Tag Archives: PAX

Auto Fire v0.6.04: SIX Build Update!

On September 1, Auto Fire was demoed at the Seattle Indies Expo, a companion exhibition to PAX West 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.  

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!

Fame 

  • Made changeover of interactions in the direction of social media to start to push the build-your-following gameplay.
  • Fame is now “likes” and bosses now have their own followers that reflect their level of fame.
  • Dialogue is now flavored as a chat/twitter interface.  More of this to come.
  • A media drone can now follow the player and take shots of their kills for extra fame.  The specific drone loadout slot is coming soon.

Gamepad and Controls

  • Revised gamepad controls!  A button drives, B button brakes, B button enters location.
  • D-Pad will aim vehicle weapons if not in targeting mode.
  • You can now select all squares with the cursor keys or gamepad when the vehicle is aiming diagonally (it had “the bishop’s limitation” before this)
  • Improved the inventory and loadout to better work with keyboard and gamepad.  There still is a bug with the gamepad if you have a lot of items when loading out.
  • Gamepad buttons have cooldowns before auto-repeat.
  • Gamepad move marker now renders through the world if you are controlling next to a wall.

UI and Presentation

  • The speedometer is now centered onscreen, and the boost key is hinted when the player reaches the 40 mph “safe” speed.
  • Resources have been moved to the right side, and the armor is now in the lower-left, making for a less-cluttered interface.
  • Icons now fly to their locations onscreen with some more panache.
  • Easier to buy and sell in the store.
  • Loadout popup is easier to use.
  • Gamepad buttons are now prompted, and are put up instead of key tips if the gamepad is currently in use.
  • New key art is used for the title and loading screen.
  • Fixed some sounds in the store.
  • Cleaned up the targeting panel somewhat.
  • Tutorial dialogue and loading screen hints now include some gamepad hints.
  • Armor panel now uses an alternate visual
  • Offscreen objective pointer now pulses and shows over more UI elements.

Content

  • There is an invisible, harmless barrier behind the exit square on terrain maps.  This keeps players from moving “past”.
  • Loot drops now include a large variety of new drops, including some weapons with modifiers (such as high-density machineguns).
  • New levels of tires, armor, ram plates were all created.
  • The multi-rocket damage was brought down significantly, it was pretty silly.
  • Adjusted the price of repairs (chassis costs twice as much, armor costs half as much) and gas.
  • Large cities (the 5×5 ones) no longer generate in the overworld.  They were cool but just stupidly complicated to get through.
  • Fixed some agent names so that females don’t get stuck with a male surname that looks like a first name.
  • Fixed some bad results from the procedural boss quotes.

You can download the newest gameplay (linked below) or check out this quick video showing some of the revised gameplay/gamepad experience:

See Auto Fire at Seattle Indies Expo!

On PAX Sunday (September 1), there is an special event at the Motif just down the street from the Convention Center… The Seattle Indies Expo 2019. In this magical place you will find a great selection of local developers showing their newest stuff and I’m super-excited to say that Auto Fire was selected to be among the games featured!

The Seattle Indies group is a vibrant community that supports the work of game creators across the Pacific Northwest. It’s a pretty amazing group, and it’s exciting to see such strong support for game development in the Seattle area.

The SIX is separate from PAX and free of charge, so it’s a great chance to slip in and see games that you won’t find anywhere else. I’ll be there demoing from noon to 9PM with the most polished auto combat yet. Some rad games have kicked off here, so if you’re in the area, come on down and check everything out!

One Last PAX Experience

I hit PAX on Friday and Saturday, so I should post my notes before they become irrelevant…  It was my first PAX, although I’ve been to many similar con-type events in the past.

General show:

  • With its unabashed “nerdcore” attendee list, PAX is better described as a mini-GenCon than a mini-E3. They have an impressive size for being a fairly young show, but it still is very much centered around fandom of the Penny Arcade comic. The sessions with the authors and on the PA game were some of the hottest tickets, as opposed to other sessions talking about more “serious” topics of development.  Not surprising, it’s not supposed to be a GDC or anything, despite heady topics about PR and episodic content.
  • On the upside, it actually had a fairly impressive turnout of games in playable form, including many that I hadn’t seen before in any form. I assume that falling at the same time as Leipzig gave the publishers some ready-made material to show.
  • Aside from what I mention below, there was a great spread of playable games:  Haze, Eye of Judgment, Metroid Prime 2, Conan (console), Heavenly Sword (a new demo), Warhammer Online, a big America’s Army thing, and several dozen more I’m not thinking of here.
  • Nintendo, Microsoft, Sony and EA all made an appearance, which is impressive given recent news that E for All won’t have that sort of backing.
  • Overall PAX surprised me with an air of “legitimacy” as a serious show. It would take a couple more years, but if it ultimately balloons into a notable national event, it’ll be cool for Seattle. Continue reading One Last PAX Experience

PAX Day Friday!

Surreal sent the entire company to PAX (the Penny Arcade Expo) on Friday…  It was conveniently located in downtown Seattle this year, at the Washington State Convention Center, not too far away.  A few of us actually found a reason to take the semi-famous-but-usually-useless Seattle Monorail (it only travels end-to-end from the Space Needle to downtown, not very far).  The rest of us found that it wasn’t that far of a walk… and we were able to stop at Shorty’s for a dog in the process!

Some of the guys have some impressions that will be posted shortly.