Gauntlet mode: Game flow from menu to end
– [strike] Get local games fully working[/strike] – [strike] Object for holding game state in Gauntlet mode[/strike] – [strike] Auto-repair system + vehicle swap ability[/strike] – [strike] Gauntlet game flow from menu to end[/strike] – Score system – Level generation tweaks – Update scrap drop system – Item unlock system – Update How To Play screens – Test and balance gameplay – Music?
Most game development starts with the developer testing things by dropping directly into a level. No menus, no options, no worries about setup or unloading things on quit. But eventualy you've gotta make it playable for the masses. I've posted enough boring flow charts already recently but in Gauntlet the player goes from the main menu, selecting Gauntlet mode, to a vehicle select (or build) screen, to Gauntlet World 1-1. Then they either die, taking them to an end game score screen, or they make it to the evac point, getting them some free repair time, and then time to spend the scrap they've collected. Then they drop into Gauntlet World 1-2. And so on. I'm not happy with the look of my end-of-Gauntlet score screen (it's so boring) but it's got what it needs in it:
The scores are fake for now - that's the next task on the list. High scores are likely to be local only for the initial release of Gauntlet mode but barring any serious issues I intend to add worldwide leaderboards later.
Soon after I started to code in the actual flow through a game of Gauntlet, I came across a loading time issue. Gauntlet maps give the player a random chunk of a much bigger map to play through, with semi-random content spawned on it. I knew that loading the map with all the possible content and then deleting what I didn't need would be terrible for loading times, so I'd already written a system for packing the map's content into data and only spawning in what was wanted. I hoped that would be enough. It wasn't. The map's terrain and extra static content still had to load in and loading times into a Gauntlet level were around 15 seconds. So I went on a bit of a mission to reduce it.
I also did a couple of extra things that'll make it into the inevitable Gauntlet release eventually. These took way less time than the game flow code but look a lot more interesting in a blog post. Actual light cast by weapon muzzle flashes. Shown here in an artifically dark scene to make them more obvious:
Extra FX on plasma weapons. The side-ejected plasma FX were already there but plasma weapons didn't have a muzzle flash which was kind of weird. Now a burst of plasma residue comes out the front as well, along with the actual projectile:
[ 2017-08-23 11:04:09 CET ] [ Original post ]
Gauntlet tasks to do before initial release
– [strike] Get local games fully working[/strike] – [strike] Object for holding game state in Gauntlet mode[/strike] – [strike] Auto-repair system + vehicle swap ability[/strike] – [strike] Gauntlet game flow from menu to end[/strike] – Score system – Level generation tweaks – Update scrap drop system – Item unlock system – Update How To Play screens – Test and balance gameplay – Music?
Gauntlet game mode flow
Most game development starts with the developer testing things by dropping directly into a level. No menus, no options, no worries about setup or unloading things on quit. But eventualy you've gotta make it playable for the masses. I've posted enough boring flow charts already recently but in Gauntlet the player goes from the main menu, selecting Gauntlet mode, to a vehicle select (or build) screen, to Gauntlet World 1-1. Then they either die, taking them to an end game score screen, or they make it to the evac point, getting them some free repair time, and then time to spend the scrap they've collected. Then they drop into Gauntlet World 1-2. And so on. I'm not happy with the look of my end-of-Gauntlet score screen (it's so boring) but it's got what it needs in it:
The scores are fake for now - that's the next task on the list. High scores are likely to be local only for the initial release of Gauntlet mode but barring any serious issues I intend to add worldwide leaderboards later.
Loading time saga
Soon after I started to code in the actual flow through a game of Gauntlet, I came across a loading time issue. Gauntlet maps give the player a random chunk of a much bigger map to play through, with semi-random content spawned on it. I knew that loading the map with all the possible content and then deleting what I didn't need would be terrible for loading times, so I'd already written a system for packing the map's content into data and only spawning in what was wanted. I hoped that would be enough. It wasn't. The map's terrain and extra static content still had to load in and loading times into a Gauntlet level were around 15 seconds. So I went on a bit of a mission to reduce it.
- Removed level walls that were only there for editor use. Now it was 12 seconds.
- Reduced detail on the walls that are generated when the level starts. Now 8 seconds.
- Wrote a packer to pack all the remaining terrains and static content in the level and only spawn in what's needed. Now 5 seconds.
Extras
I also did a couple of extra things that'll make it into the inevitable Gauntlet release eventually. These took way less time than the game flow code but look a lot more interesting in a blog post. Actual light cast by weapon muzzle flashes. Shown here in an artifically dark scene to make them more obvious:
Extra FX on plasma weapons. The side-ejected plasma FX were already there but plasma weapons didn't have a muzzle flash which was kind of weird. Now a burst of plasma residue comes out the front as well, along with the actual projectile:
Gauntlet mode: Game flow from menu to end
[strike] Get local games fully working[/strike] [strike] Object for holding game state in Gauntlet mode[/strike] [strike] Auto-repair system + vehicle swap ability[/strike] [strike] Gauntlet game flow from menu to end[/strike] Score system Level generation tweaks Update scrap drop system Item unlock system Update How To Play screens Test and balance gameplay Music?
Most game development starts with the developer testing things by dropping directly into a level. No menus, no options, no worries about setup or unloading things on quit. But eventualy you've gotta make it playable for the masses. I've posted enough boring flow charts already recently but in Gauntlet the player goes from the main menu, selecting Gauntlet mode, to a vehicle select (or build) screen, to Gauntlet World 1-1. Then they either die, taking them to an end game score screen, or they make it to the evac point, getting them some free repair time, and then time to spend the scrap they've collected. Then they drop into Gauntlet World 1-2. And so on. I'm not happy with the look of my end-of-Gauntlet score screen (it's so boring) but it's got what it needs in it:
The scores are fake for now - that's the next task on the list. High scores are likely to be local only for the initial release of Gauntlet mode but barring any serious issues I intend to add worldwide leaderboards later.
Soon after I started to code in the actual flow through a game of Gauntlet, I came across a loading time issue. Gauntlet maps give the player a random chunk of a much bigger map to play through, with semi-random content spawned on it. I knew that loading the map with all the possible content and then deleting what I didn't need would be terrible for loading times, so I'd already written a system for packing the map's content into data and only spawning in what was wanted. I hoped that would be enough. It wasn't. The map's terrain and extra static content still had to load in and loading times into a Gauntlet level were around 15 seconds. So I went on a bit of a mission to reduce it.
I also did a couple of extra things that'll make it into the inevitable Gauntlet release eventually. These took way less time than the game flow code but look a lot more interesting in a blog post. Actual light cast by weapon muzzle flashes. Shown here in an artifically dark scene to make them more obvious:
Extra FX on plasma weapons. The side-ejected plasma FX were already there but plasma weapons didn't have a muzzle flash which was kind of weird. Now a burst of plasma residue comes out the front as well, along with the actual projectile:
[ 2017-08-23 11:04:09 CET ] [ Original post ]
Gauntlet tasks to do before initial release
[strike] Get local games fully working[/strike] [strike] Object for holding game state in Gauntlet mode[/strike] [strike] Auto-repair system + vehicle swap ability[/strike] [strike] Gauntlet game flow from menu to end[/strike] Score system Level generation tweaks Update scrap drop system Item unlock system Update How To Play screens Test and balance gameplay Music?
Gauntlet game mode flow
Most game development starts with the developer testing things by dropping directly into a level. No menus, no options, no worries about setup or unloading things on quit. But eventualy you've gotta make it playable for the masses. I've posted enough boring flow charts already recently but in Gauntlet the player goes from the main menu, selecting Gauntlet mode, to a vehicle select (or build) screen, to Gauntlet World 1-1. Then they either die, taking them to an end game score screen, or they make it to the evac point, getting them some free repair time, and then time to spend the scrap they've collected. Then they drop into Gauntlet World 1-2. And so on. I'm not happy with the look of my end-of-Gauntlet score screen (it's so boring) but it's got what it needs in it:
The scores are fake for now - that's the next task on the list. High scores are likely to be local only for the initial release of Gauntlet mode but barring any serious issues I intend to add worldwide leaderboards later.
Loading time saga
Soon after I started to code in the actual flow through a game of Gauntlet, I came across a loading time issue. Gauntlet maps give the player a random chunk of a much bigger map to play through, with semi-random content spawned on it. I knew that loading the map with all the possible content and then deleting what I didn't need would be terrible for loading times, so I'd already written a system for packing the map's content into data and only spawning in what was wanted. I hoped that would be enough. It wasn't. The map's terrain and extra static content still had to load in and loading times into a Gauntlet level were around 15 seconds. So I went on a bit of a mission to reduce it.
- Removed level walls that were only there for editor use. Now it was 12 seconds.
- Reduced detail on the walls that are generated when the level starts. Now 8 seconds.
- Wrote a packer to pack all the remaining terrains and static content in the level and only spawn in what's needed. Now 5 seconds.
Extras
I also did a couple of extra things that'll make it into the inevitable Gauntlet release eventually. These took way less time than the game flow code but look a lot more interesting in a blog post. Actual light cast by weapon muzzle flashes. Shown here in an artifically dark scene to make them more obvious:
Extra FX on plasma weapons. The side-ejected plasma FX were already there but plasma weapons didn't have a muzzle flash which was kind of weird. Now a burst of plasma residue comes out the front as well, along with the actual projectile:
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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