Gauntlet mode in development: Thinking about level design
In Gauntlet you start with a small and cheap vehicle, and I found that you'd end up shooting a machine-gun turret with a machine-gun and it lacked much room for strategy. You can sneak up to some extent but often you crest a hill or something and you both have line-of-sight and you might as well shoot or get shot. I can beat the levels easily enough but I've been playing Scraps for years - you shouldn't have to take x amount of damage every time. Solution: I'm just going to add some taller barriers around the place basically, so there'll be more opportunities to approach from a strategic angle.
You want to shoot crates to collect scrap, and if crates might be out in the wilderness somewhere, you're going to want to scour the wilderness to make sure you find them all. I knew that would be a bit of a chore, so I made most things spawn along the road that goes through every Gauntlet level. But it doesn't fix the problem because there's still some chance that things will spawn out in the middle of nowhere, so you end up going looking anyway. And removing that chance entirely would mean no reward ever for exploration, so I wouldn't do that. RPGs have had this problem for a long time. The theory is of course that when there's somewhere out-of-the-way to explore, you get something cool to reward your exploration. And having something there is probably better than exploring and finding nothing. But it also means now you have to explore every boring side-passage because you might miss something cool.
Image credit: Possibly Adrian Chmielarz. Solution: I've added a radar mini-map so you can automatically know there's something out there from a good distance. I don't think I'd add a radar in melee mode/multiplayer because having a radar map would remove a player's ability to surprise the enemy. But in singleplayer I think it'll be fine.
Enemy units and yellow crosses, non-threatening objects that contain scrap are blue squares. Trying to think of the colour-blind in these design choices.
[ 2016-07-24 08:08:42 CET ] [ Original post ]
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:
Issue: A need for cover in the early game
In Gauntlet you start with a small and cheap vehicle, and I found that you'd end up shooting a machine-gun turret with a machine-gun and it lacked much room for strategy. You can sneak up to some extent but often you crest a hill or something and you both have line-of-sight and you might as well shoot or get shot. I can beat the levels easily enough but I've been playing Scraps for years - you shouldn't have to take x amount of damage every time. Solution: I'm just going to add some taller barriers around the place basically, so there'll be more opportunities to approach from a strategic angle.
Issue: Searching for that last crate
You want to shoot crates to collect scrap, and if crates might be out in the wilderness somewhere, you're going to want to scour the wilderness to make sure you find them all. I knew that would be a bit of a chore, so I made most things spawn along the road that goes through every Gauntlet level. But it doesn't fix the problem because there's still some chance that things will spawn out in the middle of nowhere, so you end up going looking anyway. And removing that chance entirely would mean no reward ever for exploration, so I wouldn't do that. RPGs have had this problem for a long time. The theory is of course that when there's somewhere out-of-the-way to explore, you get something cool to reward your exploration. And having something there is probably better than exploring and finding nothing. But it also means now you have to explore every boring side-passage because you might miss something cool.
Image credit: Possibly Adrian Chmielarz. Solution: I've added a radar mini-map so you can automatically know there's something out there from a good distance. I don't think I'd add a radar in melee mode/multiplayer because having a radar map would remove a player's ability to surprise the enemy. But in singleplayer I think it'll be fine.
Enemy units and yellow crosses, non-threatening objects that contain scrap are blue squares. Trying to think of the colour-blind in these design choices.
Scraps: Modular Vehicle Combat
Moment Studio
Moment Studio
2020-12-18
Action Indie Singleplayer Multiplayer
Game News Posts 61
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(156 reviews)
http://www.scrapsgame.com
https://store.steampowered.com/app/350150 
The Game includes VR Support
Scraps Linux [960.68 M]
Scraps: Modular Vehicle Combat is a vehicle combat game where you build your vehicle from parts, and where success lies just as much in designing a well-crafted vehicle as in your combat skills. Design from the chassis up, then pit your creation against humans or AI in a combat arena. When you take out other players, scavenge from their wreckage to repair or upgrade your own vehicle in-game.
Scraps lets you create a vehicle that’s great or a vehicle that sucks. Maybe your vehicle falls over when it corners or doesn't have enough power to fire its weapons – that’s okay. Maybe it doesn't need an engine because it moves by firing its cannons backwards. You decide what you drive.
Your design choices aren't just cosmetic - they're truly functional and at the very least affect the weight and balance of your vehicle. Battle in single-player against the AI, on LAN, or over the Internet. Easily host your own LAN or Internet games. Using the Scraps demo version, your friends can join a LAN game even if they don't own the full game.
The only complete language at this time is English, but partial in-game translations are selectable for Russian, Danish, Dutch, Norwegian, Romanian, French, and Swedish.
Scraps lets you create a vehicle that’s great or a vehicle that sucks. Maybe your vehicle falls over when it corners or doesn't have enough power to fire its weapons – that’s okay. Maybe it doesn't need an engine because it moves by firing its cannons backwards. You decide what you drive.
Your design choices aren't just cosmetic - they're truly functional and at the very least affect the weight and balance of your vehicle. Battle in single-player against the AI, on LAN, or over the Internet. Easily host your own LAN or Internet games. Using the Scraps demo version, your friends can join a LAN game even if they don't own the full game.
language Note:
The only complete language at this time is English, but partial in-game translations are selectable for Russian, Danish, Dutch, Norwegian, Romanian, French, and Swedish.MINIMAL SETUP
- OS: Tested on UbuntuGraphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.Network: Broadband Internet connectionStorage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
- Graphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
- OS: Tested on UbuntuGraphics: Radeon HD 5750 / Radeon HD 6750MNetwork: Broadband Internet connectionStorage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
- Graphics: Radeon HD 5750 / Radeon HD 6750MNetwork: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
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