Let’s get the bad news out of the way first. Last week I got a nice job offer that I’ve accepted. And it had to be a full-time position, so it’s not going to leave much remaining time for Scraps. It’s an offer that I would be silly to ignore in favour of my obscure little game that I’ve already been working on for years without much success (income-wise anyway). Of course Scraps could take off in success after Gauntlet mode is added, or after it leaves Early Access, but historically that’s very rare: Almost always if a game’s sales are slow at first during Early Access, they remain a small-time thing at full release.
So I apologise to anyone reading this because development is gonna get real slow on Scraps. I don’t like to let the community down even though it’s small. You can still rest assured that I’m not going to abandon this project – Scraps is still gonna get done! But here’s what I’m going to do:
This week I’ve been mostly placing content in Gauntlet mode levels. I did make an SMG drone as a less deadly version of the the existing MMG drone:
I also made a little Unity editor prefab placer script which I’ll share for any Unity devs out there.
– Revamped the code that shows other player’s vehicles in multiplayer. Their movement is now smoother, while not being any more delayed
– Much improved vehicle collisions between laggy players as well. No more flying across the map!
– Reduced some unnecessary network traffic
– Added option to have a radar in melee games
– Minor GUI adjustments
– Hover effect no longer shows on Melee mode button while an overlay is up
– Fixed real-time shadows not matching up with baked shadows at low graphics settings on the Test Map
– Fixed a timing bug on joining multiplayer games that could get you disconnected with a vehicle build error
2016-8 – 0.5.6.0
– Reduced XP required to unlock some later parts a little. Final unlock is at 4000XP versus the previous 4700XP
– Added eight stationary turrets to the test map to facilitate testing armour etc
– Fixed several null reference exceptions that could occur when vehicle parts were destroyed
– Players with laggy connections could still get incorrectly kicked for “cheating”. Threw out that code for now: It won’t kick you anymore but still needs some work later
– Various small fixes
Weekly update time. This week I’ve continued working on level content and generation. I added some more content to the Earth level, and added the remaining features to the level gen that I needed:
- Since Gauntlet levels can be played in forward or reverse direction, I added an option to include level content in one direction only (so I can do stuff like have walls that are always behind something no matter whether you’re playing in “forward” or “reverse”).
- Added an automatic rotation option to mirror the direction of things in reverse mode. So I can do stuff like have turrets automatically flip to face the other way.
- Added a specifier to have things not spawn until a certain level. Since each world (each map) will have 2-3 levels played within it, I can say something like “OK, don’t have drones appear until level 2” and they won’t spawn in World 1-1.
This week I fixed some bugs with the Gauntlet mode level generation and I’ve been testing my level generation out.
I looked at two things that I noticed were an issue: