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. It’s about competitive creativity, and having fun while making horrible design decisions.
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. You decide what you drive. When you take out other players, you can scavenge from the wreckage too, and use it to repair or upgrade your own vehicle.
Currently in development for PC, Mac and Linux. Check out www.scrapsgame.com.
At the end of that post I was working on a script that would automatically split my terrain into layers based on slope, so I could hopefully then assign those as different layers in a NavMesh. I finished that script and it actually turned out quite nice.
Now from that, I could finally generate a nice layered NavMesh in unity:
Slow vehicles can stick to the blue area, more powerful vehicles can include the purplish area in their path calculations, and almost everything is covered by NavMesh so targets outside both areas can still be pathed to. Basically what I wanted last week but couldn't quite get. Static obstacles still have gaps around them but that's not a big deal. It's almost too good to be true...
So of course it is. As soon as I try to calculate a path with it, Unity crashes! Is there no end to these sisyphean trials? It seems like the extra detail generated from the layer joins is just too much for Unity to handle (although I notice that the actual path calculation, when it occasionally works instead of crashing, is still very very fast. So er, C+ for effort Unity).
A couple of people mentioned the A* Pathfinding Project as an alternative option after my last post, which I'd seen before but not really looked into. It seemed like an opportune time to give that a look.
In summary it basically looks good. It gets around some limitations in Unity's built-in system by allowing 3D model meshes to be used directly as navmeshes (Unity only allows generating navmeshes based on meshes), and not crashing when you use it is a nice bonus. But its interface and API is quite different to the built-in Unity one and it'd require a bit of time to convert things over - and this whole process has already been way too time-consuming!
So I simplified the Unity NavMesh to a point where it has as much coverage as possible while not crashing.
Sometimes it's all about knowing when to stop and move on.
Latest tweets from @nition
Scraps news post: Game Progression T.co
1hour 45mins ago
@thehostguys Thanks, but I'm OK for now. :)
3hours 10mins ago
Apparently the Scraps website is down for maintenance (serves me right for using cheap Bluehost hosting really) so update will be tomorrow.
12hours 58mins ago
@notch Is that the VVIP Table for Very Very Important Persons or the WIP table that's a Work In Progress?
22hours 53mins ago
Like, it seems probably 1/4 of comments are complaining even with rewards all fulfilled and the game reviewing at ~90%.
Mar 26 2015, 10:43pm
Can't believe the amount of negativity on the (totally successful!) Project Eternity Kickstarter release post. T.co
Mar 26 2015, 10:40pm
Mar 26 2015, 9:44pm
@AnthonyYakovlev I've replied in the thread - Don't think it'll work for my crazy project, but at least it looks viable for others.
Mar 26 2015, 5:53pm
@AnthonyYakovlev Thanks! That EasySuspension project is nice.
Mar 26 2015, 3:46pm