Hey there! This is Steve, with Steve Plays.....Automation: The Car Company Tycoon Game!
Automation, a creation of New Zealand based indie game developers Camshaft Software, was originally released in 2012, and is basically a car building simulation game.
Although the game was originally designed with a campaign mode in mind, there is, of course, a Sandbox mode in which you can basically do whatever you want.
The version I'm going to be showing you today is the recently released UE4 beta, but the old Kee Engine version remains available; stay tuned for a video walkthrough on that as well!
So, with that in mind, let's get started, shall we?
BTW, you may have noticed, I'm sure, the fact that a lot of these options are grayed out. That said, though, there's still quite a bit to do in the game, even in it's current beta state.
First thing we'll do take a quick look at the settings.
First, here's the measurements area; there are, as you can see, a large number of things you can adjust to your personal preference.
For example, Americans are probably more comfortable with the Imperial MPH than the metric KPH.....
And that many Europeans (and Japanese) are more familiar with KW than HP as a measurement of engine output, etc.
And here's the graphics menu. This is particularly important, because some lower end computers may have trouble running the game on it's higher graphics settings.
And of course, the audio menu. BTW, why don't we listen to this game's fantastic soundtrack?
There we go! =)
In this video, I'll just walk thru some of the basics of this game, just so you can get a feel of how this game works.
(I'll be covering the scenarios and tutorials, too, btw, as soon as they're available.)
To help illustrate, I'll be building a '90s style economy car for an example of just what is possible in Automation.
Of course, later on, I'll definitely try to devote an additional couple of videos to the finer details of car building, or at least to the best of my ability, anyway.
For now, though, I hope you all find this to be at least basically helpful.
Now, without further ado, let's get this show on the road, shall we?
As you can see, I've already made quite a few cars of my own. I must say, I'm quite the gearhead! =)
BTW, folks, here's a suggestion: look up TheMouseGunner here on YouTube-some time ago, he actually came up with a story for an entire car company out of scratch!
I'm actually thinking of building a few cars in this game just for this channel; by the way, if anybody has any suggestions, please don't hesitate to say so!
Also, let's check out the Engine Manager real quick.
I've also been a fairly prolific engine builder as well, btw.
OK, now it's time to start building the '90s econobox.
First step is to get the body that you want. Body choices are relatively limited at this stage, but this example already has its body so we're okay.
There are, of course, several ways to narrow down your selection, such as by year, body type, engine position, etc.
Let's just do it by year here.
There we go.
And here's the body we need. Perfect for this project.
Alright, so let's start out with the chassis.
There are quite a few different things to do here, and as you'll see soon, there are quite a few options you can choose from in each category.
First, let's choose from the Panel Materials menu.
That second option'll work.
Next, let's look at the Chassis Type options.
As most current real world cars were using a monocoque chassis in 1999, let's go with that.
Next, the chassis material.
Also, if you're only a novice when it comes to cars, the good folks at Camshaft Software have included some helpful tips regarding the various parts you can choose for your car.
Just click to the right of each title and the info should pop up.
Ok, with that out of the way, let's choose the engine placement. Two options for this body; either transverse or longitudinal.
For the sake of realism, let's just stick with a transverse drivetrain, as this is what is used for most real economy cars.
And, finally, the suspension. You'll notice in a minute, btw, that there are rather more options for the rear suspension than the front.
Also, one more thing: if you hover your cursor over a part for long enough, the game will give you some basic details on how it affects your car's performance, etc. vs. the average.
Some parts, of course, are better than others, depending on the application.
And while we're still at Rear Suspension, I figure it wouldn't hurt to show each of the various options, so they can be compared with one another.
Now that the chassis is done with, it's time to move to the next section.
Here, you can paint your car in whatever color you choose.
Also, unlike in the previous version of the game, you can actually save your custom colors, too.
In fact, I've already created a fair few of my own custom colors.
But for this car, we'll just go with a simple white color.
And now, for the body.
BTW, for those new to the game, here's something neat: you can actually change the shape of your car's body.
Let's try it out now.
Isn't that cool? =)
OK, now that we're done with the body, let me show you the fixtures.
First, let's pick out some headlights.
These will do, for this car.
Now, for the grille.
Now, just so you know, it can sometimes be a little tricky getting these fixtures installed the way you wanted them, so a little patience may be required.
By and large, though, it shouldn't be a *major* problem for most players.
Anyway, let's add another intake to make this car a bit more lifelike.
There we go! Now for a nice pair of taillights.
Okay, now let's resize them to make them fit more with the car's body shape.
Looks nice!
Let's get some blinkers on here.
There we go.
Time to place some handles on the doors.
Looks alright, though I'll admit it's been harder for me to get handles lined up in this version of Automation than with the last.
Let's take a quick overview of the car's finished body here.....
Now that we're done here, we can move on to the engine.
And here we are.
As you'll soon see, there are indeed a fair number of engine choices one can make for a car, but for this example, we'll just stick with something small and simple.
So, let's just stick with an inline 4 cylinder.
Sorry about that, folks! Think my computer was being *really* slow for a bit.
Oh, hang on. I'll need to reset the proper model year for this engine.
Uh-oh. I think I forgot to cut this part out-just skip to 12:22.
Sorry about that, folks. I may need to work on my editing skills, it seems.
Anyway, I've just gone with a DOHC 4-valve design, as was standard on many 4 cylinder cars in the '90s.
And, of course, I can't forget the fact that you can make your engine as small.....or as large, as you'd like!
(Within reason, of course.)
There we go. An even 80x80 mm stroke should do it-gives us about 1.6 liters of engine capacity.
Now, let's go for the rest of the core internals of the engine.
This isn't a high performance car, so we only need standard stuff for the most part.
And VVT, too, because why not?
As for induction, turbos are nice to have, but we'll just give this motor natural aspiration.
And, of course, you can't run a motor without fuel!
Again, we're just going to pick equipment that would have been standard on most cars made in this era.
And 86 octane gas, too, nothing fancier needed here.
Oh, what's this?
OK, that's going to be a bit of a problem.
Luckily, though, we *can* fix this. Let's just go back to where we started to adjust the engine's displacement.
Alright, let's see what works with this body.
Well, okay. At 1,104cc we've about maxed out our possible displacement for this car's size, but at least it now fits properly.
Let's also adjust the fuel system, ignition timing, and rev limit while we're at it.
Okay, this looks believable. Now, it's time for the exhaust.
Again, nothing fancy needed here. Just about what you'd expect for a '90s econobox.
And there we go. 66 hp @ 6,500 rpm. Definitely a fair bit on the slower side of things but also plausible for a lower-end economy car in this time period(1999).
Let's just take a minute to look at all graphs and things in front of us. Quite a bit of information to take in, isn't it?
And, of course, there is other data you can browse, but let's set that aside for another time.
In any case, one particularly neat feature is that you can actually test your engine and hear how it sounds!
Let's try it out now.
First, the automatic mode.
Now let's try the manual mode.
Pretty neat, huh?
Now let's select our drive type and gearbox.
There we go. We can adjust this later if need be.
Let's pick our tires now.
Moving on to the brakes now.
Let's just go with the solid disc brakes.
You can also adjust the car's aerodynamics as well.
And now, let's go to the car's interior.
And of course, what's a road trip without some in-car entertainment? =)
And of course, always nice to have some decent quality safety features, too.
And of course, don't forget the suspension!
And so, here we are. We can now review all the information about this car, such as it's top speed, handling, 0-60, and more.
But let's quickly go back for a second and adjust the aerodynamics.
And there we are. Finally finished with that.
OK, here's a few more things we can do with this car. Off to the right, you can see a menu with half a dozen tabs to click on. Let's check them out.
First, why not go to the Test Track?
Just bear in mind that a lot of stuff still needs to be worked on here.
Anyway, though, let's get started! =)
Hmm.....taking a bit longer to load than I thought it would.
Oh, there we go.
One of the first things you may notice, btw, is that you can now see exactly how fast you are going and how many RPMs your engine is at.....
Without any guesswork needed just by glancing the gauges.
Also, another new feature added to Automation with the UE4 version is that you can now speed up, or slow down, your run if you'd like.
Let's try a slower speed first.
(Interesting, though, that there's no pitch distortion, as I'd expected)
OK, back to normal speed now.....
Now, let's speed this up, shall we? =)
OK, now let's see how much faster we can make this!
Wait.....uh-oh. I think I broke the speedo.....=p
Well, at least the speed gauge still works.
And across the finish line we go!
Well, that was fun. Anyway, still four more things to check out here. Let's click the Design tab.
As you can see, this gives a comprehensive yet easy to understand overview of the car you've built.
But of course, whenever you want to know more-the Detail Stats tab comes in handy.
And, of course, if you wanted to compare two cars side by side-just click Comparative Stats.
And, of course, there's the Markets section for all your commercial needs. =)
And, the Automation devs even created a few fictional countries purely out of scratch, just for this game. Neat, huh? =)
As you can see, the stats change whenever you switch from country to country. Interesting, isn't it?
Anyway, let's take one last final look at this car, shall we?
There is one more thing I thought I'd show you guys. Automation even has a feature where you can actually roam around on foot around scenery of your choice. Let's see how that's coming along.
Okay, let's do this. =)
Well, hmm......I like the idea, but clearly, there's more work to be done. Hopefully this will look better soon.
In any case, I hope you've enjoyed this Let's Play/basic walkthrough of Automation: The Car Company Tycoon Game.
I have owned this game since Christmas of 2014 and have been a regular player ever since. It is truly that much fun.
As mentioned in the first few minutes of this video, the older version of the game is still available and I will be putting out a video for that one in the near future.
I'll also be glad to build some cars-and even car companies-just for this channel, especially when requested! =)
In any case, this is Steve from Steve Plays.....saying, thanks for watching, and if you like my content, please don't hesitate to like and subscribe to my channel for more! =D
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