Automation - The Car Company Tycoon Game - Killrob
Finally the time has come for the first Unreal Engine 4 based version of Automation to go live on the public branch. After some very busy six weeks in open beta, which started out pretty rough, we’re now in a place where we consider this version polished enough for most people to have a look at it. A big thank you to everyone who actively contributed and helped us by giving feedback, posting bug reports and sending crash logs.
From the release candidate crash reports we see that there still are two quite significant issues, one in which fixture placement or adjustment acts out and crash the game and another one where the graphics card device connection is lost. Both of these issues will be investigated and addressed in the coming updates.
As this marks a big milestone, we feel it is appropriate to again mention some of the important background info why we decided to port the game to UE4 in the first place and where this is headed.
Some Background: Why Port?
Work on the port started about two years ago, shortly after the game released on Steam Early Access. For a long time work on the port was done in parallel to continued updates to the Kee Engine version of Automation.
The past 7 months for the first time our whole team has been focussing on the UE4 version, and what we release today is a rebuilt version of Automation - more or less from scratch - in the new game engine. Still very much incomplete with limited content, and for now just a sandbox with no “game”. We hope that already now in this incomplete form it is apparent that this port is going to be more than just a port. Actually, it is a necessity.
Not only does the port to UE4 give us the opportunity to significantly improve the UI and UI feedback delivered by the game, it also allowed us to fundamentally change how the game works beneath the surface. Poor data-level code design decisions from the ancient past were remedied in this process, which allows for better game performance on one hand, but more importantly for us to even be able to continue development towards the grand campaign without constantly fighting these old flaws and making the coming complex calculations take ages. Our old engine sure did not age well graphically either, so this is a much needed facelift.
All graphical assets in this version are either completely new or significantly reworked, including but not limited to a new dyno room, car room, engine art, and car bodies. The variety of the latter is rather limited still, but we will add more car bodies on a regular basis until we have the full selection again and more.
What is in This Update?
Currently only the car and engine designer tools are available to be tried out, i.e. the classic core of the game. Due to the complete rewrite of all relevant data structures, savegames, cars, and engines are not compatible between the UE4 version and “old Automation”. This does not mean your cars are lost though, you can still launch the old version from the game launcher without complications and continue playing the Lite Campaign V2 or browse your massive car and engine selections.
What Comes Next?
Work on the scenarios already has started and that is what is going to be added back into the game next. Considering how old the basic engine tutorial scenarios are (5 years *cough*) it is time to revamp them and smoothen out the rather jagged learning curve of the game by revamping and expanding these scenarios to better prepare players for the campaign. Furthermore, thanks to the new UI design both engine and car scenarios can be improved. We also have a new game mode in store for you which long-term followers of Automation may remember: real-time randomized challenge scenarios!
Once scenarios are implemented, we’re focusing on making the all new UI for the Lite Campaign V3 implementation, including an improved flow and overview of your designs, productions, and engineering tasks.
Thank You!
Not only do we want to thank you for your continued support of Automation, but also for your patience. It is a massive project for a 6-person team and development seems slow as a consequence of that, but we are and always have been 100% dedicated to making the best possible product in the long run and will continue to work our little butts off for that goal.
Enjoy the first UE4 Automation release version. Cheers!
Automation - The Car Company Tycoon Game - Killrob
Finally the time has come for the first Unreal Engine 4 based version of Automation to go live on the public branch. After some very busy six weeks in open beta, which started out pretty rough, we’re now in a place where we consider this version polished enough for most people to have a look at it. A big thank you to everyone who actively contributed and helped us by giving feedback, posting bug reports and sending crash logs.
From the release candidate crash reports we see that there still are two quite significant issues, one in which fixture placement or adjustment acts out and crash the game and another one where the graphics card device connection is lost. Both of these issues will be investigated and addressed in the coming updates.
As this marks a big milestone, we feel it is appropriate to again mention some of the important background info why we decided to port the game to UE4 in the first place and where this is headed.
Some Background: Why Port?
Work on the port started about two years ago, shortly after the game released on Steam Early Access. For a long time work on the port was done in parallel to continued updates to the Kee Engine version of Automation.
The past 7 months for the first time our whole team has been focussing on the UE4 version, and what we release today is a rebuilt version of Automation - more or less from scratch - in the new game engine. Still very much incomplete with limited content, and for now just a sandbox with no “game”. We hope that already now in this incomplete form it is apparent that this port is going to be more than just a port. Actually, it is a necessity.
Not only does the port to UE4 give us the opportunity to significantly improve the UI and UI feedback delivered by the game, it also allowed us to fundamentally change how the game works beneath the surface. Poor data-level code design decisions from the ancient past were remedied in this process, which allows for better game performance on one hand, but more importantly for us to even be able to continue development towards the grand campaign without constantly fighting these old flaws and making the coming complex calculations take ages. Our old engine sure did not age well graphically either, so this is a much needed facelift.
All graphical assets in this version are either completely new or significantly reworked, including but not limited to a new dyno room, car room, engine art, and car bodies. The variety of the latter is rather limited still, but we will add more car bodies on a regular basis until we have the full selection again and more.
What is in This Update?
Currently only the car and engine designer tools are available to be tried out, i.e. the classic core of the game. Due to the complete rewrite of all relevant data structures, savegames, cars, and engines are not compatible between the UE4 version and “old Automation”. This does not mean your cars are lost though, you can still launch the old version from the game launcher without complications and continue playing the Lite Campaign V2 or browse your massive car and engine selections.
What Comes Next?
Work on the scenarios already has started and that is what is going to be added back into the game next. Considering how old the basic engine tutorial scenarios are (5 years *cough*) it is time to revamp them and smoothen out the rather jagged learning curve of the game by revamping and expanding these scenarios to better prepare players for the campaign. Furthermore, thanks to the new UI design both engine and car scenarios can be improved. We also have a new game mode in store for you which long-term followers of Automation may remember: real-time randomized challenge scenarios!
Once scenarios are implemented, we’re focusing on making the all new UI for the Lite Campaign V3 implementation, including an improved flow and overview of your designs, productions, and engineering tasks.
Thank You!
Not only do we want to thank you for your continued support of Automation, but also for your patience. It is a massive project for a 6-person team and development seems slow as a consequence of that, but we are and always have been 100% dedicated to making the best possible product in the long run and will continue to work our little butts off for that goal.
Enjoy the first UE4 Automation release version. Cheers!
Automation - The Car Company Tycoon Game - Killrob
In this newest release candidate version we have added a lot more error logging that will help track down any remaining issues. So we have a task for everyone trying it out: break it. Break it as much as you can and submit your error reports that now will be even more useful as they contain a whole new type of error we couldn't track before, which might be causing many of the remaining issues.
We've added a lot more into this RC3, too: more bodies, improvements to the UI, general fixes, and more polish overall. Have a look below to see what has changed.
B170707 Improvements
Improved engine testing page UI layout and functionality
Added more error logging to track down remaining crashes
Added 12 more car bodies and variants
Added greenscreen photoscene
Updated to latest versions of all texts / translations
B170707 Fixes
Fixed UI formatting on test track page
Fixed issue where the year was set to 2017 making new engine
Fixed (potentially) turbos always glowing on specific graphics settings
Fixed issue with behavior of top bar year controls in engine designer
Fixed and updated credits page
Fixed various car body issues
Fixed weight balance display on design overview tab
Fixed chassis tab issues with some tooltip coloring
Fixed wheel profile height not being given in steps of 5
Fixed the one and only badge fixture
Fixed stat coloring in sidebar for economy using mpg or km/L
Fixed default chassis track width
Fixed carbs loading incorrectly when used with turbos
Fixed wheels tab to be front / rear instead of rear / front
Fixed solid axle rear hovering above the ground
Fixed cloned trims not having a thumbnail
Fixed trim car bodies not auto-adjusting their height when selected
Fixed bug with engine reliability calculations
Fixed UI issue with backing out of a fixture family
Temporarily disabled unused buttons on details stats page
In case you missed the latest Little Dev Update, here is a little overview of what is coming up: https://youtu.be/y1L6XkMLcew Cheers!
Automation - The Car Company Tycoon Game - Killrob
In this newest release candidate version we have added a lot more error logging that will help track down any remaining issues. So we have a task for everyone trying it out: break it. Break it as much as you can and submit your error reports that now will be even more useful as they contain a whole new type of error we couldn't track before, which might be causing many of the remaining issues.
We've added a lot more into this RC3, too: more bodies, improvements to the UI, general fixes, and more polish overall. Have a look below to see what has changed.
B170707 Improvements
Improved engine testing page UI layout and functionality
Added more error logging to track down remaining crashes
Added 12 more car bodies and variants
Added greenscreen photoscene
Updated to latest versions of all texts / translations
B170707 Fixes
Fixed UI formatting on test track page
Fixed issue where the year was set to 2017 making new engine
Fixed (potentially) turbos always glowing on specific graphics settings
Fixed issue with behavior of top bar year controls in engine designer
Fixed and updated credits page
Fixed various car body issues
Fixed weight balance display on design overview tab
Fixed chassis tab issues with some tooltip coloring
Fixed wheel profile height not being given in steps of 5
Fixed the one and only badge fixture
Fixed stat coloring in sidebar for economy using mpg or km/L
Fixed default chassis track width
Fixed carbs loading incorrectly when used with turbos
Fixed wheels tab to be front / rear instead of rear / front
Fixed solid axle rear hovering above the ground
Fixed cloned trims not having a thumbnail
Fixed trim car bodies not auto-adjusting their height when selected
Fixed bug with engine reliability calculations
Fixed UI issue with backing out of a fixture family
Temporarily disabled unused buttons on details stats page
In case you missed the latest Little Dev Update, here is a little overview of what is coming up: https://youtu.be/y1L6XkMLcew Cheers!
Automation - The Car Company Tycoon Game - Killrob
A small update with a few more fixes for the release candidate version of the UE4 open beta. We're wondering if you think this version is ready to be put on the public branch, are there big issues remaining as you see it?
We do see in our bug reporting tool that some of you are still getting crashes during gameplay, but from the error info so far we've not connected the dots to see a pattern. Please give the new version a go and see if something is horribly broken. :) If not it is time to push this one public and start on adding back more game into the game (which we look forward to getting started with again)!
B170703 Improvements
Added test track split times
B170703 Fixes
Removed wrong tooltips on design tab of final testing page
Fixed top bar not applying engine changes correctly till change made
Fixed carbs spawning at center of engine
Fixed boost graph for imperial units
Fixed cars not loading engine meshes when first loaded
Fixed turbo preset effects on engine meshes
Fixed some vent / grille fixtures staying red when they should not
Automation - The Car Company Tycoon Game - Killrob
A small update with a few more fixes for the release candidate version of the UE4 open beta. We're wondering if you think this version is ready to be put on the public branch, are there big issues remaining as you see it?
We do see in our bug reporting tool that some of you are still getting crashes during gameplay, but from the error info so far we've not connected the dots to see a pattern. Please give the new version a go and see if something is horribly broken. :) If not it is time to push this one public and start on adding back more game into the game (which we look forward to getting started with again)!
B170703 Improvements
Added test track split times
B170703 Fixes
Removed wrong tooltips on design tab of final testing page
Fixed top bar not applying engine changes correctly till change made
Fixed carbs spawning at center of engine
Fixed boost graph for imperial units
Fixed cars not loading engine meshes when first loaded
Fixed turbo preset effects on engine meshes
Fixed some vent / grille fixtures staying red when they should not
Automation - The Car Company Tycoon Game - Killrob
Update B170629: Notes Below in Changelog!
Today we have a small-ish update for you to get rid of another set of issues, among others the unfortunate bug that placed car fixtures lower upon loading the car. As you can see from the title, this version is considered to be release candidate one, RC 1.
What that means is simple the fact that we consider it polished enough to bring this version to the main branch so that it no longer is an opt-in beta version. By no means does it this imply that we consider it done!
Opening car/engine manager list or grid now placed current car at top
Brought back exhaust pipes to the game
B170628 Fixes
Fixed issue with fixtures being placed lower upon loading a car
Fixed bug where any loaded engine would be considered too large
Fixed bug where 1/4 mile and 1km times were shown as -1.000s
Fixed bug where 0-100 and 80/120 times would be displayed wrong
Fixed issues where renaming didn't work in various places
Fixed top speed slider and removed wrong brake bias slider tooltip
Fixed front and rear angle slider functionality
Fixed issue with suspension presets not setting ride height correctly
B170629 Improvements
Added turbo sounds to engine testing
Revised engine exhaust heat model
B170629 Fixes
Fixed issue with model and car body selection
We'd greatly appreciate if you could give it a go to see if there are any more glaring game breaking issues with this version - or if we have introduced any new bugs we're unaware of... like the (now fixed) fixture messup.
With the release to the public branch there will also be news more on what is coming next. Cheers!
Automation - The Car Company Tycoon Game - Killrob
Update B170629: Notes Below in Changelog!
Today we have a small-ish update for you to get rid of another set of issues, among others the unfortunate bug that placed car fixtures lower upon loading the car. As you can see from the title, this version is considered to be release candidate one, RC 1.
What that means is simple the fact that we consider it polished enough to bring this version to the main branch so that it no longer is an opt-in beta version. By no means does it this imply that we consider it done!
Opening car/engine manager list or grid now placed current car at top
Brought back exhaust pipes to the game
B170628 Fixes
Fixed issue with fixtures being placed lower upon loading a car
Fixed bug where any loaded engine would be considered too large
Fixed bug where 1/4 mile and 1km times were shown as -1.000s
Fixed bug where 0-100 and 80/120 times would be displayed wrong
Fixed issues where renaming didn't work in various places
Fixed top speed slider and removed wrong brake bias slider tooltip
Fixed front and rear angle slider functionality
Fixed issue with suspension presets not setting ride height correctly
B170629 Improvements
Added turbo sounds to engine testing
Revised engine exhaust heat model
B170629 Fixes
Fixed issue with model and car body selection
We'd greatly appreciate if you could give it a go to see if there are any more glaring game breaking issues with this version - or if we have introduced any new bugs we're unaware of... like the (now fixed) fixture messup.
With the release to the public branch there will also be news more on what is coming next. Cheers!
Automation - The Car Company Tycoon Game - Killrob
With this fourth update to the UE4 Open Beta we're coming close to pushing this version to the public branch. The option to play either the Kee Engine version of Automation or the UE4 version will remain, so anyone who cannot run or doesn't want to play the UE4 version can continue playing the more feature complete Kee Engine version.
Among other things we have added another launcher option to start up in a "safe mode", setting everything to minimum settings before the game can suck up all that RAM of yours. This should help some people's remaining startup issues.
On the gameplay side of things we got plenty of fixes and additions that will make the experience better or smoother. The reworked brake tab we think will be to your liking, it does play really well.
Here is the comprehensive list of changes in this version.
Added a -safemode command line argument & launcher option
Added 9 car bodies (many more to come soon)
Added appropriate grip and service cost penalties for stanced vehicles /o=o\
Added variable electric power steering
B170623 Fixes
Fixed engine designer hold/revert functionality locking up
Fixed race intake option disappearing and not reappearing when appropriate
Fixed the brake airflow slider only adding engineering without function
Fixed convertible soft-/hardtops not being implemented correctly
Fixed suspension and chassis quality not being hooked up to the sliders
Fixed and added car body filter functionality
Fixed issue with car body loading prematurely on chassis tab on year change
Fixed side panel displaying RON numbers when AKI was selected
Fixed issue with coloring of market demographics overview
Fixed demographics not updating correctly in the side panel
Fixed wheelbase and gearbox not displaying correctly on design overview
Fixed various icons on detailed stats page
Fixed engine-/car-manager not remembering choice of view mode
Fixed top speed line in gearing graph not updating or being accurate
Fixed issue with top speed estimation causing lua errors
Fixed listbox tooltip closing and reopening when moving between items
Fixed tooltips for differentials, traction aids, and power steering
Fixed various tooltip bugs on chassis tab
Fixed issues with factory photo scene
Fixed surface reflections and lighting to update correctly after morphing
Fixed various grilles making the game really slow when moving them
Reduced flicker of other fixtures while moving one fixture around
Various other minor fixes
Summer Sale craziness put aside, have a go with the latest version and see if it now works. There sure are many more things to add and improve, but we think we're at a good point to move on to implementing more of the bigger missing features, including some surprises.
Automation - The Car Company Tycoon Game - Killrob
With this fourth update to the UE4 Open Beta we're coming close to pushing this version to the public branch. The option to play either the Kee Engine version of Automation or the UE4 version will remain, so anyone who cannot run or doesn't want to play the UE4 version can continue playing the more feature complete Kee Engine version.
Among other things we have added another launcher option to start up in a "safe mode", setting everything to minimum settings before the game can suck up all that RAM of yours. This should help some people's remaining startup issues.
On the gameplay side of things we got plenty of fixes and additions that will make the experience better or smoother. The reworked brake tab we think will be to your liking, it does play really well.
Here is the comprehensive list of changes in this version.
Added a -safemode command line argument & launcher option
Added 9 car bodies (many more to come soon)
Added appropriate grip and service cost penalties for stanced vehicles /o=o\
Added variable electric power steering
B170623 Fixes
Fixed engine designer hold/revert functionality locking up
Fixed race intake option disappearing and not reappearing when appropriate
Fixed the brake airflow slider only adding engineering without function
Fixed convertible soft-/hardtops not being implemented correctly
Fixed suspension and chassis quality not being hooked up to the sliders
Fixed and added car body filter functionality
Fixed issue with car body loading prematurely on chassis tab on year change
Fixed side panel displaying RON numbers when AKI was selected
Fixed issue with coloring of market demographics overview
Fixed demographics not updating correctly in the side panel
Fixed wheelbase and gearbox not displaying correctly on design overview
Fixed various icons on detailed stats page
Fixed engine-/car-manager not remembering choice of view mode
Fixed top speed line in gearing graph not updating or being accurate
Fixed issue with top speed estimation causing lua errors
Fixed listbox tooltip closing and reopening when moving between items
Fixed tooltips for differentials, traction aids, and power steering
Fixed various tooltip bugs on chassis tab
Fixed issues with factory photo scene
Fixed surface reflections and lighting to update correctly after morphing
Fixed various grilles making the game really slow when moving them
Reduced flicker of other fixtures while moving one fixture around
Various other minor fixes
Summer Sale craziness put aside, have a go with the latest version and see if it now works. There sure are many more things to add and improve, but we think we're at a good point to move on to implementing more of the bigger missing features, including some surprises.