In Acodeon's highly anticipated car combat game Chaos on Wheels, players have the freedom to choose their own vehicle and customize it to their liking. This customization goes beyond just the appearance, as players can also enhance their vehicle with a wide range of weapons and armor. With these upgrades, a simple sedan can become a fearsome machine of destruction.
While Chaos on Wheels shares some similarities with popular vehicular combat games like Twisted Metal, it offers a unique gameplay experience. The game introduces additional weapons, environmental hazards, and even opponents equipped with turrets. This added variety ensures that players will constantly be challenged and engaged.
Dominik Čondić, the Art Manager at Acodeon, recently spoke with Game Rant about the development process of Chaos on Wheels. He discussed how the game started as a side project and the obstacles that had to be overcome throughout its development. The following interview transcript has been edited for clarity and brevity.
Q: Could you provide us with more information about yourselves and the Acodeon Team?
A: My name is Dominik Čondić and I am currently 25 years old. In Chaos on Wheels, I primarily handle the art aspect. However, since our core team consists of only three individuals and Chaos on Wheels is a substantial game, each member takes on multiple roles. Apart from art, I also manage tasks related to the environment levels and social media, which includes creating images and videos. Our team also includes Aron Gašpić, who serves as the Lead Programmer and handles all the mechanics. Our third member, Mislav Čondić, specializes in environmental art and level design, as these tasks require a significant amount of time.
Our journey began in our childhood, when Aron and I attended the same high school and shared a passion for gaming. As kids, the three of us spent endless hours immersed in games. Since we were enrolled in an IT school, it seemed everyone in our class either knew about games or were avid gamers themselves. During those years, our conversations revolved around games, and as we grew older, we dreamt of creating our own game – a masterpiece that would combine the best aspects of different games while discarding their flaws.
As we entered college, our lives became busier with work commitments, but we still yearned to pursue our own project. It was during this time that Aron stumbled upon Upwork, a platform that allowed him to work for others alongside his college studies. This discovery opened our eyes to the immense opportunities available in the IT sector. Consequently, we started discussing the idea of building something on our own, which led us to explore game development as a potential avenue. With Aron's exceptional programming skills and my artistic abilities, we knew we had the perfect combination to bring our dreams to life.
This is the point where we embarked on our journey to learn the Unreal Engine and master the art of video game development. As we delved deeper into our studies, our skills evolved, and we began to undertake projects for clients, earning income in the process. Balancing our college education, employment, and personal ventures became challenging. Consequently, we made the bold decision to discontinue our studies and establish our own company, solely focused on serving our clients. This move enabled us to generate revenue and invest it into our passion project, which we now know as Chaos on Wheels.
A: Instead of being called a vehicle combat game, I'd describe Chaos on Wheels as a car combat game. Our focus is solely on cars and we do not have helicopters or tanks in the game. However, we value the input of our community and are eager to hear what they desire. If there is significant demand for helicopters or tanks, we are open to the possibility of incorporating them into the game.
In Chaos on Wheels, players start at the Chaos Garage and have the ability to customize their cars. The garage provides five slots for modifying cars to meet individual preferences. Initially, players are given one car with basic armor and guns of low-level. However, as they advance, earn money, and gain experience, they can level up and unlock a wider range of equipment, including new armor, guns, bullets, and an array of cars. This allows players to transform their vehicles into their desired specifications.
Once players have created their dream car, they can participate in combat and experience the thrilling chaos aspect of the game. In addition to the Chaos Career mode, where players can progress in the game world on their account, there is also the campaign mode, which serves as the storyline for Chaos on Wheels.
A: Development on Chaos on Wheels began nearly three years ago during our college days. We initially focused on learning rather than immediately pursuing the idea. During that period, we were working on a side project, a first-person shooter, which provided valuable experience with the Unreal Engine.
When discussing the type of game we wanted to create, I was reminded of my childhood experience playing Twisted Metal and Carmageddon, both of which I thoroughly enjoyed. Today, there is Crossout, which is a vehicular combat game, but lacks the element of car combat. This sparked an idea: why not equip cars with guns and allow for destruction?
Initially, we focused on creating the cars and the weapons. We later added stationary turrets that shoot at you, requiring players to drive and shoot back. This served as the prototype for our game, which we found to be quite enjoyable. However, we desired a gameplay experience that involved battling with other cars, as solely engaging with stationary turrets became monotonous.
So we dedicated additional time to refine it. After Aron successfully implemented AI for the vehicles, players can now freely navigate the map, while encountering formidable opponents in the form of both bots and turrets. From this crucial milestone, our journey led us to the Chaos Garage, the Chaos Career, and the subsequent narrative developments.
Twisted Metal and Carmageddon had a significant impact on the development of Chaos On Wheels. Twisted Metal, in particular, was an impressive game that provided an exhilarating experience through its combination of driving and shooting mechanics. Although I didn't have the opportunity to play all the sequels, I vividly recall my childhood memories of playing Twisted Metal. I noticed that in the game, there were limitations in terms of upgrading or customizing cars according to individual preferences. Instead, players were required to select a car and embark on various missions.
Instead of simply choosing a car, we wanted to take the excitement to the next level by giving players the opportunity to not only pick a car but also build it into a formidable fighting machine. Inspired by Twisted Metal's drive-and-shoot mechanics, we expanded on this concept, allowing players to customize their chosen car according to their preferences in our Chaos Garage. This includes options to modify the car's color, wheels, and other features before heading into combat.
Additionally, we drew inspiration from Carmageddon, where players can drive and "punch" other cars to demolish them. Although this feature is not yet incorporated into our game, we are eager to include it in the future. Picture having a powerful weapon attached to the front of your car, allowing you to tear apart other vehicles with every punch. We plan to gather valuable player feedback to determine the demand for this feature and decide whether or not it will be implemented.
Q: I have reviewed the summary of the game's plot on your team's website. What motivated the team to explore the concept of an "Evil AI" in the story?
A: The team drew inspiration from Avengers: Age of Ultron in developing the storyline. We envisioned a future where an AI went rogue and exerted control over humanity, ultimately becoming the game's primary antagonist. To combat the main villain, named Helios, players must construct vintage vehicles equipped with various weapons. Helios, in his own right, commands a formidable truck armed with numerous guns.
He additionally possesses bots resembling advanced vehicles that function as his army. Due to his superlative intelligence as an AI that operates in the realm of electronics, employing electronic devices is futile in combatting him. Consequently, it becomes imperative to arm your vintage cars, similar to the ones found in our game, by equipping them with firearms prior to engaging in battle against this artificial intelligence.
A: Currently, we do not see players aligning with Helios as an option. The current game dynamic involves players as the protagonist fighting against the AI antagonist. However, if there is strong demand from players for more story-based options or the ability to choose between good and bad alignments, we are open to developing that aspect.
Q: Was the concept of incorporating self-driving cars, such as the Tesla, ever considered in the game's plot?
A: We did consider including self-driving cars, like the Tesla, in our game. However, due to time constraints, we were unable to implement them. Perhaps in the future, we can also incorporate other popular vehicles such as the Batmobile.
Q: Can players use a canonical protagonist among the riders/cars?
A: No, in fact, we have ten characters and ten chapters in the story, with each chapter being played by a different character.
Q: What criteria did you consider when selecting vehicles to include in the game? What attributes are essential for a car to be suitable for Chaos On Wheels?
A: In order to safeguard the world against artificial intelligence, it is necessary to exclude technologically advanced and extravagant vehicles. Instead, we opted for contemporary cars that are currently in use, such as those manufactured by Audi, BMW, and comparable automobile brands.
Q: Can you expand on the design of car customization options? How did the team decide which weapons/armor/gadgets to include?
A: We have a lot of mechanics in our game:
The car serves as the foundation and primary mode of transportation. Positioned atop the car is a main gun equipped with bullets and rockets. Bullets are fired using the left mouse button, while rockets are launched using the right mouse button. Positioned at the front of the car are two guns, which automatically fire in the direction the car is traveling. Firing the guns is done by utilizing the control button.
Pressing Q allows for the deployment of homing missiles that track the nearest enemy target. Additionally, pressing X provides the option to choose whether the missiles should track turrets or other cars in the surroundings. The camera perspective can be adjusted by pressing C. One angle offers a wider view of the map, while the second camera provides a closer view of the car.
Around the map, there are numerous pickups that will respawns after a certain period of time. These pickups allow you to replenish your armor or health. Additionally, each of the 10 different drivers possesses a unique Driver Ability that can be activated with the Shift button. For instance, one driver has Nitro, so pressing the Shift button will grant you a boost of Nitro. Another driver has a shield, so activating the Driver Ability will envelop your car in a protective shield. Certain pickups also refresh the available Driver Abilities.
Upon reaching the map, Helios will unleash his army, including a formidable blue truck. Your goal is to destroy all the turrets within a 15-minute time limit. However, failing to do so within the allotted time will not result in complete failure. Instead, Helios's main henchman will enter the map, and you will need to defeat him in order to complete the chapter.
Q: Can you walk us through the development of the combat system in Chaos On Wheels? How did the game’s mechanics evolve across the development cycle?
We have a multitude of ideas, but currently your Health functions as the car, while the Armor serves as the protective layer surrounding the car. As you engage in gameplay and lose Armor, it also deteriorates from the car. Our plan is to enhance this mechanic so that targeting a specific part of the car enables you to remove the corresponding armor. By shooting at a side of the car without armor, you would effectively attack their base Health, potentially eliminating them without destroying the entire armor structure. While this improvement is on our agenda, we are also eager to gather input from players.
Additionally, we offer Special Rockets. When you use the right-click feature, you launch Normal Rockets. However, there are Special Rockets positioned throughout the map, each equipped with distinctive abilities. For example, the Focus Rocket travels at an extremely high speed, ensuring precise hits when you aim and shoot. On the other hand, the Nuke Rocket is more challenging to aim, but deals significant damage upon successfully hitting the target. We also have the Arcane Rockets, boasting impressive effects, as well as the Toxic Rocket. While we aim to expand our collection of Special Rockets, currently we have four available.
We are also looking to enhance the car customization experience. Currently, players often spend one hour in the garage customizing their car before only playing for 15 minutes in combat during Chaos on Wheels. This highlights the importance of car customization, and our goal is to expand on this aspect even further. We aim to introduce options for adding decals such as flags representing your country, and additionally, we want to offer more armor choices. Ideally, we would like to offer not just car customization but also armor customization.
While we are satisfied with the current appearance of the game, there is ample potential for improvement and the addition of new features. We are optimistic about our ability to incorporate all of these enhancements, but only time will tell.
Q: Why are destructible environments and third-party hazards like turrets included in vehicular combat games?
A: Initially, when developing Chaos on Wheels, we started with the cars and added guns for combat. However, given the constraints of the team's learning stage, it was simpler to incorporate stationary enemies that only shot at the player. As our development progressed, we introduced more cars that move around the game map, making the battles against other vehicles enjoyable. Since we had already implemented turrets, it made the gameplay much more exciting to have the ability to battle not just against cars, but also against various elements present in the environment.
We are considering enhancing the combat mechanics. Currently, the turrets remain stationary and possess a defense system that may rebound a missile when hit by a rocket. In the future, we contemplate the possibility of disabling the turrets by destructing a specific component, rendering them unable to shoot.
We attempted to incorporate a feature of this nature during the campaign. One of the maps is set in a snow environment, where the turrets are susceptible to freezing. To address this, Helios designed mini-generators that emit heat to keep the turrets operational. On this particular map, players are only required to eliminate the generator instead of destroying the turrets. Once the generator is destroyed, the turret becomes frozen and unable to fire. Throughout the campaign, there are other tasks that players need to complete. Should players demonstrate a liking for our turrets during the Early Access phase, we have plans to further expand the battles by integrating them more extensively.
Q: How did the team ensure equitable performance between vehicles and weapons, especially given the presence of environmental hazards?
A: Designing and developing the game presented numerous challenges, including the need to adjust various elements and variables. Countless hours were dedicated to playing the game and conducting playtesting to ensure its quality. Eventually, we reached a level of satisfaction with the game's balance thus far. However, individuals who are unfamiliar with vehicle combat games may find it to be quite challenging. Once Early Access begins, we will assess whether it is necessary to make the game slightly easier or maintain it as it is.
When we initially established our company, we faced numerous challenges due to our youth and inexperience in this field. We had to acquire extensive knowledge and skills.
During that time, we engaged the services of freelancers to assist us. While we were capable of handling certain aspects of the game ourselves, it was more advantageous to hire freelancers, enabling us to allocate our time towards other tasks. Moreover, if the freelancer is specialized in their field, they can likely deliver superior results compared to us. Consequently, managing external individuals became an additional challenge. It was crucial to clearly communicate our requirements and ensure the work was executed accurately, allowing for seamless implementation.
Fortunately, we encountered minimal issues along the way. As time progressed, we became deeply involved in both the development process and the management of individuals, as well as making crucial decisions regarding our objectives and tasks that we would delegate to freelancers. However, we soon encountered our greatest challenge: marketing. One year ago, we reached a point where we had a playable game, prompting us to venture into marketing. After all, without effective marketing, one cannot expect to make any sales.
Therefore, we took it upon ourselves to handle our own marketing efforts. This entailed managing our social media presence and running our own advertising campaigns. To be frank, the results were quite disheartening. We lacked the necessary understanding of marketing principles and strategies, and this proved to be a grave mistake on our part. Realizing our lack of expertise, we embarked on extensive research to educate ourselves on various marketing techniques. Regrettably, this decision required us to temporarily set aside game development, which ultimately proved to be an unfavorable choice.
After recognizing our lack of expertise in marketing, we reached the conclusion that it would be best to discontinue our efforts in this field. Instead, we decided to focus on generating income by collaborating with clients, maximizing our development capabilities, and seeking assistance from a different agency specialized in marketing. Although our development process encountered few obstacles, the majority of challenges were encountered on the marketing front.
What is your best advice for players when it comes to building their car in Chaos On Wheels?
Simply consider your preferences! Do you desire a large car or a small car? Choose whichever appeals to you and enhance its appearance - select your desired colors, arm it with your preferred weapons, and explore all the options in the Chaos Garage. Let your curiosity guide you and see what unfolds.
Once you know how to build your car, just build your dream car!
Q: Does the team have a favorite vehicle or loadout?
My advice for aspiring developers who want to work on their own game would be as follows:
Before initiating a game or any project, it is essential to engage in brainstorming. It is crucial to document all the required tasks and adhere strictly to the planned course of action.
One oversight we made during our previous development endeavors was that we had a plan but lacked a clear starting point and a defined endpoint. As time elapsed, we found ourselves constantly saying, "Let's do this, let's incorporate that, let's modify this." Eventually, we became disoriented and lost sight of our ultimate destination. While we implemented certain elements, we failed to conduct adequate testing, resulting in the presence of various bugs. Unfortunately, we had already moved on to another aspect of the project.
The situation became chaotic, prompting us to pause and proceed at a slower pace. We engaged in a discussion about our plans and the necessary approach. We agreed upon deadlines for tasks and resumed our progress. Since then, the situation has significantly improved.
Therefore, for those looking to initiate a project, engage in brainstorming and establish deadlines for completion. Flexibility is allowed, but it is crucial to have a solid plan. Once the plan is in place, focus on action rather than overthinking.
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Chaos on Wheels releases October 20 for PC. It’s currently in Early Access on Steam.