Gauntlet mode update: Worlds 1 and 2 done, framework next

Thank you for your extreme patience as I continue to bumble along with this game in what spare time I have. Last update, I suggested that I’d get Gauntlet mode’s World 1 finished, and then work on the framework for Gauntlet mode iteself. In the end I decided to get the first two worlds done first, since both will be needed for a playable release of Gauntlet anyway. I’ve now got the content for the first two worlds complete.

The Gauntlet mode worlds will be loosely themed on the classical Greek elements: Earth, Water, Wind, Fire. Earth and Water now have all their content, and if I give them three levels each, that’ll be enough for an initial release of the new game mode that you can try out. As in an actual game update, not just more progress news like this. What I still need to do first is write the framework around the new mode: How you enter levels, progress through them, repair between levels etc. It’s stuff  that’s mostly in the game already but it needs to be strung together correctly and have some new concepts added. At the moment to test Gauntlet mode, I use dev tools to select a vehicle and drop into a level manually. I’m afraid I don’t have a release time estimate because the amount of time I have for Scraps currently varies a lot week by week. It’ll get done.

I’ve also been making a few other changes to the game as I go, that’ll make it in when Gauntlet launches. One I can show off is a new primary firing mode:

It’s something that was brought up in the forums a while ago. People were carefully building vehicles that didn’t have quite enough power supply for their weapons, so the weapons would end up dropping down into a sequential firing mode instead of all firing at once – meaning less recoil, and more spread out power and heat. Now that mode can be automatic, but the old mode is still there as well. There isn’t really any additional complexity to worry about for the player – left-mouse will be the new mode, or right-mouse will fire using the all-at-once mode that’s in the game now.

Some new screens of the Gauntlet worlds I’ve been making

EARTH is sort of the Green Hill zone of the thing. It’s grassy hills and rocks and trees, and combat is against lewer-level enemies: Basic machine gun turrets, mostly micro vehicles, hover drones.


WATER is snow and ice. AI vehicles are more expensive and more frequent, turrets are more powerful, and drones are less common. But your vehicle will be more powerful too.

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  1. LukeZaz
    Posted April 23, 2017 at 6:03 pm | Permalink

    I honestly can’t wait to play all this. Looks fantastic, and I feel that a singleplayer activity is just what the game needs right now. Great work as always!

    • bill
      Posted April 23, 2017 at 10:54 pm | Permalink


  2. Curaced
    Posted April 24, 2017 at 10:41 am | Permalink

    It looks like fun, always glad to see more progress. Do we have an ETA for when the whole thing will be completed? Just wondering.

    • bill
      Posted April 24, 2017 at 10:43 pm | Permalink

      I wish I did but I can’t give an honest estimate really. Part of the reason why I made two Gauntlet worlds in a row though is that I wanted to demonstrate that each level isn’t going to take a year to make like the fist one did, even working in my spare time like I am now. All the level creation systems are there and I could churn out a new Gauntlet “world” in a couple of weeks of actual full-time work at this point. The code side of things is a bit more of an unknown, and there’s a fair amount to do plus testing and balancing etc.

      So, yeah, sorry that’s not a real answer. I’m going to try and be a bit little active with posting about what I’m up to though. Like not going five months between posts…

  3. Bruce
    Posted April 25, 2017 at 12:11 pm | Permalink

    So neat to see another chapter in its development. It certainly come a long and still growing. thanks Bill awesome work.

    • bill
      Posted April 25, 2017 at 9:55 pm | Permalink

      Thanks man. 👍