On Friday, June 17, we went into the recording studio with our voice actors for the dastardly Dark Jaw and valiant Val Vega. This round of recording was for our short story / tutorial mode, which introduces the universe of the game and the basics of combat and driving. We’ll be back in studio this summer recording a series of “barks” (quick commands, taunts and status phrases) from the same actors.
Multiplayer Testing
During the week of June 13 - 17 we conducted a series of successful multiplayer tests of our MOBA 02 map involving 4, 6 and 8 players. It’s looking quite possible to have 8 players in a single game at this point (we’d promised 4), but more testing will be needed. We’re handing over a good part of the testing duties to a third-party QA firm soon, as well as continuing to expand our current limited private beta tests.
Here’s a quick look at one of our test sessions
https://www.youtube.com/watch?v=9lYVmpv7mxo
https://www.youtube.com/watch?v=HYsobxLtwA8
Below: Dark Jaw M-Type gets ludicrous air before returning to base.
Below: multiplayer online skirmish at Dark Jaw gate.
MOBA 02 Under Construction
Our map “MOBA 02” (working title) continues to be polished and refined. It now includes an overhead pipe lane to drive through, and a gated interior tunnel lane.
In-editor shots below...
And more...
Work continues on new pathfinding system (was A-Star, now reconsidering Unity’s built-in NavMesh). Using Unity’s built-in system will help performance, and allow AI-controlled cars to jump across ramps… the hard part is landing them again :D
Our theme song is complete, our underscore / original soundtrack is coming along really well.
We’re working on a new backstory and gameplay trailer, hope to release that in July.
We’re looking at a redesign of the Dark Jaw H-Type (heavy) vehicle for better visibility of the weapons and battlefield.
Below: testing built-in Unity NavMesh pathfinding to help AI cars do crazy stunts.
Developer Diary 02
For the past half year we’ve been working in a single test map (as seen in our beta gameplay trailer and demos at GDC, PAX, etc) to hone the core game play dynamics, but over the past couple of weeks we’re expanding our horizons.
Currently we are working on...
Maps!
3 MOBA Maps
MOBA 01 (asymmetrical, the one we’ve used in public demos): networked version nearly in line with local (offline) demo version. This map will probably be used for our tutorial, and potentially as a duel map.
NEW MOBA 02 and 03 (symmetrical): new art going in to better distinguish the two base areas, then iterating and polishing as part of ongoing beta process. (Theme of MOBA 2 as energite collection and/or refinery)
3 Dueling (PVP) Maps
See above -- our first MOBA map may double up as a duelling zone.
NEW Duel 01: medium sized refuelling area inside the sAIge complex, now in regular testing
NEW Duel 02: interior skate bowl, small rotunda, blocked-in art, in occasional testing
NEW Duel 03: large outdoor area, highway cloverleaf, edge of the wasteland, could be used for MOBA play as it is somewhat symmetrical. Blocked in, no multiplayer testing yet.
below: new "cloverleaf" dueling map under construction
below: new "crossroads" dueling map in regular testing
below: skate bowl dueling map idea
We have lots of big ideas for maps and game play modes, but we’re currently focused on core maps and gameplay. It's a bit of a catch-22 with maps and modes: have too many and it's hard to find people to play with since they are distributed very thin across maps and modes; have too few and people complain that there aren't enough modes or maps.
We would love to hear your thoughts on this very topic. What do you expect? What's are you most looking forward to? Online multiplayer or local multiplayer splitscreen? Both? Let us know!
below: "crossroads" dueling map - Dark Jaw vehicle makes a jump!
Design
In-game upgrading
Early stages: focusing on the aspects unique to our game and making sure the upgrade system compliments them rather than complicates.
Out of game progression
While we do have module unlocks, we want to avoid a tiered system. One thing we’ve tried to focus on is the skill aspect of the game rather than letting the game progression make you stronger. We would like a new player to be able to defeat one who has played for a while if they have the skill to do so or if they get lucky, rather than have someone of high level smash you because they have “leveled up” weapons or have the strongest modules unlocked. You should be able to compete with the default modules you get when you start the game new.
Configuring your vehicles
Right now we have a bunch of weapon modules and chassis you can configure in any way you choose. Next step is working out our load and slot size mechanics so there are limits and tradeoffs depending on which modules you choose
Also making a list of parameters we will be able to tweak with modifiers.
This all ties into a global system which allows for buffs, status effects and the like.
Since our last developer diary,
missiles have been rebalanced (ongoing) (now that we have a new type, the multi-missile launcher)
added customization options to hosted games, including friend fire toggle and per-game respawn times (constant vs. dynamic)
local multiplayer audio solution is in testing -- previously only one vehicle’s audio listener was working
configurator (car customization) menus graphics are being integrated
we’re testing a new pathing system for our AI cars to try to make them smarter :)
the game’s theme song is undergoing final mixing
we’ve cast voice actors for our characters and are going into the recording studio on Friday, June 19
our summer co-op student Eduarda Mariz is creating new character poses for the heroic Valentina Vega and villainous Dark Jaw
we’re sending out Steam beta keys to close friends and family -- each week we will widen the beta testing pool
Developer Diary (Week ending June 5, 2016)
Earlier this year we demoed core combat from “Auto Age: Standoff” at GDC, PAX East, EGLX and TCAF. We watched you play, we listened to your feedback (overwhelmingly positive, thanks!) and continue driving towards our Fall 2016 release window full speed ahead!
Here’s what we’ve been up to the week ending June 5, 2016.
Level Design (Thom, Gui, Dan, Tony)
For MOBA-style play, we’ve taken our original combat demo map and divided it in half -- this creates two new maps, each perfectly symmetrical so neither team has an advantage.
We’re creating new large environment pieces for each base area. The pieces are modular, with large portions that you can drive on / over / through. The architectural elements will offset the predominant desert/rock visual theme, and will help to define the backstory of the maps.
Meanwhile, we’re sketching out and testing our first dedicated dueling (deathmatch) level. About 75% of the “block-in” (early layout) is done, and we’re squeezing in multiplayer testing here as we go. This map has three main driving levels, from ground, to mid-level, to a tall overpass. Vehicles can use the “bunnyhop” feature to traverse heights and carry out “death from above” style attacks. Lots of testing still needed here!
We’re working out map locations for “energite,” a quantum energy source collected by each team to upgrade vehicles during play. Lots of design considerations here still to work out.
New Vehicles (Thom, Dan, Tony)
We’ve introduced a new vehicle type for MOBA-style play -- these are “minion” vehicles exclusively controlled by AI. Each faction has two to start with, a light and heavy. Minions (we also call these drones) have very specific roles in the game. They have a unique visual profile based on the player-controlled vehicles of the same type. and we’ll be working on refining this as we continue development.
Towers are now drivable (that’s why they had wheels in the first place)! For those players willing to haul them out off the base, towers can driven to strategic spots on the map to give heavy duty (albeit slow) support. Can’t wait to see how these are used in multiplayer combat!
New Weapon (Jos, Tony, Thom, Joel)
In the style of classic anime, Jos (lead programmer) has created multi-missile packs. These shoot a barrage of twisting, turning mini-missiles. Visual and audio effects still in progress, but the weapon is fully functional and looks spectacular in action.
User Interface / Menus (Adam, Ryan, Jos, Thom)
Game designer Thom Detko and UI designer Ryan Hewson have had an ongoing collaboration with Adam on our programming team in getting our menu systems skinned and running well. Initial designs are complete and graphics are being integrated.
One of the most important menu-driven systems is the “Configurator,” which is used to customize vehicles. It’s now functionally complete and is being skinned.
On the HUD side of things, lead programmer Jos Yule has torn out our original system and replaced it with an updated version (sometimes you have to kill old systems to make room for better ones). This relates to the way “pips” (on-screen indicators) behave, to our mini-map, and our weapon selection/cooldown systems.
Refined Audiovisuals (Tony, Joel)
New explosion visual effects and a wider range of sound effects have been rolled out. All explosions and weapons fire sounds are positional and vary depending on listener distance, which really helps to give the maps realistic depth.
New “bunnyhop” visual effect, reflecting the concept of “energite,” the quantum power source heavily referenced in the game’s backstory.
Networked Multiplayer (Jos)
Ongoing since March of this year, we’re now able to regularly test online play with most of the game functionality. Still lots of work to do, but playback is where we hoped it would be -- on par with other games of this type.
Steam integration is going well, with our first two achievements and a set of stats now working fully.
Music (Joel, Tony and composers)
Composer Matt Reid is finished our action-packed theme song and we’ll be doing mixdown next week. Composers Jim Guthrie and his partner JJ Ipsen gave us our first draft composition last week, and it’s full of juicy 1980s style--slappa the base!
We're gearing up for beta testing, so we'll be keeping an eye out for our most active community members to take part!
Techraptor Hands-On Preview
TechRaptor's Wyatt Hynatiw got his hands all over "Auto Age: Standoff" at the recent EGLX demo in Toronto, hosted by our programmer Adam Eaton.
Hynatiw reports back on the high points of our early beta game play and learns about a couple new game modes we haven't announced yet :)
Overall, we made a good impression!
"...what makes Auto Age a risk also makes it hugely unique, and I had a bunch of fun playing it."
The trailer makes me think of a cel-shaded Twisted Metal with maybe a hint of Rocket League. But there’s also that serious MOBA hook you metioned. How does that work in a car combat game?
The game revolves around goal-oriented speed and action, taking cues from the 1980s tabletop strategy game Car Wars, arcade-style games like Twisted Metal and Vigilante-8, and role based games like Team Fortres. Our MOBA-style Battle Mode pits teams of players against each other in base versus base warfare. Players drive elite customizable vehicles and support their faction’s drone vehicles. Resources are placed in the game map allow players to accumulate energy used in on-the-fly vehicle upgrades based on a tech tree.
Team up and roll out with 4-player splitscreen "Auto Age: Standoff" this Friday, April 29 through Sunday, May 1!
We're at EGLX, otherwise known as the Enthusiast Gaming Live Expo, taking place at The International Centre, 6900 Airport Road, Mississauga, Ontario (Canada).
==BOOTH NUMBER 119==
Come on out and get a demo in person!
Play at 'Comics vs Games' Arcade, May 14 & 15
The 'Comics vs Games' free arcade returns to downtown Toronto on May 14 and 15, 2016. Strap yourself in for another multiplayer co-op demo of "Auto Age: Standoff!" Lead game designer Thom Detko and technical director Jos Yule will be your hands-on hosts.
Part of the Toronto Comic Arts Festival, Comics vs Games gathers together artists and game developers, many of whom have one foot each in both the comic and game worlds or whose work shares a common visual language with the sequential art medium.
The arcade includes a pretty wide variety of titles, mostly locally made by small teams, from multiplayer party games and strategic puzzlers to psychedelic rhythm games and thoughtful narrative experiments.
May 15 & 16, 2016
Toronto Reference Library, 789 Yonge St., Learning Centre 1
Free!
Play at EGLX Toronto: April 29 - May 1, 2016
Team up and roll out with 4-player splitscreen "Auto Age: Standoff" this Friday, April 29 through Sunday, May 1!
We're at EGLX, otherwise known as the Enthusiast Gaming Live Expo, taking place at The International Centre, 6900 Airport Road, Mississauga, Ontario (Canada).
==BOOTH NUMBER 119==
Come on out and get a demo in person!
Play at PAX East 2016!
Join us at PAX East booth 11240 to play 4-player splitscreen with lead game designer Thomas Detko and programmer Adam Eaton.
Fight for Val Vega's Dead Zone Defenders as Thom and Adam give you pointers and answer questions about the game.
We're looking forward to meeting new people and reconnecting with everyone who came out to play at GDC 2016!