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Scraps is now available to buy on Steam! This is an Early Access release
 

Gauntlet mode in development: Still level building

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:

smg_drone

I also made a little Unity editor prefab placer script which I’ll share for any Unity devs out there.

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Scraps v0.5.6.1

Changelog

0.5.6.1
– 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
Bug Fixes:
– 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

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Scraps v0.5.6.0

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
Bug Fixes:
– 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

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Gauntlet mode in development: Level building

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.

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Gauntlet mode in development: Thinking about level design

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:

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Scraps v0.5.5.0: The Plasmanator Update

The first week after I made the Gauntlet announcement post was a bit of a mess and I didn’t have a lot of time for Scraps work. It was getting near time for an update post and I was left wondering what I could make the next one about. What could I do in a couple of days or so? I didn’t really want to do another small Gauntlet mode work post because that’s all I’ve been doing for a while.

So my decision was, you know what, it’s time to take a short break from the new game mode work and put something new in the game, for the players.

I looked through my figurative bag of potential parts to add and the Plasmanator came out.

plasmanator1

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