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A builder demo update and some technical details

First of all, I’ve integrated some of my recent work on Scraps into the builder demo release, which as always is available here. In this release:

2014-04 –
- Weapon tracers are now a post-render effect. Improves visibility at distance, and faster to process
- Added camera shake effects
- Added more terrain dirt FX
- Removed skidmarks effect
- Some graphics tweaks
- Added a screenshot key (F2 by default).
- Price is now in scrap (S) instead of dollars ($)
- Further performance improvements for loading complex vehicles, and picking up or removing lots of parts at once
- Vehicle price previews in save/load/select dialogs
Bug Fixes:
- Fixed view clipping through some objects. General improvements to looking around in-game
- Part tooltips now show mass in the selected way (kg or lb), instead of always kg
- Added workaround for a bug which caused weapon hit effects to sometimes appear in the wrong place (related Unity bug:
- Minor engine sound fixes

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Development, development, development

So what has been happening with Scraps in the last two weeks? Let’s find out…

One thing I did was switch the whole terrain effects system around because previously, each vehicle would check through each of its wheels and see if it was touching the ground, and if it was, it’d generate the appropriate effects for the terrain underneath (like grass particles, dust clouds etc).

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Progress on Dust Bowl map and gameplay elements

As mentioned in the last fortnightly update, work in the last couple of weeks has been a bit disrupted since I was also moving house.

Here’s a video showing a bit of new content though:

What I called “Repair Pads” last time should probably be called Evac Pads. I could allow them to repair your vehicle just by sitting on top of it, but there are a few potential issues with that system:

- It could repair damaged parts, but it probably shouldn’t magically re-create destroyed parts
- You’d have no opportunity to spend collected scrap metal on new parts, only on repairs
- Most importantly I think, it’d be easy for one player or team of players to sit on a repair pad and gain a big advantage against everyone else trying to get to it

So at the moment at least, repair pads are “evac pads.” Entering its area of influence “calls an evac”, which starts a countdown timer until the evac arrives. At the end of the countdown, the actual evac starts and you’re beamed up back to the build screen, where you can repair, rebuild, and then re-deploy at any time. You can exit the evac pad at any time during the countdown or beam up sequence to cancel the process.


Fixes for the builder release:

A few bugs have been found and fixed in the builder release since I last mentioned the version release, some more serious than others. I also managed to reduce the download size a bit so it’s only around 40MB now instead of 60. Nothing’s removed, it’s mostly just got better compression.

Fixes since
- Fixed a minor bug with part snapping and rotated parts
- Fixed a weapon rotation range calculation bug
- Fixed in-game camera clipping through objects and doing other weird stuff
- Fixed a vehicle spinner bug
- Fixed jittering of snapped (but not placed) parts while the vehicle is moving
- Stopped mouse being grabbed on the initial loading screen
- Fixed a bug with picking up parts in stacks in certain situations, which would leave the parts on the vehicle but remove their mass


Scraps fortnightly update #3: Working on a map

This week has been a little disrupted and the next two weeks are going to be worse, because I’m moving house. However:


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12 Comments – Weapon rotation fix

Hey, I missed a pretty bad weapon rotation bug in yesterday’s release. May I please direct you to download the fixed version? Sorry about that.