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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!