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Not ymmv
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* DevelopmentHell: The game's first demo was released in April 2012. It's now mid-'''2023''' and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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Misuse
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* WhatMeasureIsANonBadass: The value of certain classes of cars is subjective; for instance, Japanese [[TheNineties 90s]] sedans are regarded by some as top-tier tuners, and by others as just [[SoOkayItsAverage cars that exist]], while pre-[[TheSeventies oil crisis]] American landyachts are either perceived as kings of the road (essentially low-slung {{Hummer Dinger}}s) or stupidly [[BiggerIsBetter excessive]] and [[MightyGlacier heavy]] cars with single-digit MPG ratings.
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early '''2023''' and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early '''2023''' mid-'''2023''' and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early ''2023'' and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early ''2023'' '''2023''' and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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None
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early 2022 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early 2022 ''2023'' and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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To quote the page, "Do not link to this on the wiki, please. Not even under the YMMV tab."
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* SugarWiki/DevelopmentHeaven: Despite ''Automation'' advertising itself as being a tycoon game first and foremost, there's a surprising amount of creative freedom on the vehicle creation side. A fibreglass 80s hot hatch with a massive [=V8=] and BBS turbofan wheels? A mid-engined carbon-fibre sports car with a tiny turbocharged inline-five, barebones interior, and flame-spitting top-exit exhaust? Why not?
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* QuicksandBox: What to expect if you don't have any experience with engineering cars.
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* QuicksandBox: What to expect if you don't have any experience with engineering or styling cars.
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* GameplayDerailment: Because [[DeadpanSnarker of course]] the devs intended for players to build spacecraft, {{mecha}}, or anything else without wheels in the Car Designer. Thankfully, this seems to have been embraced to some extent, especially with the addition of Beam-compatible aesthetics settings that let you hide parts of a car or give it monster truck wheels.
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* GameplayDerailment: Because [[DeadpanSnarker of course]] the devs intended for players to build spacecraft, {{mecha}}, or anything else without wheels in the Car Designer. Thankfully, this seems to have been embraced to some extent, especially with the addition of Beam-compatible aesthetics settings that let you hide parts of a car or give it monster truck or kart wheels.
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* SugarWiki/DevelopmentHeaven: Despite ''Automation'' advertising itself as being a tycoon game first and foremost, there's a surprising amount of creative freedom on the vehicle creation side. A fibreglass 80s hot hatch with a massive [=V8=] and BBS turbofan wheels? A mid-engined carbon-fibre sports car with a tiny turbocharged inline-five, barebones interior, and flame-spitting top-exit exhaust? Why not?
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added Gameplay Derailment
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* DevelopmentHell: The game's first demo was released in April 2012. It's now early 2021 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
to:
* DevelopmentHell: The game's first demo was released in April 2012. It's now early 2021 2022 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.fingers.
* GameplayDerailment: Because [[DeadpanSnarker of course]] the devs intended for players to build spacecraft, {{mecha}}, or anything else without wheels in the Car Designer. Thankfully, this seems to have been embraced to some extent, especially with the addition of Beam-compatible aesthetics settings that let you hide parts of a car or give it monster truck wheels.
* GameplayDerailment: Because [[DeadpanSnarker of course]] the devs intended for players to build spacecraft, {{mecha}}, or anything else without wheels in the Car Designer. Thankfully, this seems to have been embraced to some extent, especially with the addition of Beam-compatible aesthetics settings that let you hide parts of a car or give it monster truck wheels.
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None
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* DevelopmentHell: The game's first demo was released in April 2012. It's now 2020 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
to:
* DevelopmentHell: The game's first demo was released in April 2012. It's now 2020 early 2021 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted with one's fingers.
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None
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* GoodBadBugs: Exiting a photo scene via the pause menu doesn't properly unload the scene, resulting in it coexisting with the design room. The most common example of this happens with the Wet [[DownLADrain Industrial Canal]] scene, where the water makes the design room look flooded.
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* GoodBadBugs: Exiting a photo scene via the pause menu doesn't used to not properly unload the scene, resulting in it coexisting with the design room. The most common example of this happens happened with the Wet [[DownLADrain Industrial Canal]] scene, where the water makes made the design room look flooded.
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* WhatMeasureIsANonBadass: The value of certain classes of cars is subjective; for instance, Japanese [[TheNineties 90s]] sedans are regarded by some as top-tier tuners, and by others as just [[SoOkayItsAverage cars that exist]], while pre-[[TheSeventies oil crisis]] American landyachts are either perceived as kings of the road (essentially low-slung HummerDingers) or stupidly [[BiggerIsBetter excessive]] and [[MightyGlacier heavy]] cars with single-digit MPG ratings.
to:
* WhatMeasureIsANonBadass: The value of certain classes of cars is subjective; for instance, Japanese [[TheNineties 90s]] sedans are regarded by some as top-tier tuners, and by others as just [[SoOkayItsAverage cars that exist]], while pre-[[TheSeventies oil crisis]] American landyachts are either perceived as kings of the road (essentially low-slung HummerDingers) {{Hummer Dinger}}s) or stupidly [[BiggerIsBetter excessive]] and [[MightyGlacier heavy]] cars with single-digit MPG ratings.
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None
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* GoodBadBugs: Exiting a photo scene via the pause menu doesn't properly unload the scene, resulting in it coexisting with the design room. The most common example of this happens with the Wet [[DownLADrain Industrial Canal]] scene, where the water makes the design room look flooded.
* QuicksandBox: What to expect if you don't have any experience with engineering cars.
* QuicksandBox: What to expect if you don't have any experience with engineering cars.
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* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side effect of this is that the in-game tutorials are effectively educational videos about automotive design--how torque converters work, what ignition timing does, why higher compression ratios require higher-octane fuel, etc.--and, as it happens, very good ones.
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* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side An effect of this is that the in-game tutorials are effectively educational videos about automotive design--how torque converters work, what ignition timing does, design[[note]]for example, why higher compression ratios require higher-octane fuel, etc.--and, what VVL and VVT are, or what spring and damping rates do to handling[[/note]]--and, as it happens, very good ones.ones.
* WhatMeasureIsANonBadass: The value of certain classes of cars is subjective; for instance, Japanese [[TheNineties 90s]] sedans are regarded by some as top-tier tuners, and by others as just [[SoOkayItsAverage cars that exist]], while pre-[[TheSeventies oil crisis]] American landyachts are either perceived as kings of the road (essentially low-slung HummerDingers) or stupidly [[BiggerIsBetter excessive]] and [[MightyGlacier heavy]] cars with single-digit MPG ratings.
* WhatMeasureIsANonBadass: The value of certain classes of cars is subjective; for instance, Japanese [[TheNineties 90s]] sedans are regarded by some as top-tier tuners, and by others as just [[SoOkayItsAverage cars that exist]], while pre-[[TheSeventies oil crisis]] American landyachts are either perceived as kings of the road (essentially low-slung HummerDingers) or stupidly [[BiggerIsBetter excessive]] and [[MightyGlacier heavy]] cars with single-digit MPG ratings.
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* SelfImposedChallenge: Many exist on the game's [[{{Fora}} forum]] in the form of competitions between players. Popular recurring challenges include the ''Car Shopping Round'' (CSR) and ''Automation Gamer Challenge'' (AGC)--the former has you make a car to sell to someone within a specific demographic, while the latter focuses on fictional vehicles for fictional video games.
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added gold saucer
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* DevelopmentHell: The game's first demo was released in April 2012. It's now 2020 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted on the fingers of two hands.
* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side effect of this is that the in-game tutorials are effectively educational videos about automotive design -- how torque converters work, what ignition timing does, why higher compression ratios require higher-octane fuel, etc., etc., etc. -- and, as it happens, very good ones.
* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side effect of this is that the in-game tutorials are effectively educational videos about automotive design -- how torque converters work, what ignition timing does, why higher compression ratios require higher-octane fuel, etc., etc., etc. -- and, as it happens, very good ones.
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* DevelopmentHell: The game's first demo was released in April 2012. It's now 2020 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted on with one's fingers.
* SidetrackedByTheGoldSaucer: There are those who only play thefingers of two hands.
game to make cars for [=BeamNG=], not caring for the campaign in the slightest.
* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side effect of this is that the in-game tutorials are effectively educational videos about automotivedesign -- how design--how torque converters work, what ignition timing does, why higher compression ratios require higher-octane fuel, etc., etc., etc. -- and, --and, as it happens, very good ones.
* SidetrackedByTheGoldSaucer: There are those who only play the
* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side effect of this is that the in-game tutorials are effectively educational videos about automotive
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* DevelopmentHell: The game's first demo was released in April 2012. It's now 2020 and the game is ''still'' in Early Access, having switched to an entirely new engine in the process. Downplayed in that progress has been constant and steady, even if slow, and justified in that the dev team can literally be counted on the fingers of two hands.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. A side effect of this is that the in-game tutorials are effectively educational videos about automotive design -- how torque converters work, what ignition timing does, why higher compression ratios require higher-octane fuel, etc., etc., etc. -- and, as it happens, very good ones.