Scraps 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, your friends can join a LAN game even if they don't own the full game.
Currently in development for PC, Mac and Linux.
I've added a new map called RiverRift to the game. It's got jumps as shortcuts, water, and a big rift in the ground that you can shove vehicles in to destroy them.
Skidmarks are finally back (see my post here for a technical writeup on the skidmarks effect).
And leaderboards now show whether other players have their vehicles currently in-game.
Icons are a vehicle on terrain for in-game, a spanner & hammer for build screen, and a dash for no vehicle. I've also adjusted vehicle speeds a little: Very light vehicles will be a little slower, but heavier vehicles will generally be a bit faster now with the same engine configuration. Mass in general had a little too much effect on speed.
The first time I made the change I set the multiplier too high. Actually so high the frame optimisation ruined this gif I tried to make of it:
You'll also find a little more wreckage drops in general, due to a change of calculation for drop amount from reliant parts (when a part is destroyed that has other parts that are reliant on it for their connection to the vehicle).
2015-11 - 0.5.2.11
- New engine power calc. Very light vehicles are now a little slower, but heavy vehicles are significantly faster.
- Vehicles with a high centre of mass are a bit less prone to tipping over.
- Better wreckage spawn calculation; reliant parts get sorted by cost.
- Fixed SFX volume, which was no longer affecting all sounds.
- Better collision damage calculation in some cases.
2015-11 - 0.5.2.10
- ## New Map - RiverRift.
- ## Skidmarks make a triumphant return, now without the ridiculous garbage generation.
- Minor work on existing terrain FX.
- Improved game camera obstacle avoidance.
- Added icons to leaderboards to show player's vehicle state (none/in-game/building).
A little driving tour of the new map:
Scraps update with automated rebuilding on evac and easier wreckage collection.
This Scraps update adds the Large Chassis, three new weapon variants, a bunch of game performance work, and various small stuff.
It's been a couple of weeks since the last update so I'd like to show what's going on, even though there's about a week remaining until the next update...
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