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Raft Announcement

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Hey Mechanics!

We have a very special announcement for you today! We’re delighted to reveal that Axolot Games will be publishing popular survival game Raft, coming to Steam Early Access in 2018!



If you’re not one of the many, many players who’ve experienced Raft already via itch.io, allow us to explain: Raft is a unique survival game in which players are thrown in the middle of a treacherous ocean with only a simple raft protecting you from the dangers of the sea! Playing alone or with friends, players must gather debris, scavenge reefs and grow crops to survive and build their own floating home. Oh, and be wary of the man-eating sharks!

Check out the latest trailer for Raft here!
https://www.youtube.com/watch?v=BQIRQGiYUlM

Our relationship with Raft creators Redbeet Interactive began a few months ago when they invited us to fly over to their studio in Gotland, a small island outside of Stockholm. We were really impressed with their passion and vision for Raft and the two teams quickly developed a strong friendship. After all, we both love making survival games with building mechanics!

It soon made a lot of sense to become partners and invest in Redbeet Interactive, which we believe will ensure that players get to see the full Raft experience come to life, with all of the exciting features and ideas they have planned for the game fully realized.

Of course, it’s important to emphasize that because Raft and Scrap Mechanic are being worked on two separate teams, this partnership and exchange of ideas will only strengthen both games as we continue to work hard on bringing Survival Mode to Scrap Mechanic!

Finally, to celebrate today’s announcement we have a few goodies for players of both games! Scrap Mechanic players will receive the Raft Shark Mount (careful… it can bite), while RAFT players can look forward to receiving the Scrap Mechanic Duckie to proudly decorate their floating home… if they manage to catch him!



Make sure to follow all the latest Raft devblogs at www.axolotgames.com

We also managed to sneak in a few fixes for Scrap Mechanic in this update.
Here is the full update list!
  • Added Raft Shark Mount.
  • Fixed an error with things on bearings etc when merging static bodies.
  • World corruption fix.

See you soon mechanics!

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Update 0.2.11 Test! (Updated)

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(Updated November 7)
  • Inventory searching happens instantly, no need to press Enter.
  • Improved inventory search performance.
  • Fixed lag when scrolling in the hotbar.
  • The sensor only forces color selection the first time it is put into the color mode.
Hi Mechanics!
We are back!
This time with a test for our upcoming update.
We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.

This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool.
We got a lot of mechanics asking us for this feature. Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.

Another very requested feature is a search bar in the inventory.
Very useful if you have a lot of mods installed. It’s now also added to the test.

Lastly, we also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.

The final version of this update will also come with a few new building parts. They are not included in this test.

We would love to hear how you find these new improvements.

Here is how you access the test!


Here is the full update list:
  • Added color detection to the sensor.
  • Improved the sensor so it’s more accurate.
  • Added a search bar to the inventory.
  • Made a big fps improvement when walking on big creations.

We will be back soon with more survival mode news!

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Update 0.2.11 is here!

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Hi Mechanics!

We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.

This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool.
Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.

Another very requested feature is a search bar in the inventory.
Very useful if you have a lot of mods installed. During the test, a lot of you reached out asking if we can make the search instant so you don’t have to press enter on every search. This is now implemented and works great.
Please keep in mind that items also now have keywords that can be searched as well to get a specific set or mod.

We also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.

Finally! we also added a new maintenance ship block and 8 new parts that can be great for decorating your creations. One of them is the Maintenance Ship Door that can come in handy when building houses and other entrances.

Here is the full update list:
  • Added color detection to the sensor.
  • Improved the sensor so it’s more accurate.
  • Added a search bar to the inventory.
  • The search bar in the inventory and blueprint menu can be selected with Ctrl + F.
  • Made a big fps improvement when walking on big creations.
  • Added the maintenance ship block.
  • Added 8 new parts. Maintenance Ship Door, Exit Sign, Tower Pole,
    Tower Pole Top, Satellite Dish, Satellite Reflector Dish, Antenna,
    Reflector Antenna.
  • Fixed an issue where the big Plateau tile did not generate in new worlds.

We are also preparing a new devblog. Our goal is to make these more frequent from now. We have picked some new things that we will share with you soon.

Stay tuned mechanics!

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Devblog 13 is here!

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Greetings Mechanics!

It’s been a little while since we last parked our construction diggers to publish a dev blog, but we intend to step things up a gear in future starting with this, the first in a revamped and polution-free series of updates, intended to keep you even more up to date with developments and community trends in the world of Scrap Mechanic!
Today’s update includes exciting new details on Survival Mode, reworked guns and how terrain will work in future versions. Read on for the details – and thanks for playing!





-Enter the Scrapyard
Say hello to the massive Scrapyard biome we’ve been building for Survival Mode!
Once the largest farming settlement on the entire planet, the Scrapyard has since been choked by untold tons of scrap and garbage that has accumulated. With enormous bots pushing rubble around and stacking scrap in sky high pillars of junk, the Scrapyard will be a great place for scavenging parts and resources. But be alert… It’s also not very safe!




-Adjust Your Arsenal
In our last dev blog we showed off the Spud Gun for the very first time. Since then we’ve had a ton of great feedback from the community, including many requests for our latest firepower feature; modular weapons!
We’re happy to confirm that the team is currently reworking spud guns so that players can personalize and improve them from many different parts (see a few below!) We are also tweaking the trajectory of potatoes based on your feedback. Should they have a range limit? How much falloff should they have? Let us know what you think in the comments!




-Survival mode terrain
The next in-development tech is something we’re especially excited to share: randomly generated terrain for Survival Mode!
In Survival Mode, the entire terrain will be built from tiles made in our terrain editor, similar to Creative Mode. However, we’ve improved the system further to give more shape and curve to tiles, which we hope will give Survival a much more epic feel, with rolling and natural-looking environments.
Thanks to randomly generated terrain, in Survival Mode players will explore beautiful worlds unique to their experience. We can’t wait for you to explore them yourself!
Keep in mind that this is just a tech demo and not how the actual final terrain will look. It will have a lot more variation and cool places to explore.



-Tile Styles
Recently we had to take a short break from working on the game’s Terrain Editor, but we’re happy to confirm that the team is back to work on a new version that you mechanics will be able to use to create your own world tiles!
When the new Terrain Editor is released, players will be able to place trees, rocks, roads and shape the ground itself! We’re also planning to include a feature that will allow you to select placement of your tiles when you start a new world. Finally, mechanics will be able to share their world tiles via Steam Workshop. We hope to have all of these features out in time for the new year!


-LODs Better
In visual spit ‘n’ polish news, we finally got around to improving our level of detail system to make it run a lot smoother. In the current game you might have noticed that trees and rocks can pop as you get closer to them - this is because more detailed models are getting spawned in. In future versions, we’ve made the transition between models nearly unnoticeable, making walking and driving a much nicer experience. 
 


-Tee-riffic
Finally, it’s always a pleasure to share some of the outfits our digital tailors have been busily sowing together. This one is the new golfer outfit: very fitting for when you and your friends are swinging sledgehammers at loose objects.  


-So, Survival Mode… When?
The Scrap Mechanic team is working tirelessly to deliver a game mode that lives up to our quality standards – and your expectations! Until we’re able to hit those goals, we appreciate the patience and support of the community. It will be worth it in the end!
Because the game is built using our own game engine, it means we have to work a little bit harder to get the features we want working in-game, compared to a pre-made engine which comes with functions already in place. However, this also means we have full control over everything we do, which is very important for a complex game like Scrap Mechanic. We are able to build a lot of complex and unique functions that we believe fans will really appreciate. Survival Mode, for example, will be fully moddable, on top of the deep physics and multiplayer elements you can already see at work today.

We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come. Thanks for your support mechanics!

Until next time! Keep on scrapping!

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Update 0.2.12 Test!

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Hi Mechanics

As some of you following us on Twitter might have noticed, we are currently working on a World Builder and a Tile Builder. These builders will give you all the awesome tools you need to create and share worlds via Steam Workshop. In preparation for this update we will start doing a few tests on the test branch.
We are starting out with some necessary fixes like faster texture loading as well as improved frame rate when loading creations from the lift. We even added 3 new terrain tiles made in the Tile Builder.

Here is the full update list.
  • Added better and smoother lods.
  • Added 3 new world tiles to creative mode.
  • Faster texture loading.
  • Better texture quality.
  • Faster terrain loading.
  • Less lag when loading creations from the lift.

As always! We would be happy if you can help us test it out and let us know if
everything works well. We have made a lot of changes to our game engine as well so this test build can be a little unstable.

When you enter a world in this test, you will no longer be able to open the world outside of the test branch. So please don't test this update in your favorite worlds.

Here is how you access the test!


We hope to add the World Builder and the Tile Builder to the test branch soon.
Time for us to get back to work! Stay tuned Mechanics!

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World Builder Update 0.2.12 is here!

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Hi Mechanics!

We are happy to let you know that the world builder is finished and added to the game!
You can now place world tiles in any order that you want to create your own unique world layouts. Perfect for creating race tracks and obstacles for your creations. The World Builder will be even more useful once we add the Tile Builder that lets you make your own tiles.
We are also excited to let you know that both of these builders will work with survival mode in the future!

We were originally planning to release the World Builder together with the Tile Builder. But unfortunately, we need to hold on to it a little longer. We still want to give it some extra love. So expect the Tile Builder to come out at the end of January next year!

Here are the update notes:
  • Added the World Builder.
  • Fixed an issue with Intel graphics card that added a blue border around menus.
  • Added better and smoother lods.
  • Added 8 new world tiles to creative mode, 5 of them road tiles.
  • Better texture quality.
  • Improved texture loading.
  • Shorter loading times.
  • Less lag when loading creations on the lift.
For modders
To generate cache in the new improved format, simply open the mod tool and press "Upload Mod" again. The mods will continue to work, this will just save some loading time for your subscribers.


We would also like to take this opportunity and thank all of you mechanics
for all the amazing support in 2017. All the awesome creativity we see from the Scrap Mechanic community keeps us really motivated to put our heart into the work that we do. So from us here at the Scrap Mechanic HQ, a big thank you. 2018 will be an incredible year for Scrap Mechanic players!
Load your Spud guns!

See you in 2018!

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If you are are having trouble with this update, version 0.2.11 is still available if you click properties on the game and click betas. Just like you select the test branch. Make sure to send us the crash report.

Patch 0.2.12b

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Hi Mechanics!
Some players are having trouble playing the new world builder update. This patch should fix issues that affected certain computer setups. Often occurring on computers with AMD Radeon R3, R5 and R7 graphics and also computers running Window 7.

Here are the update notes:
  • Fixed a crash that occurred for some graphics cards.
  • Fixed a crash that occurred at startup on some computers.

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Tile Builder Update 0.2.13 Test! (Updated January 30)

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(Updated January 30)
  • Set a limit to how much the ground can be lowered in the tile builder.
  • Fixed a bug that prevented some players from saving their tiles.
  • Fixed a crash that happened when a tile didn't save.
  • Fixed an issue where lights sometimes rendered incorrectly.
  • Fixed other crash issues.

(Updated January 26)
  • Added race tracks to the tile builder so players can make own racecourses and stunt tracks.
  • Fixed a bug where the save game menu where it didn’t want to close.
  • Fixed various bugs.



Hi Mechanics
We are really stoked to finally release the Tile Editor for player testing. It’s on the test branch now!

The test version has all the tools you need to make your own worlds and share them with other mechanics on Steam Workshop. We can’t wait to see what kind of worlds and crazy stunt tracks you will create!



We also plan to recommend some of the most impressive tiles to our community in time for the editor’s full release, so if you make something you feel particularly proud of during the test period, please tweet us a workshop link before the 29th!

Here is how you access the test branch:


As always we would love to read your feedback!

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World Editor Update 0.2.13

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Greetings Mechanics!
The Tile Builder is finally here! This powerful tool will allow you to create your own amazing worlds and share them with other Mechanics via Steam Workshop!

Need a specific world setup for your creations? Now you can make it. Want to challenge your friends on your own stunt course, now it’s possible. The Tile Builder opens up a ton of creative freedom for the community!

Check out the new Tile Builder trailer!
https://www.youtube.com/watch?v=feMVXA4JXYs
During the testing period we collected a ton of useful feedback from the community (thanks to all the Mechanics who helped us!), however it’s worth keeping in mind that Tile Builder is still at the early stages and we will continue to fine tuning things in the future.

The Tile Builder was originally a tool we needed when working on Survival Mode, but we soon realised it would make a great tool for the community to use as well.

There are already hundreds of impressive tiles on the Workshop made by our awesome community. Here are a few fun race tracks that we found!


Race track by marc
Download

DIRT TRACK GAMINGSKILL by Gamingskull -Juan-
Download


Race Track - Extra Large Tile by L4KI
Download

Here is the update list:
  • Added the Tile Builder
  • The controller and Piston issue is now fixed
  • Fixed a crash related to broken mods
  • Fixed various bugs

We hope you enjoy the Tile Builder. Now, back to work on Survival Mode and further improvements!

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Devblog 14 is here!

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Grettings Mechanics!

Hear that rumbling noise? Nope, the washing machine isn’t on the blink again, it’s an all-new, all-pulsating Scrap Mechanic Dev Blog – and it’s coming right for you!
First – putting this runaway train in to park for a moment - we’d like to commend the astonishing Mechanic community for what you’ve been up to with the recently-released World and Tile Editors. In such a short amount of time you’ve shared over 2,500 tiles on Steam Workshop, and most of them are a treat to look at.
While these editing tools took a demonstrable amount of time for us to put together (initially for the purpose of building the upcoming Survival World), you’ve proven that the extra time we took to ensure they were accessible for normal players was definitely worth it.
Oh, and before you ask: Survival Mode is coming along fine. A lot of progress has been made since our last update and the Scrap Mechanic development team has grown to match its pace. We have a new technical artist as well as a level designer who are hard at work putting the Survival World together!
Right, let’s flip this update into gear and deliver some more red-hot newsbits…






-Hold on to your Bots
Meet your new metal best mate, the all-new Craftbot! This mechanical critter will play a huge part in Survival Mode when it comes to crafting various parts and blocks.
The Craftbot is the latest child of our ever-evolving crafting system, which we’re determined to tweak until it’s as perfect as it can possibly be. That might mean some delays due to the sheer amount of original ideas we’re cramming into the bodywork, but we’d much rather experiment and fail than end up with something unremarkable in the final product.
Our crafting system will encourage building and creativity. It will make players feel like they are crafting all the parts from start to finish - No cutting corners with a basic loading bar and a simple hand gesture like some games do. As we mentioned before, the crafting must work well if the player wants to craft a single item or if it’s a crafting chain between different Craftbots and refineries. 
We usually avoid showing things without final graphics since it could give the wrong impression. But we are making an exception this time to show the code at work. Here’s a test with placeholder graphics in action:


This is a fully working craft chain that was built in the game. Next up we will be adding the models and animation so everything looks nice and neat. 

 



-Refinement
Together with the Craftbot we also want to give you a first look at the refinery that can go hand in hand with the steel sidekick.
In Survival Mode, players start their adventure by cutting down trees, collecting their loggy remains and then transporting them to a Refinery. The Refinery grinds down the resource materials in to lovely, perfect blocks that can either be stared at lustfully for fans of flawless, angular artefacts or even better, used for building or crafting other items to assist your fight for Survival.
The Refinery is pretty much done and just needs animation and some extra polish. 







-No Small Fry
In an earlier post we said we were pretty much done with the Spudgun, but then (ahem) suddenly, we changed our minds…
We’ve been thinking a lot about the Spud Gun and its place within Scrap Mechanic. Initially, our design was similar to what most shooters do with hitscan, however we’ve now decided to take it back to the garage for tweaking. We want to come up with something better, more creative and fun for players and modders alike. Something as fun to use as ‘Spudgun’ sounds.
The result is our own new projectile system that isn’t physics based, but within which projectiles can affect physics, and at the same time making sure spudding things over a network is as fair as spudding things over a network should be.
The great news is that the new system can be adjusted to different types of gun barrel attachments like shotgun and sniper and behave differently. Since you shoot rather large potatoes in Scrap Mechanic Survival Mode, we want players to see the traveling potato and also make sure that it behaves like one (we’ve spent a lot of time studying potatoes).
For example, if a Mechanic shoots straight up in the air, we want the potato to fall back down. We’ve also created conditions so that if the player shoots a moving object, it will give it a solid push. Both these features open a lot of interesting creative combat tactics. We even looked in to having the traveling potato trigger sensors. 
So, we hope you agree with our decision on reworking the shooting to something more solid and interesting even though these decision delays things a bit more.
Now that the Spudgun mechanics are mostly done except some minor tweaks, we’ve started working on the aim system and camera. Also, as you might have noticed, we have a new run animation that works with the Spudgun.
On the same note, check out our new French Fries shotgun barrel, complete with deep frier! That’s not a joke. Let us know if we’re going too crazy with these things…






-Farmbot AI
Thanks to the huge amount of gameplay possibilities available to players, developing AI for a game like ours requires programmers with very large brains – and even bigger schedules. And their first task in creating Farmbots with enough environmental nous to chase Mechanics through their creations.
The new AI is fully working now with an attack in place. Here’s a look at one of our tests where we use the mechanic model. But they will be replaced with farmbots once the new animations are added. It works surprisingly well. But there are still times where they get stuck in a corner or in a loop.
Oh, and while we’re on the subject of Farmbots, we have given them a needed graphical upgrade to fit the new visuals better.




-Terraining Day is Here
It’s never too late in the day to discuss terrain assets. Which is useful, because you’re about to see a jumbo-wheelbarrow-load of ‘em come your way.
Following on from modder support for adding custom blocks and parts, there are now a gazillion amazing parts available to download, all made by the Scrap Mechanic community.
Since we added world building to Scrap Mechanic we also wanted to support mods that added terrain assets to the tile editor. And guess what? We’re delighted to say that this will soon be possible via the next update.
We are guessing that the Scrap Mechanic world will never look the same again once modders start adding trees, train tracks and all manner of gubbins…

 


-Network Work
There’s a little known secret about Scrap Mechanic multiplayer (whisper it quietly): sometimes it can be a little bit wonky for players who are not hosting the game. Luckily, we attend to smash this issue with a well-placed hammer blow.
We are currently working on improvements to game networking and we’re looking forward to releasing this fix in advance of Survival Mode. That means a much smoother multiplayer experience without random teleportation or other such nastiness. Huzzah!



 

-Wardrobe Upgrade
Pretty new outfits sir? Premium stock? Right this way…
Over a long period we’ve been secretly tailoring a fashion show-worth of new outfits and customization options for Survival Mode. Finally, we feel like we have enough to give the community a myriad of ways to dress and personalize their mechanic.
Our awesome art team spent a lot of time texturing and polishing this last month to make the new updated wardrobe ready for implementation. We hope you agree these customization options really turned out amazing. Some will be more rare than others!
In addition, we picked up on redesigning the main menu for Survival to make it more fun and better looking, with extra room for character customization. We’ll unclassify some images as soon as we leave the wireframe stage.
… Oh, go on then.  We can’t do a devblog without showing at least one of our latest outfits, can we?
This is the Painter outfit.


 
-SURVIVAL MODE. WHEN.
We hear you. And we’re still working hard – promise!
We can’t stress enough that working on Survival is basically like working on Scrap Mechanic 2, a brand new game. Committing to a final release date is something very hard for us to do right now, since we’re determined to finetune and tweak everything to perfection, in addition to adding new options and features.
This is the way we want to work on Scrap Mechanic since it’s the direction that will guarantee a better Survival Mode for players in the end. We’re fully aware of Early Access games that rush features out and end up disappointing their players or stop updating, but rest assured, that is not going to be the case with Scrap Mechanic!
We are not going anywhere. But we are making a very technically complex game with physics and multiplayer and a lot of complicated functions in our own engine. We must make sure that everything is fun and working well. It’s also tricky to share our progress on the world sometimes without spoiling to much since there is a lot of exploration in survival. 
We hope this explains our philosophy on development. We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come.

Thanks for your support – and for playing!
We will be back soon! 

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Update 0.2.14 Test! (Updated March 16)

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(Updated March 16)
  • World Builder automatically downloads Terrain Assets when subscribing to tiles while the World Builder is open.
  • Minor GUI fixes in the Mod Tool.
  • Fixed broken inventory icons.

Hi Mechanics!

A new test is up on the test branch with an updated Mod Tool!
We have an exciting update on the way for all you mechanics that use a lot of custom parts made by our awesome community!
This time we are making it possible for modders to upload new terrain assets for the tile editor on the workshop. We are also working on asset pack that will come out for the full release of this update with some fun new terrain assets. This will allow players to build even more unique and amazing worlds.

  • Updated Mod Tool so it works with custom tile assets.
  • Fixed an issue where some parts of the physics terrain did not match the graphics.
  • Fixed an issue where multiple players could control the same character when sharing worlds.

Here is how you access the test!


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Update 0.2.14!

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Hi Mechanics!

Update 0.2.14 is finally here!
It’s a fun little update that allows modders to add terrain assets to the Tile Builder.
Together with this update, we made a mod called the Stunt Track Pack with some new crazy stunt tracks!


To download this and other terrain asset mods created by our awesome community go
HERE

Here is the update list:
  • Updated Mod Tool so it works with custom tile assets.
  • Fixed an issue where some parts of the physics terrain did not match the graphics.
  • Fixed an issue where multiple players could control the same character when sharing worlds.

We also want to take this chance to inform you on our next update plans.
We got a lot of requests from mechanics to add spudguns to creative mode.
This was not our plan originally since they where designed for Survival mode.
However, we always aim to make you mechanics happy so we have now decided to make them work in Creative mode. We aim to make something bigger with the spudgun update. The update will include spudguns, mountable spudguns, destructible block, new animations and improved network code. We will announce a release date for the Spudgun update as soon as possible on Twitter so make sure you follow us there.

We will be back soon!

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Update 0.2.11 is here!

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Hi Mechanics!

We’ve been focusing most of our time on survival lately but we finally got some time to add a few requested features and improvements. Thanks to our amazing community for always letting us know what you want to see in Scrap Mechanic.

This time we added a new feature to the sensor. The sensor can now be set to a color mode to detect colors from the Paint Tool.
Mechanics can now build cars that follow painted lines on the ground and other awesome things. On top of that, we also made the sensor much more accurate when detecting things.

Another very requested feature is a search bar in the inventory.
Very useful if you have a lot of mods installed. During the test, a lot of you reached out asking if we can make the search instant so you don’t have to press enter on every search. This is now implemented and works great.
Please keep in mind that items also now have keywords that can be searched as well to get a specific set or mod.

We also did some fps improvements when the player is walking on a big creation. Before the whole creation was collision detecting against the player but now it’s only the closest area the player is walking on that gets detected. This is a huge improvement from before and will really allow mechanics to make larger creations without having to cut them up in sections for better fps. We are really happy with this one.

Finally! we also added a new maintenance ship block and 8 new parts that can be great for decorating your creations. One of them is the Maintenance Ship Door that can come in handy when building houses and other entrances.

Here is the full update list:
  • Added color detection to the sensor.
  • Improved the sensor so it’s more accurate.
  • Added a search bar to the inventory.
  • The search bar in the inventory and blueprint menu can be selected with Ctrl + F.
  • Made a big fps improvement when walking on big creations.
  • Added the maintenance ship block.
  • Added 8 new parts. Maintenance Ship Door, Exit Sign, Tower Pole,
    Tower Pole Top, Satellite Dish, Satellite Reflector Dish, Antenna,
    Reflector Antenna.
  • Fixed an issue where the big Plateau tile did not generate in new worlds.

We are also preparing a new devblog. Our goal is to make these more frequent from now. We have picked some new things that we will share with you soon.

Stay tuned mechanics!

For all the latest news, follow us on
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Twitter

Devblog 13 is here!

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Greetings Mechanics!

It’s been a little while since we last parked our construction diggers to publish a dev blog, but we intend to step things up a gear in future starting with this, the first in a revamped and polution-free series of updates, intended to keep you even more up to date with developments and community trends in the world of Scrap Mechanic!
Today’s update includes exciting new details on Survival Mode, reworked guns and how terrain will work in future versions. Read on for the details – and thanks for playing!





-Enter the Scrapyard
Say hello to the massive Scrapyard biome we’ve been building for Survival Mode!
Once the largest farming settlement on the entire planet, the Scrapyard has since been choked by untold tons of scrap and garbage that has accumulated. With enormous bots pushing rubble around and stacking scrap in sky high pillars of junk, the Scrapyard will be a great place for scavenging parts and resources. But be alert… It’s also not very safe!




-Adjust Your Arsenal
In our last dev blog we showed off the Spud Gun for the very first time. Since then we’ve had a ton of great feedback from the community, including many requests for our latest firepower feature; modular weapons!
We’re happy to confirm that the team is currently reworking spud guns so that players can personalize and improve them from many different parts (see a few below!) We are also tweaking the trajectory of potatoes based on your feedback. Should they have a range limit? How much falloff should they have? Let us know what you think in the comments!




-Survival mode terrain
The next in-development tech is something we’re especially excited to share: randomly generated terrain for Survival Mode!
In Survival Mode, the entire terrain will be built from tiles made in our terrain editor, similar to Creative Mode. However, we’ve improved the system further to give more shape and curve to tiles, which we hope will give Survival a much more epic feel, with rolling and natural-looking environments.
Thanks to randomly generated terrain, in Survival Mode players will explore beautiful worlds unique to their experience. We can’t wait for you to explore them yourself!
Keep in mind that this is just a tech demo and not how the actual final terrain will look. It will have a lot more variation and cool places to explore.



-Tile Styles
Recently we had to take a short break from working on the game’s Terrain Editor, but we’re happy to confirm that the team is back to work on a new version that you mechanics will be able to use to create your own world tiles!
When the new Terrain Editor is released, players will be able to place trees, rocks, roads and shape the ground itself! We’re also planning to include a feature that will allow you to select placement of your tiles when you start a new world. Finally, mechanics will be able to share their world tiles via Steam Workshop. We hope to have all of these features out in time for the new year!


-LODs Better
In visual spit ‘n’ polish news, we finally got around to improving our level of detail system to make it run a lot smoother. In the current game you might have noticed that trees and rocks can pop as you get closer to them - this is because more detailed models are getting spawned in. In future versions, we’ve made the transition between models nearly unnoticeable, making walking and driving a much nicer experience. 
 


-Tee-riffic
Finally, it’s always a pleasure to share some of the outfits our digital tailors have been busily sowing together. This one is the new golfer outfit: very fitting for when you and your friends are swinging sledgehammers at loose objects.  


-So, Survival Mode… When?
The Scrap Mechanic team is working tirelessly to deliver a game mode that lives up to our quality standards – and your expectations! Until we’re able to hit those goals, we appreciate the patience and support of the community. It will be worth it in the end!
Because the game is built using our own game engine, it means we have to work a little bit harder to get the features we want working in-game, compared to a pre-made engine which comes with functions already in place. However, this also means we have full control over everything we do, which is very important for a complex game like Scrap Mechanic. We are able to build a lot of complex and unique functions that we believe fans will really appreciate. Survival Mode, for example, will be fully moddable, on top of the deep physics and multiplayer elements you can already see at work today.

We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come. Thanks for your support mechanics!

Until next time! Keep on scrapping!

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Update 0.2.12 Test! (Updated December 19)

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(Updated December 19)
We have improved the world builder and fixed some bugs. Unfortunately saves containing world builder terrains created earlier in the test no longer works. Sorry about that.
  • Added tile icons in world builder.
  • Added camera panning.
  • Added undo feature (Ctrl + Z).
  • Improved visualization.
  • Various interaction improvements.
  • Fixed a save file corruption that could occur in world builder terrains.
  • Fixed suspension and piston settings issue.

(Updated December 15)
In this update, we added a very early version of the world builder.
Please keep in mind that a lot of things are still missing.
But we already want to start testing it.
  • Added the world builder.

(Updated December 12)
  • Fixed a crash that occurred when the player exited the game while seated.
  • Fixed flickering on player nametags.
  • Fixed creation import visualization.

Hi Mechanics

As some of you following us on Twitter might have noticed, we are currently working on a World Builder and a Tile Builder. These builders will give you all the awesome tools you need to create and share worlds via Steam Workshop. In preparation for this update we will start doing a few tests on the test branch.
We are starting out with some necessary fixes like faster texture loading as well as improved frame rate when loading creations from the lift. We even added 3 new terrain tiles made in the Tile Builder.

Here is the full update list.
  • Added better and smoother lods.
  • Added 3 new world tiles to creative mode.
  • Faster texture loading.
  • Better texture quality.
  • Faster terrain loading.
  • Less lag when loading creations from the lift.

As always! We would be happy if you can help us test it out and let us know if
everything works well. We have made a lot of changes to our game engine as well so this test build can be a little unstable.

When you enter a world in this test, you will no longer be able to open the world outside of the test branch. So please don't test this update in your favorite worlds.

Here is how you access the test!


We hope to add the World Builder and the Tile Builder to the test branch soon.
Time for us to get back to work! Stay tuned Mechanics!

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World Builder Update 0.2.12 is here!

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Hi Mechanics!

We are happy to let you know that the world builder is finished and added to the game!
You can now place world tiles in any order that you want to create your own unique world layouts. Perfect for creating race tracks and obstacles for your creations. The World Builder will be even more useful once we add the Tile Builder that lets you make your own tiles.
We are also excited to let you know that both of these builders will work with survival mode in the future!

We were originally planning to release the World Builder together with the Tile Builder. But unfortunately, we need to hold on to it a little longer. We still want to give it some extra love. So expect the Tile Builder to come out at the end of January next year!

Here are the update notes:
  • Added the World Builder.
  • Fixed an issue with Intel graphics card that added a blue border around menus.
  • Added better and smoother lods.
  • Added 8 new world tiles to creative mode, 5 of them road tiles.
  • Better texture quality.
  • Improved texture loading.
  • Shorter loading times.
  • Less lag when loading creations on the lift.
For modders
To generate cache in the new improved format, simply open the mod tool and press "Upload Mod" again. The mods will continue to work, this will just save some loading time for your subscribers.


We would also like to take this opportunity and thank all of you mechanics
for all the amazing support in 2017. All the awesome creativity we see from the Scrap Mechanic community keeps us really motivated to put our heart into the work that we do. So from us here at the Scrap Mechanic HQ, a big thank you. 2018 will be an incredible year for Scrap Mechanic players!
Load your Spud guns!

See you in 2018!

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If you are are having trouble with this update, version 0.2.11 is still available if you click properties on the game and click betas. Just like you select the test branch. Make sure to send us the crash report.

Patch 0.2.12b

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Hi Mechanics!
Some players are having trouble playing the new world builder update. This patch should fix issues that affected certain computer setups. Often occurring on computers with AMD Radeon R3, R5 and R7 graphics and also computers running Window 7.

Here are the update notes:
  • Fixed a crash that occurred for some graphics cards.
  • Fixed a crash that occurred at startup on some computers.

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Tile Builder Update 0.2.13 Test! (Updated January 30)

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(Updated January 30)
  • Set a limit to how much the ground can be lowered in the tile builder.
  • Fixed a bug that prevented some players from saving their tiles.
  • Fixed a crash that happened when a tile didn't save.
  • Fixed an issue where lights sometimes rendered incorrectly.
  • Fixed other crash issues.

(Updated January 26)
  • Added race tracks to the tile builder so players can make own racecourses and stunt tracks.
  • Fixed a bug where the save game menu where it didn’t want to close.
  • Fixed various bugs.



Hi Mechanics
We are really stoked to finally release the Tile Editor for player testing. It’s on the test branch now!

The test version has all the tools you need to make your own worlds and share them with other mechanics on Steam Workshop. We can’t wait to see what kind of worlds and crazy stunt tracks you will create!



We also plan to recommend some of the most impressive tiles to our community in time for the editor’s full release, so if you make something you feel particularly proud of during the test period, please tweet us a workshop link before the 29th!

Here is how you access the test branch:


As always we would love to read your feedback!

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World Editor Update 0.2.13 (Updated February 16)

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(Updated Feb 16)
  • Fixed blue world rendering issue

(Updated Feb 14)
  • Fixed rendering issues with AMD graphics cards

(Updated Feb 9)

Hi Mechanics!
We have done a few fixes to the latest update. Thanks to everyone who reported these issues.

Here are the patch notes
  • Fixed the rendering issue with Nvidia cards
    that made glass flicker and blue screen when using thrusters
    among other things.
  • Fixed a fps issue when the player had to many creations downloaded
    from the workshop
  • Fixed a few more rare crashes

    -------------------------------------------------------------------------------------

    Greetings Mechanics!
    The Tile Builder is finally here! This powerful tool will allow you to create your own amazing worlds and share them with other Mechanics via Steam Workshop!

    Need a specific world setup for your creations? Now you can make it. Want to challenge your friends on your own stunt course, now it’s possible. The Tile Builder opens up a ton of creative freedom for the community!

    Check out the new Tile Builder trailer!
    https://www.youtube.com/watch?v=feMVXA4JXYs
    During the testing period we collected a ton of useful feedback from the community (thanks to all the Mechanics who helped us!), however it’s worth keeping in mind that Tile Builder is still at the early stages and we will continue to fine tuning things in the future.

    The Tile Builder was originally a tool we needed when working on Survival Mode, but we soon realised it would make a great tool for the community to use as well.

    There are already hundreds of impressive tiles on the Workshop made by our awesome community. Here are a few fun race tracks that we found!


    Race track by marc
    Download

    DIRT TRACK GAMINGSKILL by Gamingskull -Juan-
    Download


    Race Track - Extra Large Tile by L4KI
    Download

    Here is the update list:
    • Added the Tile Builder
    • The controller and Piston issue is now fixed
    • Fixed a crash related to broken mods
    • Fixed various bugs

    We hope you enjoy the Tile Builder. Now, back to work on Survival Mode and further improvements!

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Devblog 14 is here!

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Grettings Mechanics!

Hear that rumbling noise? Nope, the washing machine isn’t on the blink again, it’s an all-new, all-pulsating Scrap Mechanic Dev Blog – and it’s coming right for you!
First – putting this runaway train in to park for a moment - we’d like to commend the astonishing Mechanic community for what you’ve been up to with the recently-released World and Tile Editors. In such a short amount of time you’ve shared over 2,500 tiles on Steam Workshop, and most of them are a treat to look at.
While these editing tools took a demonstrable amount of time for us to put together (initially for the purpose of building the upcoming Survival World), you’ve proven that the extra time we took to ensure they were accessible for normal players was definitely worth it.
Oh, and before you ask: Survival Mode is coming along fine. A lot of progress has been made since our last update and the Scrap Mechanic development team has grown to match its pace. We have a new technical artist as well as a level designer who are hard at work putting the Survival World together!
Right, let’s flip this update into gear and deliver some more red-hot newsbits…






-Hold on to your Bots
Meet your new metal best mate, the all-new Craftbot! This mechanical critter will play a huge part in Survival Mode when it comes to crafting various parts and blocks.
The Craftbot is the latest child of our ever-evolving crafting system, which we’re determined to tweak until it’s as perfect as it can possibly be. That might mean some delays due to the sheer amount of original ideas we’re cramming into the bodywork, but we’d much rather experiment and fail than end up with something unremarkable in the final product.
Our crafting system will encourage building and creativity. It will make players feel like they are crafting all the parts from start to finish - No cutting corners with a basic loading bar and a simple hand gesture like some games do. As we mentioned before, the crafting must work well if the player wants to craft a single item or if it’s a crafting chain between different Craftbots and refineries. 
We usually avoid showing things without final graphics since it could give the wrong impression. But we are making an exception this time to show the code at work. Here’s a test with placeholder graphics in action:


This is a fully working craft chain that was built in the game. Next up we will be adding the models and animation so everything looks nice and neat. 

 



-Refinement
Together with the Craftbot we also want to give you a first look at the refinery that can go hand in hand with the steel sidekick.
In Survival Mode, players start their adventure by cutting down trees, collecting their loggy remains and then transporting them to a Refinery. The Refinery grinds down the resource materials in to lovely, perfect blocks that can either be stared at lustfully for fans of flawless, angular artefacts or even better, used for building or crafting other items to assist your fight for Survival.
The Refinery is pretty much done and just needs animation and some extra polish. 







-No Small Fry
In an earlier post we said we were pretty much done with the Spudgun, but then (ahem) suddenly, we changed our minds…
We’ve been thinking a lot about the Spud Gun and its place within Scrap Mechanic. Initially, our design was similar to what most shooters do with hitscan, however we’ve now decided to take it back to the garage for tweaking. We want to come up with something better, more creative and fun for players and modders alike. Something as fun to use as ‘Spudgun’ sounds.
The result is our own new projectile system that isn’t physics based, but within which projectiles can affect physics, and at the same time making sure spudding things over a network is as fair as spudding things over a network should be.
The great news is that the new system can be adjusted to different types of gun barrel attachments like shotgun and sniper and behave differently. Since you shoot rather large potatoes in Scrap Mechanic Survival Mode, we want players to see the traveling potato and also make sure that it behaves like one (we’ve spent a lot of time studying potatoes).
For example, if a Mechanic shoots straight up in the air, we want the potato to fall back down. We’ve also created conditions so that if the player shoots a moving object, it will give it a solid push. Both these features open a lot of interesting creative combat tactics. We even looked in to having the traveling potato trigger sensors. 
So, we hope you agree with our decision on reworking the shooting to something more solid and interesting even though these decision delays things a bit more.
Now that the Spudgun mechanics are mostly done except some minor tweaks, we’ve started working on the aim system and camera. Also, as you might have noticed, we have a new run animation that works with the Spudgun.
On the same note, check out our new French Fries shotgun barrel, complete with deep frier! That’s not a joke. Let us know if we’re going too crazy with these things…






-Farmbot AI
Thanks to the huge amount of gameplay possibilities available to players, developing AI for a game like ours requires programmers with very large brains – and even bigger schedules. And their first task in creating Farmbots with enough environmental nous to chase Mechanics through their creations.
The new AI is fully working now with an attack in place. Here’s a look at one of our tests where we use the mechanic model. But they will be replaced with farmbots once the new animations are added. It works surprisingly well. But there are still times where they get stuck in a corner or in a loop.
Oh, and while we’re on the subject of Farmbots, we have given them a needed graphical upgrade to fit the new visuals better.




-Terraining Day is Here
It’s never too late in the day to discuss terrain assets. Which is useful, because you’re about to see a jumbo-wheelbarrow-load of ‘em come your way.
Following on from modder support for adding custom blocks and parts, there are now a gazillion amazing parts available to download, all made by the Scrap Mechanic community.
Since we added world building to Scrap Mechanic we also wanted to support mods that added terrain assets to the tile editor. And guess what? We’re delighted to say that this will soon be possible via the next update.
We are guessing that the Scrap Mechanic world will never look the same again once modders start adding trees, train tracks and all manner of gubbins…

 


-Network Work
There’s a little known secret about Scrap Mechanic multiplayer (whisper it quietly): sometimes it can be a little bit wonky for players who are not hosting the game. Luckily, we attend to smash this issue with a well-placed hammer blow.
We are currently working on improvements to game networking and we’re looking forward to releasing this fix in advance of Survival Mode. That means a much smoother multiplayer experience without random teleportation or other such nastiness. Huzzah!



 

-Wardrobe Upgrade
Pretty new outfits sir? Premium stock? Right this way…
Over a long period we’ve been secretly tailoring a fashion show-worth of new outfits and customization options for Survival Mode. Finally, we feel like we have enough to give the community a myriad of ways to dress and personalize their mechanic.
Our awesome art team spent a lot of time texturing and polishing this last month to make the new updated wardrobe ready for implementation. We hope you agree these customization options really turned out amazing. Some will be more rare than others!
In addition, we picked up on redesigning the main menu for Survival to make it more fun and better looking, with extra room for character customization. We’ll unclassify some images as soon as we leave the wireframe stage.
… Oh, go on then.  We can’t do a devblog without showing at least one of our latest outfits, can we?
This is the Painter outfit.


 
-SURVIVAL MODE. WHEN.
We hear you. And we’re still working hard – promise!
We can’t stress enough that working on Survival is basically like working on Scrap Mechanic 2, a brand new game. Committing to a final release date is something very hard for us to do right now, since we’re determined to finetune and tweak everything to perfection, in addition to adding new options and features.
This is the way we want to work on Scrap Mechanic since it’s the direction that will guarantee a better Survival Mode for players in the end. We’re fully aware of Early Access games that rush features out and end up disappointing their players or stop updating, but rest assured, that is not going to be the case with Scrap Mechanic!
We are not going anywhere. But we are making a very technically complex game with physics and multiplayer and a lot of complicated functions in our own engine. We must make sure that everything is fun and working well. It’s also tricky to share our progress on the world sometimes without spoiling to much since there is a lot of exploration in survival. 
We hope this explains our philosophy on development. We have an awesome team that is making amazing progress every day, working hard to create a unique gaming experience that you will hopefully love for many years to come.

Thanks for your support – and for playing!
We will be back soon! 

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