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Gauntlet mode in development: Level building
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Hopefully that's now every feature it needs. I'll really try to stick to that because I know in gamedev it's all too easy to get stuck working on the "engine" forever and never actually make the game. I also think the level gen is all working correctly now (it's a pretty serious probability-processing machine at this point), it just needs some adjustments. I added some giant arrows in the sky for myself in the Unity editor so I actually remember which way is the world's forward direction...
Oh and I modelled some of those "taller barriers" that I mentioned were needed last time.
Bold = currently working on.
[ 2016-07-30 22:38:26 CET ] [ Original post ]
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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Hopefully that's now every feature it needs. I'll really try to stick to that because I know in gamedev it's all too easy to get stuck working on the "engine" forever and never actually make the game. I also think the level gen is all working correctly now (it's a pretty serious probability-processing machine at this point), it just needs some adjustments. I added some giant arrows in the sky for myself in the Unity editor so I actually remember which way is the world's forward direction...
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Oh and I modelled some of those "taller barriers" that I mentioned were needed last time.
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Gauntlet mode release TODO status:
Bold = currently working on.
- Finish up the level generation system - All features now in. Some adjustments still to do.
- Populate the three maps with lots more content for the level generator to choose from - Working on map 1.
- Finish up the desert and snow terrains
- Write the framework around the new mode – handling game start, game end, scoring etc
- Make some more vehicles for the AI to use
- Add leaderboards? Or initial release might just give you a local score, and add online leaderboards later
[ 2016-07-30 22:38:26 CET ] [ Original post ]
Scraps: Modular Vehicle Combat
Moment Studio
Developer
Moment Studio
Publisher
2020-12-18
Release
Game News Posts:
61
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(156 reviews)
The Game includes VR Support
Public Linux Depots:
- 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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