Automation: The Car Company Tycoon Game (In developement)

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Build your own automotive empire!
Steam early access unlocks today: http://store.steampowered.com/app/293760/

About This Game

Automation allows the player to become an armchair CEO - to build their own car company from the ground up. Create and run anything from a boutique supercar manufacturer to a mass-market multinational mogul. With powerful tools like the Engine Designer, the player can create cars and their engines in mind-boggling detail.

The grand campaign starts in the year 1946 and runs until 2020, with the main goal being to build a successful, renowned car company from scratch. All types of car manufacturers can be led to success if managed properly; building the right image over the years is key. The player’s tasks are to design engines and cars, to manage factories, production, Research and Development, as well as advertising campaigns. In game, time advances at the pace the player chooses and pauses automatically for events and occurrences.

Automation is comprised of three major game components - the Engine Designer, the Car Designer and the Company Manager. These components are naturally strung together by the game’s goals, made to be user-friendly and intuitive to use. A multitude of tutorial missions, videos, and descriptive texts help car novices become experts. Almost infinite options give the player all the creative freedom to create unique cars with vastly different engines.


Key Features:
- Extremely Deep, Technical, Creative – Experience unheard-of creative freedom in a highly technical, realistic gameplay experience revolving around building a car company from scratch. Go ahead and build your dream-car company!
- Dynamic World Markets – Master realistically modeled dynamic markets, distribution, and demand. Try to cater to the needs of over 40 different target groups and their needs, or find your safe-haven niche in a cutthroat economic environment.
- Flexible Car Designer – Design the cars you would have in your garage. Choose from diverse chassis types and materials, engine placements and drivetrain setups, gearboxes, suspensions, brakes, tyres, and finish off you design with fully customisable body types, looks and styles.
- Highly Detailed Engine Designer – Delve into endless possibilities combining different 4-stroke petrol engine configurations, internals, head types, forced induction systems, fuel systems, headers and mufflers. All based on different 4-stroke petrol engine configurations: Inline 3, 4, 5, 6, V6, 8, 10, 12, 16, Boxer 4, 6.
- Dynamic Engine Sounds - Turn up the volume and blast out the awesome fully adaptive, unique engine sounds that directly reflect your design choices.
Grand Campaign, Scenarios, Sandbox – Aim to dominate the world markets with your superior design skills in the grand campaign, play a quick scenario challenge, or just tinker away in sandbox mode to create the most insane engines ever.
- Complex, yet Easy to Learn – While the game is highly technical, it is made easy to learn by means of well-illustrated in-game tutorial videos, detailed descriptive texts, as well as a multitude of tutorial scenarios.
- Network Play – Play cooperatively with your friends or take your intuition for the perfect car design and challenge up to 7 human competitors in epic, multi-session network games.
- Community – Join one of the most awesome and helpful communities out there, share stories about your exploits, talk to like-minded people, discuss your IRL car projects and engage in community challenges.

Please Note: The first Early Access launch does not include any tycoon or campaign gameplay yet!



WHAT THE DEVELOPERS HAVE TO SAY:
Why Early Access?

“We held back on launching Automation into Early Access until the game has a solid, fleshed-out core which the main tycoon part of the game will be based on. We also wanted to make sure we can offer enough content and polish to warrant presenting and selling the game to a larger audience.

Previously we offered an early access version of the game via our website, but this sales platform and distribution channel has been outgrown by the steadily increasing interest in the game, becoming complicated to manage for a small team like ours.

Finally launching the game on Steam Early Access makes possible to speed up development with any additional income, allowing for quicker content addition (car bodies, engines, etc.) than otherwise possible. It also allows us to get additional manpower to the team to tackle the huge job of game balancing and AI programming.

Last but not least, with the major milestones of completing the car designer and engine designer under our belt, the implementation of multiplayer features means using the Steam API for network communications, saving us a lot of double work associated with developing our own networking code first.”
Approximately how long will this game be in Early Access?
“Developing the tycoon part of the game and adding all content promised will take anywhere between one to two years. This may seem like a lot, but a complex game like Automation takes a small team a long time to make to the standard we do.

We're not known for being good with estimates, but always deliver and are good at avoiding feature creep. Our development process focuses on milestone builds that introduce new features every ~3-4 months and are both beta-tested and reasonably polished-up. Any major problems with these milestones are addressed quickly in hotfixes before we move on to the next milestone.

Quick Facts About Development:
- Fully independent developer
- Small 3-person team
- 3 years of full-time development so far
- First public demo released April 2012
- Funded by preorders, 14000 sales before Steam Early Access
- Modular development approach: 3 main parts, 2 are feature complete
- Major updates every ~3-4 months
- Focus on transparency, community contact and open discussion
- Frequent YouTube & Facebook development updates

How is the full version planned to differ from the Early Access version?
“In Early Access our efforts go towards the development of the tycoon and management part of the game. Once the campaign mode is fully playable, more content is added (engine types, car bodies, scenarios, multiplayer modes) and the game is polished up and balanced before it being considered complete.

The next three major milestones are:
1) Buyer Demographics & Designer Multiplayer Modes
2) Factory & Production Management
3) Brand Image, Marketing & Research

Please Note: Each of these will take up to ~3-4 months to complete!”
What is the current state of the Early Access version?
The current Early Access version of the game has the following, fully functional and playable, yet content incomplete features:
- Car Designer
- Engine Designer
- Car/Engine Sandbox Mode
- 60+ Scenarios and Tutorials
- 35+ Base Car Bodies
- Tons of in-game videos and descriptions
- 10+ hours of content

Please Note: The first Steam Early Access launch version of the game does NOT include any tycoon/campaign gameplay or multiplayer features yet!”
Will the game be priced differently during and after Early Access?
“Yes, by buying into Early Access you save around 15% and get the warm feeling you are helping a niche independent game dev.”
How are you planning on involving the Community in your development process?
“We already do, we have a great active forum community, and we have an amazing core testing team recruited from the testers. If this really is the game you always dreamed of, you can help us make it.”


If you've ever played and enjoyed games like Detriot, or tinkering around with car and engine designs sounds like fun, then go help the developers and buy in to early access when the game unlocks, not 100% on the price but it should be £20 which is the same as the non-steam version on their website :cool:
http://store.steampowered.com/app/293760/
http://automationgame.com/?
 
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I'm enjoying it but I don't know if I can justify buying it lol. I mean If you can actually do something with the end product then I might buy it but if the end product of your creations is a dead end then meh lol

It's going to be a tycoon game, so you design the cars that your company will sell, taking market trends and cost and all manor of things in to consideration. Do you mean that, or do you mean will you be able to drive it? If it's the latter than no, they have said that isnt an option right now as the dev team is too small and it would take too long. they did talk about possibly have export tools to export the tools in to some popular pc racers.

Somebody mentioned Detriot - that's a big influence for automation, yes.

3. So you've built a car, what do you do now? Is the game just about building cars?

Its not just about building cars, its about running an entire car company, you'll be designing cars and engines, researching new technology, building new factories, setting prices, exporting cars to new markets, managing your company's finances etc.

If you've ever played "Detroit", "Car Tycoon" or "Motor City", we're basically building a more technical, more fun version of those.

:)

I've been following this for a while but not bought it yet. How does it play?

Well there's no tycoon part and the demo is really two seperate demos - the egine design and the car designer, which the later is limited but functional right now. It has a few bodies you can choose from which you can then mold and change shape and add fixtures too etc. It's not much beyond a technical demo right now, but even so I've had great fun playing with the designers :) The car designer is preorder-only as i mentioned but the inline4 only demo is available free to try :)
 
I noticed that the're will be no driving and thats fine.

But I'm a multiplayer orientated person and love to compete / share with friends.

It would be amazing if there was a dyno feature that enabled friends to run both cars side by side on the dyno and compare stats

They are testing some multiplayer features now, one of them being timed matches against other players where you have to design engines in different scenarios with varying degrees of difficulty :)

http://automationgame.com/phpBB3/viewtopic.php?f=13&t=2741
 
Big update released today. Main change is the redesigned ui and workflow but lots of other changes too, and more content.

This is the last major update before it's released on steam, so exciting times!

Update B1414 is now live!
24 August, 2014 | Andrew Lamb


This one has been a little more slow and complex to develop than expected, but after a long 3 months (4 really, but one was taken up with our first holiday in 4 years!) B1414 is now live for everyone.

This update brings more complete car design aspects, along with car designer scenarios and a much improved user interface. There are also quite a few more new car bodies to base your designs from.

What’s next?

The next few months will be dedicated to some fairly unexciting but very important work, ready for release on Steam. We’ll be making major improvements aimed at making Automation more polished, easier to learn, and all around more professional looking.

More improvements to UI and the process of model designing will make it much more logical and simple to design a big range of models based on one particular car. Pop-ups/Tooltips will be added for many thing, and tutorial videos will be done/redone covering every techincal part of the game.

We’ll also be aiming to add a bunch of improved multiplayer modes, including Lap Time and Rally Stage Time challenge modes, with the ability to set your scores over the a few days, so you don’t need to all be online together to compete.

This update will be the first one to release on Steam, which is an exciting milestone, and will hopefully bring in more sales allowing us to bring further people on to work on car body art and other new content, And after this update is out of the way, it’s finally time to start work on the Tycoon aspect of things!

Change Log for B1414

Car Designer Features & Changes
Added Mid Engine Cars
Suspension Easy Mode
Added Quality Sliders and dependencies for all car designer tabs
Adjustable Rim Offsets
Added Multilink Suspension
Added the first automatic gearboxes
Reliability and Environmental Resistance stats
Passenger Space and Cargo Space stats
Production Units, Costs and Service Costs stats
Offroad and Utility stats
Rebalanced Sportiness, Tameness, Comfort, Prestige and Safety calculations
9 Car Designer Scenarios
Rebalanced material properties
Many new part year dependencies
Limited Cars to a Maximum of 2 wings, and 2 lips
Added tire profile year limitation
Base safety will stop progressing 10 years after a body first unlocks
Bodies sorted by Year. Newest at the top
Revised the “Bottoming Out” calculations to be less harsh
Wings/Lips no longer punch holes in the body shell

Car Designer Fixes
Fixed the crash caused by using MPH + dragging the top speed slider to top for high-revving engines (finally!)
Fixed the Yaw Rate graph cut off when using mph as a unit for speed
Fixed Certain cars not being able to complete a lap
Fixed the proper gear delay being used on the test track

Fixed Front Longitudinal AWD engine placement issues
Fixed the sensitivity of resizing various fixtures, making it more responsive
Fixed “steamroller” bug where wheels would become comically wide

New Car Bodies
Large 60s Coupé
2 Large 70?s Coupés
Large 90?s Coupé
Large 60s Sedan
Large 00?s Sedan
Small 80s Supercar
Small 10s Supercar
Large 10s Supercar

UI & Sound
Completely reworked UI and UI flow
Car Design Wizard for the whole car design process
All new UI sounds
Ambient sounds
Added test track sounds
New Car & Engine Manager
Temporary changed the Platform/Model game mechanic
Many more stats on the three different testing pages
Updated graphs
Updated test track UI
Manual start for car testing on testing page

Engine Designer Fixes / Rebalances
Reduced power gain when riching up fuel mixture
Octane rating in VVL systems uses the lower cam setting
Added bypass valve year limitation
Fixed the “your engine was created in a previous version” message bug
Fixed bore and stroke having two decimals too few using imperial units
Fixed a bug where loading a VVL engine set the wrong lower cam setting
Fixed an engine loading bug that caused the block config lua error

General Things
Changed “MTBF” to “Reliability” for less confusion
New scenario scoring system implemented for car designer scenarios
Fixed various aerodynamics calculations and exploits
Changed all “Man Hours” to “Production Units”
Added Console can be accessed by pressing tilde (~). Commands are help(), HideBuildings(), ShowBuildings().
Changed to saving screenshots as PNG. If you turn off FXAA, and use the HideBuildings() command, you can take pictures of engines/cars on a transparent back-drop.
Useful for taking screenshots of Engines and Cars with no backdrops.
Fixed the tutorial video sound cutting off after a minute
Thumbnails are now deleted when you delete the model / engine it belongs to
Many more little fixes…

What's happens next:

 
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Steam early access launch tomorrow, update from the devs:

We're all getting ready for our Steam launch tomorrow, the game & store page is sent off to Valve for approval (we hope they are quick) and things are coming together nicely, although another week or so of course would not have hurt. wink emoticon
I've prepared a nice and long overdue version of the popular "Building a Car From Start to Finish" video showing what awaits you in the Early Access version of Automation.


It's looking very good indeed now. They're attention to detail is simply fantastic and for such a small team of people they are really doing a great job. Looking forward to the early access release and for work on the tycoon part of the game to start:)
 
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