Automation - The Car Company Tycoon Game - Killrob
After a few small patches that made it into the game during the past three weeks, addressing some more of the most common issues you had with the game, we have moved on to fully focus our team efforts on the UE4 version of Automation.
Porting Automation to Unreal Engine 4 is no small undertaking and for that we have split up the finalization of the port into three milestones. The first (internal only) one is supposed to be done before christmas and is the foundation for all future progress as we completely rewrite how the game handles it data (almost done) and use SQL databases instead of slow lua tables in our old game engine. Another focus is to get the Engine Designer and its content for the next big update all up to speed.
https://youtu.be/0hAebHWyh98 To get a more complete picture of what we're working on, have a look at the latest Little Dev Update. Also stay in there for a little bit of an engine pr0n surprise. ;-P
Automation - The Car Company Tycoon Game - Killrob
After a few small patches that made it into the game during the past three weeks, addressing some more of the most common issues you had with the game, we have moved on to fully focus our team efforts on the UE4 version of Automation.
Porting Automation to Unreal Engine 4 is no small undertaking and for that we have split up the finalization of the port into three milestones. The first (internal only) one is supposed to be done before christmas and is the foundation for all future progress as we completely rewrite how the game handles it data (almost done) and use SQL databases instead of slow lua tables in our old game engine. Another focus is to get the Engine Designer and its content for the next big update all up to speed.
https://youtu.be/0hAebHWyh98 To get a more complete picture of what we're working on, have a look at the latest Little Dev Update. Also stay in there for a little bit of an engine pr0n surprise. ;-P
Automation - The Car Company Tycoon Game - Killrob
We just released the public version of the Lite Campaign V2 update!
It features a more fleshed out and polished version of the tycoon gameplay of the Lite Campaign V1 with additional features that give a lot more depth and replay value over V1.
Core features of Lite Campaign V1:
Lite Campaign Mode
Factory Add-Ons
Inline-3 NA Engines
Longitudinal FWD
Added features with Lite Campaign V2:
Basic R&D
Engineering Familiarity
Improved UI
Improved Engine Sounds
The Lite Campaign strings together the various car design and engineering aspects and implements them into a barebones but functional campaign mode in which you lead your company to success or failure with your car and engine designs.
For those of you who so far only dipped your toes into the tycoon part, here is a guide on how to get started. That at least to some degree makes the lack of explanations within the game a bit less of an issue. https://youtu.be/g9QxexXZUJg Unfortunately the "lite" in the Lite Campaign, even in its V2 release, brings a few limitations that will be lifted in future versions. For instance, it is not possible to add trims to a car already in production or to share engines between different car models. We would have loved to put that in already now but need to focus on the big task ahead.
Up next we will finish porting & rewriting Automation to Unreal Engine 4. Part of our small team has been working on this alongside of development for about a year already. We are excited to focus all our effort on that version, solving some of the long standing design flaws within Automation along the way. We'll keep you in the loop and will inform you soon about the status of the port and the new features and changes coming to the game.
Thank you all for your patience and continued support! Enjoy your time with the Lite Campaign mode. Cheers!
Edit: Hot Fix B161110 Fixes issue with not being able to load Tech Pool Unlocked Engines (E.g. Turbos) in Lite Campaign.
Automation - The Car Company Tycoon Game - [CAMSO] Caswal
We just released the public version of the Lite Campaign V2 update!
It features a more fleshed out and polished version of the tycoon gameplay of the Lite Campaign V1 with additional features that give a lot more depth and replay value over V1.
Core features of Lite Campaign V1:
Lite Campaign Mode
Factory Add-Ons
Inline-3 NA Engines
Longitudinal FWD
Added features with Lite Campaign V2:
Basic R&D
Engineering Familiarity
Improved UI
Improved Engine Sounds
The Lite Campaign strings together the various car design and engineering aspects and implements them into a barebones but functional campaign mode in which you lead your company to success or failure with your car and engine designs.
For those of you who so far only dipped your toes into the tycoon part, here is a guide on how to get started. That at least to some degree makes the lack of explanations within the game a bit less of an issue. https://youtu.be/g9QxexXZUJg Unfortunately the "lite" in the Lite Campaign, even in its V2 release, brings a few limitations that will be lifted in future versions. For instance, it is not possible to add trims to a car already in production or to share engines between different car models. We would have loved to put that in already now but need to focus on the big task ahead.
Up next we will finish porting & rewriting Automation to Unreal Engine 4. Part of our small team has been working on this alongside of development for about a year already. We are excited to focus all our effort on that version, solving some of the long standing design flaws within Automation along the way. We'll keep you in the loop and will inform you soon about the status of the port and the new features and changes coming to the game.
Thank you all for your patience and continued support! Enjoy your time with the Lite Campaign mode. Cheers!
Edit: Hot Fix B161110 Fixes issue with not being able to load Tech Pool Unlocked Engines (E.g. Turbos) in Lite Campaign.
Automation - The Car Company Tycoon Game - Killrob
Another few fixes and general round of polish with this quick update after the big update yesterday. We're out of major things that need fixing or are feasible to fix for now, which means that the public release of the Lite Campaign V2 will be tomorrow in case nothing major bugs out.
Fixes & Polishing
Added R&D tab stats & fixed labels
Fixed tires blowing not setting competitiveness to zero
Fixed issues with testing page for incomplete car
Fixed issue with graphs not reopen in engine designer scenarios
Fixed error going into familiarity page
Fixed finances page in case of no spending, income, etc.
Fixed error on undo/reverting in engine scenarios
Please have a final go at it and see if you encounter any old issues that have not been fixed or new issues that have emerged!
Automation - The Car Company Tycoon Game - Killrob
Another few fixes and general round of polish with this quick update after the big update yesterday. We're out of major things that need fixing or are feasible to fix for now, which means that the public release of the Lite Campaign V2 will be tomorrow in case nothing major bugs out.
Fixes & Polishing
Added R&D tab stats & fixed labels
Fixed tires blowing not setting competitiveness to zero
Fixed issues with testing page for incomplete car
Fixed issue with graphs not reopen in engine designer scenarios
Fixed error going into familiarity page
Fixed finances page in case of no spending, income, etc.
Fixed error on undo/reverting in engine scenarios
Please have a final go at it and see if you encounter any old issues that have not been fixed or new issues that have emerged!
Automation - The Car Company Tycoon Game - Killrob
Sorry for the longer wait for this update, we had various team members out of office at different times, delaying the compilation of the improvements and fixes into this patch.
A lot of important changes and fixes bring big improvements to this build of the Lite Campaign V2. Have a look here:
Additions & Changes
Big overhaul of all engine sounds
Implemented "dynamic difficulty" adjustment on first car
Improved saving times, greatly speeding up month ticks
Added highscore list and functionality
Added techpool column in engineering time listing
Added "Lab Costs" to R&D screen
Added V1 to V2 save compatibility
Added engineering familiarity rating into part tooltips
Added tooltip for body introduction year and cargo space
Added dependency between factory/plot prices and economy
Added check for save & exit in lite campaign
Added safety question for cancelling productions
Added previous factory settings + colours to factory setup stats
Changed region economy graphs to show all 3 regions at once
Changed SPFI unlock year to 1978 (from 1982)
Color coded effective tech on R&D panel
Bugfixes & Corrections
Fixed instances of trims disappearing in sandbox
Fixed display of future tech to +10 years from current year
Fixed fuel type showing up in list of next techs
Fixed junior engineers not adding to skill pool
Fixed "show cancelled cars" buttons in production list
Fixed market list mode
Fixed engineering / factory sliders working with mousewheel
With this most of the bigger issues should be sorted out, but there are more fixes and changes to come before we move on to making the UE4 version of Automation happen.
At this stage the campaign offers quite a challenge with the new mechanics in place and we're looking forward to hearing of your experience with it. Please continue to report bugs and other issues on the forums and with the bug reporting tool, that is all very helpful to us!
Automation - The Car Company Tycoon Game - Killrob
Sorry for the longer wait for this update, we had various team members out of office at different times, delaying the compilation of the improvements and fixes into this patch.
A lot of important changes and fixes bring big improvements to this build of the Lite Campaign V2. Have a look here:
Additions & Changes
Big overhaul of all engine sounds
Implemented "dynamic difficulty" adjustment on first car
Improved saving times, greatly speeding up month ticks
Added highscore list and functionality
Added techpool column in engineering time listing
Added "Lab Costs" to R&D screen
Added V1 to V2 save compatibility
Added engineering familiarity rating into part tooltips
Added tooltip for body introduction year and cargo space
Added dependency between factory/plot prices and economy
Added check for save & exit in lite campaign
Added safety question for cancelling productions
Added previous factory settings + colours to factory setup stats
Changed region economy graphs to show all 3 regions at once
Changed SPFI unlock year to 1978 (from 1982)
Color coded effective tech on R&D panel
Bugfixes & Corrections
Fixed instances of trims disappearing in sandbox
Fixed display of future tech to +10 years from current year
Fixed fuel type showing up in list of next techs
Fixed junior engineers not adding to skill pool
Fixed "show cancelled cars" buttons in production list
Fixed market list mode
Fixed engineering / factory sliders working with mousewheel
With this most of the bigger issues should be sorted out, but there are more fixes and changes to come before we move on to making the UE4 version of Automation happen.
At this stage the campaign offers quite a challenge with the new mechanics in place and we're looking forward to hearing of your experience with it. Please continue to report bugs and other issues on the forums and with the bug reporting tool, that is all very helpful to us!