I saw that last night and reallllly loved the parts. The proportion of the cars are a little too Micro Machine-ish though. However, I may pick it up anyway just for all the spike plates, tires, and mounted weapons. Also the van and pickup aren't as stubby looking as the cars...
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Yeah it's a bit of a balancing act with scale, and realistic scale isn't what I want of course, but I was rather shocked when I swapped in some realistic stuff and I started to feel like the game looked... kinda dumb.
Yeah that sweet spot of good vehicles with clean silhouettes and a low polygon count is hard to hit on the asset store. Any objects with "cartoon" on it is usually on the minecraft side, with a few exceptions like Toon Soldiers by Polygon Blacksmith (which is going for a TF2 look). I've seen Simple Apocalypse but never looked closely at their vehicles because they put all the lego-styled characters front-n-center. ...the vehicles aren't bad... I could mayyyyyybe rough them up a bit in texture to help them match my other stuff (mostly Battle Cars from Evozon and War Cars from Havolk). Actually the vehicles in Synty's Polygon Battle Royale pack might be better (although both would mean spending a fair amount for a small percentage of usable stuff).
I'll bookmark them and check into them once I use up my existing cars. Thanks for the steer!
Thanks! Unity is pretty good at putting out Linux builds and of course it is popular in the Roguelike community, so I will want to get one out. For now (since I don’t have a Linux system handy) I will probably focus on Windows so that I’ll have time to get the game into a more complete state. It will probably come down the line.
Oh hey I forgot to mention: Yeah picking up loot is a slog but you can pick up all loot in adjacent squares with the radar equipment (pressing the  key). That'll make it a bit more palatable. :-)
Thanks for the feedback! i'm glad to hear that my conversion to 3D was not a slap in the face to every roguelike fan! :-)
I know that the fancy stuff isn't what it's all about, and I'm eager to dig back into creating a satisfying game loop. I must admit that 3D does slow down development quite a bit... slapping together some pixel art is one thing, but finding competent models and materials is really tough since I'm not an artist.
That said, a ton of my time has been spent on getting the feel of driving, and I do believe that 3D is paying off in that respect. My biggest challenges is to remind the player when they are at speed and what exactly is going down when they start to skid. That will probably be tweaked for quite a while in the future.
It sounds like you are playing with the cursor keys, which I added for laptop support. Glad to hear it works. One of the weirdnesses of orienting a grid diagonally is that you can't use 4-directional movement and hit every square... I have some strategies for that in the long run. For now, if you hold shift it will rotate the arrow movement when you press the cursor keys (I didn't have time in this release to show shift-diagonal feedback onscreen). Also, the keypad and the 9-key cluster around JKL/UIO/M,. will work on all 8 directions. Thank god for Rewired, it's pretty easy to add new setups.
It is my lament that I didn't set up enough of a content loop to allow you to acquire/sell/upgrade items for this update! My focus was really to show a proof of concept to a bunch of people and provide hooks into the rest of the system. The more I play myself, the more I want to shift focus onto the content loop... luckily I set up a lot of equipment, enemy and quest infrastructure that I think I can make some good progress in coming months.
Again, thanks for giving it a spin! It's been a bit nerve-wracking getting something I'm comfortable with out in the wild. As you can see, I can only see "To do" stickys all over the place. :-)
So after 2.5 years, the first "public" work in progress release of Auto Fire is out there. I'd been putting so much effort into core systems, feedback and feel that I didn't feel comfortable in people trying it.
There's very limited content right now, and I'm mainly getting a lay of the land if people can handle the control of both a car and roguelike combat. Some things not yet done:
- There is a very limited progression arc. You can fight vehicles and soldiers and get loot, but there's no real balance as of yet.
- Very limited set of weapons, equipment and enemies.
- Encounters on the overworld map are not fully operational (cargo, combat, faction changes)
- Boss fights that clear out a hostile area when defeated.
- The citadels aren't really a destination yet. This is where you will have weapon stores, cargo missions, arena duels, and a bar for rumors.
- The home base isn't really a place to go either. This map may go away and get streamlined.
- No fame and skill progression tracking, or media coverage of select combats.
- No proper handling of target painting, sustained fire, and other uses of radar (except for picking up items).
Please let me know what you think!
Check out Cardinal Cell here:
Cardinal Cell was created in 48 hours for the Ludum Dare 37. Yes, that might have meant an ugly mess, but I was pleased to find the end result easy and fun to play... cool enough that I plan to revise and improve this game over time. I've already replaced the graphics and sound and more will come...
Please give it a look and leave your feedback on the page so I can make it even better. You can play free right in your browser!