[img=https://dl.dropboxusercontent.com/u/2291069/autoage/AA-2016-06-26-DevDiary/screen_3150x1772_2016-06-26_20-57-34.jpg]
This week leads up to a major internal milestone, where we’ve completed core functionality. Moving ahead we’ll be testing constantly (not just for bugs, but for balance and overall QA) and rolling in some additional features one at a time.
Here’s a 30-second skirmish from our last multiplayer test. 8 players continues to test well, so it’s still looking very good for this to become official (was 4-player support).
https://www.youtube.com/watch?v=r9rNKCHzDCw
We’re using data collected during playtesting to inform level design. Using data visualization, we can see at a glance where vehicles are getting destroyed most often, where they are moving the fastest, and then make changes to smooth out rough areas.
Below: dots show vehicle deaths over time in one of our duel maps. Blue dots are early deaths, red dots are later deaths.
[img=https://dl.dropboxusercontent.com/u/2291069/autoage/AA-2016-06-26-DevDiary/AA%20DevDiary%202016-06-24%20deathmap.png]
Below: speedmap, where red arrows show faster speeds, yellow show slower speeds in our tutorial map.
[img=https://dl.dropboxusercontent.com/u/2291069/autoage/AA-2016-06-26-DevDiary/AA%20DevDiary%202016-06-24%20speedmap.png]
Additional updates--
- tutorial in final stages
- missiles rebalancing continues; light vehicles have a better chance of outrunning heavy missiles
- overall weapon rebalancing continues
- audio optimization and multiplayer audio support contiunues
We are releasing very small batches of Steam beta keys to close friends and family. A third party QA company will soon begin Windows compatibility and network testing.
We will continue to share developments as they arise!
Until then, HERE IS A TRUCK.
[img=https://dl.dropboxusercontent.com/u/2291069/autoage/AA-2016-06-26-DevDiary/AA%20DevDiary%202016-06-24%20truck.gif]