Final Preparations [Scrapmageddon Devlog #9]
DISCLAIMER: All Scrapmageddon images are W.I.P. and heavily subject to change, NOT representative of the final product.
It is 4 weeks, or 28 days, or 672 hours, or for you XDSoRandoms out there, about 2,926,264.32 microfortnights until the launch of the Scrapmageddon demo. Am I feeling the pressure? Yes. Are things still lining up for release? Is a year 365 days long? (technically)
Rest assured I'm doing everything in my power to finish up for the demo launch in time, the trimming is done and my scope is well defined, just a few more bugs to squash and environmental objects to model and everything will be in place. One mantra I've been trying to stick to (and this harkens back to the very first Scrapmageddon devlog) is
Perfect is the enemy of good
There are many things "wrong" with Scrapmageddon right now. The inventory is a terrifying unoptimized mess. The equipment system is pretty much impossible to work with because the code is so restrictive. The AI doesn't follow half the instructions I give them. Switching your gun while reloading will eat your ammo. There's a cube that's been floating in the sky for god knows how long looming over me and judging my every action with his all-seeing eye. And it's all okay, because it works.
If every game developer tried to make everything perfect the first time around, we'd have no games. Art is never truly finished. Don't get me wrong, the second the demo launches I'm throwing all the code for the inventory straight into the Deconstructor, but for now? It'll work, and that's all that matters for the demo.
Aside from that, let's go over a typical day in Scrapmageddon to get a feel for the day-to-day gameplay loop (did I do this already?).
Before setting out from your cabin in this wubbulous wasteland, you might decide to cook yourself a meal. So you whip up a succulent Scout tail soup and pack some wolfberries in your bag to snack on later in the day. Feeling well-fed, you head off to gather some scrap to build up your defenses. You decide some turrets might come in handy, so you look for an auto repair shop to grab some gears. On the outskirts of Desolation Ridge you find Sal's Auto Shop still in a surprisingly decent condition. After looking around a bit, you find a couple scattered gears, and an old floor jack you stick in your bag. Feeling a little heavy now, you go back home to get the turrets built before nighttime. With the turrets built now, you realize you're only a couple resources away from being able to upgrade your wall to the next tier. The sun is getting a little low, but surely you have enough time to go into town and back? Wasting no time, you run straight towards Gritty Gorge to grab some metal components. Finally arriving at your destination, you find some rebar and sheet metal and quickly gather it up before searching a rundown factory. As you're filling your bag with goodies, suddenly you hear the siren blaring. How long have you been out? You make your way to the exit and start sprinting, but just as you turn the corner, a pack of Scouts appears and howl at you. You quickly whip out your scrap revolver and start frantically blasting in their general direction. Good thing you packed some ammo (you DID pack ammo, right..?). With the immediate threat eliminated, you make it home JUST in time to craft some ammo and upgrade your wall. Whatever they send, you're ready for, you think to yourself, just as it starts raining. But wait a second, is this rain... red..?
I can't wait to see what you all think of the game at the end of the month.
Thanks for reading, see you all in the next one
- BlueJay
Get Scrapmageddon [DEMO] v0.1
Scrapmageddon [DEMO] v0.1
Play as a mechanic in an apocalyptic desert, scrapping cars to defend against the horrors of this once familiar planet.
Status | In development |
Author | BlueJay |
Genre | Action, Adventure, Survival |
Tags | Action-Adventure, Aliens, First-Person, Horror, Post-apocalyptic |
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- SCRAPMAGEDDON HAS ARRIVED [Scrapmageddon Devlog #10]82 days ago
- Don't Call it a Comeback [Scrapmageddon Devlog #8]Jul 07, 2024
- Tricky Texturing [Scrapmageddon Devlog #7]May 18, 2024
- Blood in the Water [Scrapmageddon Devlog #6]May 11, 2024
- Tedious Topology [Scrapmageddon Devlog #5]May 05, 2024
- The Road to DEMO [Scrapmageddon Devlog #4]Apr 27, 2024
- Putting the Scrap in Scrapmageddon [Scrapmageddon Devlog #3]Apr 20, 2024
- A Peek at the ARSEnal [Scrapmageddon Devlog #2]Apr 13, 2024
- Simple Problems: Simple Solutions [Scrapmageddon Devlog #1]Apr 06, 2024
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