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Developer Diary 07

Teams, Factions, and Ninjas, OH MY!

There are two teams in Auto Age: Standoff -- SaiGe and Dark Jaw. Each team currently has one faction: Val Vega’s Defenders (fighting for the SaiGe team) and the Jawlings (fighting for the Dark Jaw team).

We will be adding factions over time. The first additional faction is the Neon Ninjas, a group of stylish freelance fighters available to both teams. As a player, you will be able to choose from any vehicle from any faction on your side.

The Neon Ninjas have high-tech vehicles and will probably come with at least one new weapon (a laser or beam weapon).

Our lead artist Daniel Tozer has been working on concepts for this new faction. Here’s how they’re shaping up:

Car Configuration

In our ongoing audience testing we keep hearing that we need to add more car customization options. No argument here--we’re working on it!

Most of these customization options will be practical--weapons and modifiers--but some will be purely cosmetic, such as boost trails, decals and rims.

Our configuration system is based on the idea that a vehicle chassis (body) has a certain number of slots into which certain modules (e.g. weapons, gadgets, cosmetics) can be added.

We are looking at several options for limiting how vehicles are customized, such as a “build point” system--matches would be governed by build points. It’s also possible certain vehicle chassis types will impose limits on what can be equipped. Modules can also be restricted by team, so it’s possible for each team to have unique weapons or modifiers.

The goal here is to give players a reason to pick one vehicle over another, to make each feel distinct and useful.

Over the past couple of weeks we added a Turbo Boost module! This allows the player to “dash” forward, and combines really nicely with our Jump Boost module (jump, then dash).

Here’s a test drive of the Turbo Boost feature!

The Latest On Modes & Maps

We continue to refine our maps and play modes. Deathmatch is the easiest mode to develop, and we currently have two maps in testing, as well as free for all and team play options. We are taking a really close look at our Base Assault mode and trying to find ways to maximize vehicle-to-vehicle combat. There’s one Base Assault map in testing.

As we’ve mentioned in earlier updates, we need to be careful about how many modes and maps are available at launch, or we could risk fragmenting our player base. We’ll keep refining as we move forward, and testing out experimental modes such as racing, sumo, and king of the hill.

Here’s a clip compilation of recent deathmatch testing--
https://www.youtube.com/watch?v=bYQgNNKMiYw
We’ve done a bunch of network improvements lately as well: players can now join a match in progress, and we’re using Unity’s matchmaking / relay service under the hood. Steam is still fully integrated.

The Road Ahead

Our goal is to launch the game that you want to play. We’ve been audience-testing consistently since the Game Developers Conference in March, and are also getting ongoing feedback from consultants and friends in the industry. We have been making changes for the better since the game appeared on the Steam store, and there will be more to come as we listen, refine, add and polish.

Our beta testing is still limited to friends and family. As soon as we’re ready to broaden the testing pool, we will keep you posted.

Thanks everyone for tuning in!