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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Because it's impossible for me to release this game properly on my own. At least, it's impossible unless I work on it for 15 years or so.
We can say that I need support to make the game what I envision it to be. I have my own vision for what will be added to the game, but of course, this will also be shaped by the feedback I receive from players. Even if no one plays it, I will continue to develop it because I truly believe that it can be a great game.
 »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« If I can find a few more psychopath like myself, I estimate it could be finished in 2-3 years. (Probably)
(I think)
(I hope so)
(I guess)
(It Might be) »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« I aim to release versions that are as feature-complete as possible.
Just like a game that is released in chapters. Of course, it will develop as updates to the main game rather than in chapters, but I think you probably understand what I mean.

So, once the Alpha 1 version is complete and finished, everything that can be done on the first island will already be added, and you will have consumed all the content there, so you won’t need to go back to previous versions in new releases.

The biggest difference in the full version will be that it will be complete, of course (I hope). Isn't that quite surprising?
We plan to release the full version when we have completely eliminated bugs that could critically disrupt the game and when all the planned features have been added. I plan to have all of this completed in about 2-3 years. Some of the major features I plan to add are as follows:

Procedural Planet and Structure Generation: Once this mechanic is complete, I will simply set a few parameters, and boom—a fully explorable planet will be generated, with bosses and cities forming within it on their own (the bosses and creatures are created by us, of course; they’re not procedural (I think?). The algorithm will simply add them to the planet’s random dungeons, etc.).
On these planets, you'll create a system to find, mine, and smelt ores, just like on the island, and try to create an energy source that doesn't run out in 5 seconds. In other words, whatever you do in the normal game, you'll do on the planets too. The only difference is that there will be much more area to explore.

The exploration part will mostly be done with mechs, of course, because planets are massive. You couldn't fully explore that much area even by running at 20,000 km/h with an endoskeleton implant xd. And there will be many more bosses you can fight by entering with a mech. There will be castles where giants live, and kings who are bosses we need to kill, and so on. I don't want to give too many spoilers.

With the vehicle mechanics, which are mostly complete, we'll be able to build spaceships and travel to other planets. I'm thinking of having 7-8 planets, but this number could be too many or too few; we'll see in the future.
This brings us to the next important mechanic:

Vehicle Mechanics: This feature will allow you to build your own vehicles using blocks (if I can manage to complete it, of course). But it's a mechanic I've mostly finished and (most of the time) works properly.

For example, you can build a small hovercraft for your own use.
Or you can build a small vehicle to mine resources and transport them back to your main base.
OR YOU COULD BUILD A TERRIFYING CHAOS MACHINE THAT ABSORBS THE SOULS OF EVERYTHING IN ITS PATH AND DRAGS THE WORLD INTO A HORRIFYING CHAOS if you wish. Oh, and there's also the option of building a spaceship and exploiting the resources of other planets if you want (though it's not really optional—you'll need to visit different planets to progress).

I have tons of crazy plans like these. Of course, none of them are 100% certain to happen. But they’re not that difficult either—I’ve already completed one of them about 70%, and the other one was already added by a certain game (whose sequel just came out) ten years ago.

(Of course, you can see these if you manage to play for more than the first five minutes and not give up.)(Are you still reading this???) »

Quel est l'état actuel de la version en accès anticipé ?

« Alpha 1.0 is complete, and I am currently working on Alpha 1.1. The Alpha 1 version is specifically designed to complete the game's introduction, tutorials, and the first island.
In Alpha 2 WE PLAN TO ADD planetary mechanics (procedurally generated planets with dungeons, castles etc.(yep theme not just sci-fi, it's more complicated)) and we leave the island to explore the open world. It's too early to discuss this version and beyond.
(And I'm pretty skeptical that I won't die or go to jail by then.) »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« We plan to gradually raise the price as we ship new content and features. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« I'm thinking of making them my slav- I mean,
In addition to gathering the community's ideas about the game and incorporating the appropriate ones into the game, I am also considering asking them for direct help with asset creation. Things like designing a beautiful creature model, developing it, and adding it to the game. I may need this kind of asset help quite a bit because I am incredibly bad at modeling.
Also, joking aside, I'm developing this game entirely on my own because I love it. And I'm absolutely terrible at modeling and animation. »
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À propos de ce jeu

Untitled Automation Game is a automation game blended with mech combat, story and a little bit of magic!

General Gameplay

Untitled Automation Game is an automation game that features a gazillion new mechanics you've probably never seen before. Don't mistake it for one of those Fuktorio clone games filled with stupid conveyor belts.

Because I hate conveyor belts! Pipes are the superior item transport method, and everyone will accept that.

The game’s main loop involves building a factory with automation systems to produce mech parts and upgrade your mech, then using combat mechanics borrowed from souls-like games to defeat extremely challenging bosses and use their parts to create new automation systems.

In short, build machines, defeat bosses, build more machines, defeat more bosses, build even more machines, and so on.

More Gameplay

Vehicle Mechanics!

You can create any vehicle you want, program it with signal systems, and make it do anything you desire!

Ores! 

You can mine each ore separately! It's not that important, but no one appreciates it!

Signal System!

This is a system that lets you control how your blocks work with various type of signal blocks. Similar to redstone, but when I tried to create a very simple system like it, I accidentally ended up making a probably Turing-complete computer! And the rest of the system developed accordingly.

If you've researched signal computers, you can even manage your blocks with visual coding!

More Ores! 

Well, did I mention that rather than being represented as a large pile, each mine can actually be mined individually?!!!?!?!?!?!1!!?!1 (insert epic ore gif here)

And A Lot More Weird Annoying Mechnanics!

Like this crystal making machine! 

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Quad-core Intel or AMD 2.5 GHz or superior
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : Intel(R) Iris(R) Xe Graphics (128 MB) or equal GPU to that
    • DirectX : Version 12
    • Espace disque : 4 GB d'espace disque disponible
    • Notes supplémentaires : The system requirements aren't as high as a larger budget Unreal Engine 5 game, but it should at least be able to run Unreal Engine 5. I'm using Iris Xe on my system and using low to medium quality.
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
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