-game, and punch up some in-game objects. (The first stream was unfortunately lost to the fact that Twitch doesn’t save broadcasts by default). We also got our very first Cat Break with Sammy.

Auto Fire - Development Stream #3 (https://youtu.be/cjHdYpDVB2M)

Stream #3 started pretty weird because I had the mic off for a good chunk of the start. In this I actually crack open the very improved Blender  (https://www.blender.org)after only an hour of watching tutorials and use it to update and break up some models, to improve the physics impact of destruction. Then we cut loose with some rockets...

Auto Fire Dev - Rocket and cannon madness (https://youtu.be/rntXe0UodC8)

See you on Tuesday! (https://www.twitch.tv/vertigon)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on November 12, 2019, 05:18:08 PM
Hey all!  I'm working hard on Auto Fire to get it in a state where it can Kickstart at the start of the new year, and you can help.  One way you can help me build awareness is simply by following @autofiregame on Twitter (https://twitter.com/autofiregame).  Just click the link, it's easy, and would help me out a lot!

In the meantime, one of the new features is the rocket barrage thrown by the watchtowers.  Once they sight you in, you've only got a couple turns to get your car out of the way!
(https://www.patricklipo.com/wp-content/uploads/2019/11/HomingTower.gif)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: Krice on November 15, 2019, 09:24:19 PM
Watched stream 2 for a while. I find development stuff interesting, even though that kind of development is not very similar to working with only C++ and a simple graphics library. I have to check out 3, because I've been using Blender for years (long ago I graduated as animator). This game project isn't actually that bad, because it has an interesting theme for sure. You don't see cars in roguelikes that often.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on December 07, 2019, 07:34:43 PM
Thanks! I've been a professional game developer for a lotta years and I've definitely done the bare-bones thing...  My first few games were Watcom C and good ol' $A0000.  Early on in the development of Auto Fire I had a decision point where I could have stayed 2D and a lot simpler, or just go for the 3D thing with physics and all the stuff that an engine like Unity provides.  I'm a visual beast so I chose the latter. 

I'm really enjoying the combination of cars and roguelikes.  It's literally a game I've wanted to make for over 30 years.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on December 07, 2019, 07:35:53 PM
And apologies if the streams are pretty fluff-intensive.  It's still very hard for me to have the brainpower to dig into a deep system while on camera.  Sometimes simple math defies me when I'm on the spot. :-)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on December 07, 2019, 07:36:37 PM
Been a while again since I'm juggling some contract work. I'll trim my update to the bone.

Things are lively on the Auto Combat Zone (https://t.co/VVRd14Nb3P) Discord mainly because of the Car Wars 6th Edition Kickstarter (https://www.kickstarter.com/projects/sjgames/car-wars-sixth-edition-by-steve-jackson-games), which is pretty exciting if you're a fan of cars shooting other cars. I'm all right with my project taking a back seat as the community gets amped for a new release of a game I first played 35 years ago.

Content

Lately I've been adjusting my focus towards cleaner content generation... by that I mean missions and encounters rather than map variance and weapon variety. My current quest system seems... fragile... right now and I need a more compelling arc to the player. That means less of a soup of basic sandbox missions but more of a crafted arc.

To remedy I'm probably going to go a little too far in the crafted direction, by laying out my overworld sectors a bit more deliberately and creating an easier method for predefining some of the more story-driven quests within. I originally had a campaign map of 10x10 overworld sectors (each with multiple combat zones within) and I brought that down a little to 6x6 so that I can pull the player through a bit easier. Adding sectors back in later should be easy, and I'll still need all those generated quests to glue together the rest of the content.

On the upside, I've created highway maps that connect each sector together, so when you head north from overworld sector 2,3 you have to brave the open road to reach the next sector. Right now that's pretty bare bones, but the goal is to both make some really hazardous runs, and to ultimately support Convoy Missions which are the lifeblood of Mad Max and Car Wars' storytelling. Maybe even some Eastbound and Down (https://youtu.be/WJPM-M_Z65o) haha :-)

(https://www.patricklipo.com/wp-content/uploads/2019/12/Interstate.gif)

I also leveled out the difficulty and base it off a health, damage and loot table with a level 1-20 scale. Enemies have a "difficulty band" that they appear in based on the area, and an adjustment to their stats within that band (e.g. 0.6xhealth, 1.8x damage, loot level +1). This isn't "leveling to the player" (which is one of my least favorite features of certain RPGs) but rather keeping me sane by using a set of tables as an anchor for balancing. It also means those stats I have to balance with aren't buried in the vehicle definitions like they were.

Gameplay

To add a little more emphasis on shooting and driving, we have some delayed action effects now. The first place it manifests is in guided rockets that take a few turns to reach their destination. This was a little quirky because of the team-based turn updates that are part of the system right now. Rather than each move being interleaved, the player executes a full turn of moves (for example, 3 moves if they are moving at a speed of 3), then the enemies do all their moves (based on their vehicle speeds). This means the rockets use the same stop-start logic. It reads a bit funky but I think it still works.

(https://www.patricklipo.com/wp-content/uploads/2019/12/WaterTowerRocket.gif)

As part of this I started making a bunch more of the world destructible. This wasn't a big deal, but going through the exercise of breaking up the models I had into parts and assigning them physics properties was a good process for future adds.

Plus, driving through a windmill feels good.

(https://www.patricklipo.com/wp-content/uploads/2019/12/RamWindmill.gif)

Fame Building

Finally, as part of the overall "fame" experience, I brought back my old "classic" combat log and reinvented it as a social media feed with only limited gameplay information (kills, item pickups) conveyed within. Yes, the populace in the walled citadels are following the player's exploits and voting with their "likes" and slinging emojis. Your rivals and your stunt driving will tie more and more into the social experience as we go forward.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on February 14, 2021, 11:24:58 PM
Long time no post!  Auto Fire rides again!

OUTPOST REVISIONS
Check out the results in action right here! (https://youtu.be/74hZH_GnFN8)

Something that is really enjoyable, believe it or not, is refining ways to generate cool maps. To see the result of a mad pile of code and some assets turn into something you can play can be a bit addicting. I've certainly got a lot to do for entirely new content, but since I was working on creating new types of maps, it was worthwhile to look back at how I was generating outposts.

(https://www.patricklipo.com/wp-content/uploads/2020/09/DesertOutpost20200916-1024x576.jpg)

Auto Fire uses a few different generators, one for rolling terrain, one for piecing together city blocks, one for populating hand-crafted levels... Originally I had been using the straight terrain generator that I use for battlefields and the overworld maps... a method of laying out blobs of varying terrains using Voronoi regions (https://en.wikipedia.org/wiki/Voronoi_diagram). If you're unfamiliar those may sound froo-froo-fancy but for grids they are almost embarrassingly simple: Throw a bunch of spots down on the map that have a particular terrain type: mountains, clearing, rough terrain, etc. Test every tile on the map and mark it as part of whatever spot it is nearest. Add some noise and various other properties of each spot/region, plow roads to get you from place to place and you're pretty far along. It's at least enough for stuff like the overworld, where the specific terrain isn't so important.

(https://www.patricklipo.com/wp-content/uploads/2021/02/Overworld-Feb-2021-1280.jpg)

For outposts, however, that was only part of the equation… I needed walled areas, I needed an “inside” and “outside” area. I wanted buildings to make the interior more interesting. I managed to piece together features like the walls and special setpieces like water towers and little dwellings. In the end the placement of buildings were random, which created a lot of unbelievable areas and many dead-ends… a curse for a driving game where speed is king.

The buildings were also single-tile affairs… This scale mismatch was deliberately set on early in the game’s development for cities, but have since been changed to a double scale that allows buildings to be more interesting and for roads to have more width in cities.

What I realized is that I had a really refined measure of control in cities, with varying width roads, support for passability and large crafted areas, and just overall a less random feel.

(https://www.patricklipo.com/wp-content/uploads/2021/02/Outpost-Before-After-210209-1280.jpg)

Cities are constructed using 8×8 blocks (which was 4×4 back when buildings were single-tile) that are crafted to hold a 2 or 4-lane road connector or a 1-lane alley (either left or right side). Each block has one or more exits, and a bunch of places where optional exits can be punched through if the system needs to create extra loops.

So why not do this with desert maps? Walls can be made this way of course, but we don’t want a desert map to look like Manhattan… Luckily there are a ton of tricks to keep roads from being straight and buildings falling in irregular patterns. This generator set used 4×4 tiles and almost entirely 1-lane roads, which can meander within a block like a Carcassone tile (https://cundco.de/en/mini-expansions/carcassonne/281/carcassonne-castles-in-germany-new-edition-de/en) to keep things from looking too precise. One set of blocks can be used for the inside of the walls, and another for the lighter desert features outside. Everything’s great except that terrain needed to come back into the fore.

(https://www.patricklipo.com/wp-content/uploads/2021/02/City-Block-Pieces-1280.jpg)
(https://www.patricklipo.com/wp-content/uploads/2021/02/Desert-Block-Pieces-1280-1024x594.jpg)

And so it did! Parts of the terrain generator came over to the block generator to give the map a more natural appearance… considering it was largely giant squares. With it we got terrain rendering thanks to Microsplat  (http://megasplat.com/microsplat.html)and some pretty nice grass from Advanced Terrain Grass (https://assetstore.unity.com/packages/tools/terrain/advanced-terrain-grass-100014). Our road-plowing routines guaranteed passability and some other code helped give the driveable spaces a little bit of vertical rise and fall.

So “why now” might come to mind… “You’ve had outposts for years now, so what’s the big deal about revising them now?” Fair question. The main reason is my recent investigation into new map types: Industrial parks! Dueling arenas! Race tracks! I have some examples that I’ve hand built with assets I have, but I want to get those generating also… and this same method will work for all of them.

Highways are also a culprit, because they are okay maps, but the road is arrow-straight and can’t really incorporate curves. With my current overworld system I can’t draw two-lane roads without using this block method. Also, a road that curves gently like a highway or race track is best laid out on an 8×8 tile… or even a 16×16. These things are all possible in our brave new world!

(https://www.patricklipo.com/wp-content/uploads/2021/02/IndustrialBiome-1280.jpg)

That’s the big news of February… a new build will be coming out tomorrow. Excelsior!
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on February 18, 2021, 09:03:13 PM
Another update is inbound!  This one is focused on revising the world generation methods for more interesting and playable maps.  This lay the system foundation for new types of biomes and better overall map layouts moving forward.  You'll see the biggest example of this with the walled outpost maps, which are entirely revised and much more look the part.

There were also a lot of stability and quality of life improvements along the way...  You can shoot mines!  Car control and skidding interact a bit better, armor repairs cost less parts.  There was a bug with missions that people who liked to haul cargo ran into.  For keyboard and gamepad players, the dialogues should not lose their selection (which required you to touch the mouse if it happened)

(https://www.patricklipo.com/wp-content/uploads/2021/02/OutpostFeb21.gif)

Check it out and get your vroom-vroom-pew-pew on!
(http://www.patricklipo.com/wp-content/uploads/2020/11/TryOnItch.png) (https://vertigames.itch.io/auto-fire/devlog/223643/auto-fire-v0626-talkin-about-my-generation)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on May 29, 2022, 07:31:28 PM
Been a long time but the game is still in the works.  Trying to a get a long-delayed release out with massive visual and UI cleanup, consumable use and a deeper set of equipment.
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on July 02, 2022, 10:51:16 PM
It’s been a long time coming, but Auto Fire is back in action with a bunch of updates and improvements!

There has been a major UI revision for just about all of the supporting screens and menus. Consumable gear was added so you can manually heal up in the field if you have the right items. There is a significant and growing tutorial that pops up how to play the game as situations present themselves. (And yes, you can turn them off in the settings!) More is in the works, including the long-promised arenas, hope you enjoy!

As always, check it out at https://vertigames.itch.io/auto-fire (https://vertigames.itch.io/auto-fire).

(https://www.patricklipo.com/wp-content/uploads/2022/07/AutoFire_02July2022.gif)

Gameplay/Content

Combat

Content/Tuning

Controls

HUD

Menus

(https://www.patricklipo.com/wp-content/uploads/2022/06/SIX-2022-Shot-2-1.png)

Visuals

VFX

Settings

Audio

Bugs
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on August 01, 2022, 05:09:44 PM
Some great new updates to Auto Fire this month.  The UI got another level up with some improved screens and a more lived-in look.  You can now go to the citadel and help those people out, building renown with that city.  Citadels are a little more solid in their representation also, with one of only a few corporations keeping control of the populace across the country.  Finally, the visuals took an uptick with better lighting, new desert terrain visuals and cleaned up foliage.  The time to check it out is now!

(https://www.patricklipo.com/wp-content/uploads/2022/07/DesertRace5MB.gif)

https://vertigames.itch.io/auto-fire (https://vertigames.itch.io/auto-fire)
Title: Re: Auto Fire: A turn-based roguelike car combat RPG
Post by: PatrickLipo on October 07, 2022, 08:14:22 PM
Something you never hear about in game development is the challenge of capturing footage for a trailer or some amount of publicity.  Few games, particularly those with any kind of randomness or procedural generation, look 100% perfect at every moment during development.  Even if there aren't bugs, you're trying to take a slice of time, a single image, where the game shines as what you envision it to be.  It can take weeks and weeks and at the end of the process you feel a strange mixture of pride in what you have created and despair over all the things you have left to do.

(https://www.patricklipo.com/wp-content/uploads/2022/10/AF-arenaslick-5MB.gif)

So over August and September as I've been catching snippets for use in the Seattle Indies Expo (https://six.seattleindies.org/), I got a face full of the driving experience at times when I wanted to feel the Drive Magic.  However, as you drive and shoot there are stalls (put in there intentionally) as the game resolves projectiles and impacts.  That sort of turn resolution is pretty common in tactics games, it lets you see the results of your attack (or attacks against you) and process the result before moving on.  I originally set the system up that way because "that's what Roguelikes usually do"

However, the frequent halts during my drivin' and skiddin' started to bug the crap out of me, especially when there were a lot of enemies nearby. Of course I don't pause the game when something happens offscreen, but when there are a lot of enemies it can happen often, especially in the arena where enemies were attacking each other.

So, to the experiments!  I decided to try a couple things:

The results were interesting.  Keep in mind that this is still 100% turn-based.  The only thing that has changed is how turn results are represented.

https://youtu.be/LNrce4pa7y8 (https://youtu.be/LNrce4pa7y8)

You can specifically see the lack of a delay when the player fires machineguns and rockets.

Yes, the result needs a bit of work, specifically:

However, in all it did improve the overall feel of driving and smoothness.   This was a worthwhile experiment and I'm all in on making sure the game feels great and still has a clear turn-based combat resolution. Not sure where this will lead, and I know that a certain segment of the audience will want to be crystal clear on what's going on in combat, in the same way that another segment will want to cut loose and skid around fluidly.  Possibly I'll leave a toggle for the roguelike turn resolution if the player wants that (should be possible).  

More to come as the game continues to evolve and improve!