Autarca (@AutarcaDev) header
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Solo #indieGameDev from Chile with 3 self-published games on Steam. Now working in a new title.

Santiago, Chile
Joined January 2015
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Testing a basic air support mechanic (W.I.P.). I need to decide if off map support can happen only in the visible area of the Fog of War or everywhere (also I need to polish my debris fx). #indiedev #mechs #gamedev
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Mechs now can equip repair arms to make quick fixes during combat. I'm still thinking if combat repairs should affect the need to repair your mechs outside of combat though. #indiedev #mechs #gamedev
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Making an equippable repair arm for the mechs and adding a basic animation for it. This and the "backpack" parts I'll create will allow the player to have support mechs in their squad. #blender #art #indiegame
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I painted the repair arm in Substance Painter and tomorrow I'll see if I can add it to the game. #indiedev
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At least 3 types of legs per class weight could be a good start for the game: bipedal, tetrapods (quads?) and tank tracks. #indiedev #mechs #gamedev
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A frontal assault on this base wasn't such a good idea. #indiedev #mechs #gamedev
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They can still be improved but now I have burnable trees because iirc MechCommander had them too and you could even open paths after burning a forest. #indiedev #mechs #gamedev
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Another feature that I'm adding to the game: pilots in the UI react to major damage to their mechs (also they can be injured). Later I would like to add animations and fx for ejecting or dying pilots too. #IndieDevs #mechs #gamedev
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Here's a test of fire generating heat and causing a mech to overheat and do an emergency venting. My idea is that a venting mech can't fire its weapons until heat goes back to zero but it's still early to decide. #indiedev #mechs #gamedev
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I want to have heat mechanics in the game, not just for the mechs but also for some environment objects so here I'm making an early experiment with trees on fire. #indiegamedev #mecha
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Still needs a lot of work but I'm adding a "tactical pause" feature so the player can pause and give orders to their mechs during combat. #indiedev #mechs #gamedev
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Twitter once again giving me drama when I want to post a video or image ☹️
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I think I know what was the issue. We had a recent time change in Chile but X is still using the previous time so I had to move by PC clock back 1 hour. This is weird but not unique, sometimes I have to do the same when uploading a trailer to a steam page.
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Here I'm testing animated pilots in their cockpits (bottom left of the screen). The idea is that you'll be able to recruit procedural and customizable pilots in the game. #mechs #indiedev
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I'm planning to have an animated display of the pilot of the mech, not just static portraits.
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I'm planning to have several customizable mech parts: torsos, turrets, launchers, legs (4, 2 or tracks) and support backpacks. These are more "walkers" than mechs though so don't expect arms and hands. #indiegamedev #mecha
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I've been having issues with my right hand so my productivity has suffered a bit but here's a clip of me testing running in combat (it's kinda OP, might add a debuff to targeting or something) and parts icons to show damage in the UI. #indiedev #mecha #gamedev
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I'm slowly replacing my placeholder assets with new parts. I'll need a lot because the mechs of the game will be separated in heavy, medium and light types. #gamedev #mechs #indiedev
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