Scraps is a vehicle combat game where you can build your vehicle from functional parts, with design as your ally and physics as your accomplice. Compete against human or AI opponents in a combat arena, and scavenge from their wreckage to repair and upgrade your own creation.
All Reviews:
Mostly Positive (85) - 70% of the 85 user reviews for this game are positive.
Release Date:
Jul 7, 2015
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I've already been working on Scraps for quite a while, and it's starting to look a lot like the game I always imagined. It's available through Early Access now because I think it's fun and complete enough to be worth the price already, and worth playing as-is, but obviously you should make a judgement on that yourself. There's still more content to come.”

Approximately how long will this game be in Early Access?

“Scraps is an ongoing project and honestly any transition from Early Access to a Full Version is going to be fairly arbitrary. My suggestion is to buy it if you like how it looks now, rather than how it might be in a certain amount of time. Development is slow because it's mostly just me making this and I have other work on as well, but it will get done.”

How is the full version planned to differ from the Early Access version?

Planned content includes:
- A new singleplayer mode called Gauntlet
- More parts
- One or two new propulsion types, like tank tracks
- Bug fixes
- Performance optimizations”

What is the current state of the Early Access version?

“Right now Scraps has a solid playable base but is missing some planned content and will still have some bugs and performance limitations.

The main game mode is ready and working, which is a "deathmatch"-style mode where each player gets x amount to spend on a vehicle, and pits it against others' designs. Scrap can be collected on the battlefield from destroyed parts and used to repair or add parts during the game.

You can play Multiplayer over LAN or Internet, joining an existing game or hosting your own with the ability to list it in the global list. Dedicated servers are supported as well as hosting and joining on the same machine.

Single-player is the same as Multiplayer except against AI-controlled players. AI is somewhat complete and will fight, collect scrap, and repair itself pretty well. The AI can be assigned any vehicle to use, but some designs (e.g. vehicles with no weapons, or side/rear facing weapons) won't be handled too well right now.

As you play, you'll also earn points which will unlock more vehicle parts.”

Will the game be priced differently during and after Early Access?

“Unsure at this time. Most likely no.”

How are you planning on involving the Community in your development process?

“I've taken community input throughout Scraps' development, and this won't change now that it's in Early Access. Feedback and bug reports are welcome on the Steam forum or via email.

Please note that Scraps is just me, so my time to read and reply to everything is limited. I still keep up with the community as much as I can, and so far the community has been fantastic.”
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Recent updates View all (60)

November 24

Gauntlet mode: Level generation tweaks (and stuff about zooming with off-centre reticles)

Gauntlet tasks to do before initial release
Get local games fully working
Object for holding game state in Gauntlet mode
Auto-repair system + vehicle swap ability
Gauntlet game flow from menu to end
Score system
Level generation tweaks
– Update scrap drop system
– Item unlock system
– Update How To Play screens
– Test and balance gameplay
– Music?

Level generation tweaks

Honestly not much to say about this one as I've already talked a fair bit about the level gen in Gauntlet mode in a few older posts. The work I've been doing on level gen recently is mostly code modifications that aren't very interesting to blog about - Just trying to generate nice levels and balance the game mode.

Zoomed in view

So I'm going to talk about something that's a bit more suited to a blog post.

Ever since Operation Flashpoint or even MDK to some extent, first-person shooters have tended to have an "aim down sights" mode where your view often zooms in a bit, it brings up your gun as if you're aiming down the sights, and you generally get some increased accuracy.

I'm not doing that, because the last thing I want is for close-combat vehicle fights to be full of confusing zoomed views of the action just to get slightly less bullet spread. And it'd make no sense to aim a gun first-person style in a third person game. But in Gauntlet mode there are some large areas and I noticed that I sometimes had trouble lining up the shot I wanted, so I'm putting in a minor zoom function, currently by default on the middle mouse button (not released, this is in my dev version only). It has no effect on accuracy and it can be safely ignored, but IMO it's kind of nice.

The simplest way to do a "scope" in an FPS type game is to simply decrease the camera's Field Of View. That method works perfectly if your aiming reticle is in the exact centre of the screen. But Scraps has an off-centre reticle - in fact it can be moved by the player as well.

This is what happens when you zoom with a non-centered reticle:



At the start of that for instance, I'm aiming at the bottom of the wall. When zoomed, my mouse hasn't moved but now I'm aiming at the ground. Not good.

Surprisingly few people seem to have this problem to solve; I think most games must have the reticle in the exact centre. However I found some genius had already solved it here. Like the best answers, he's answered his own question.

With that formula implemented, things look way better:



Although notably not quite perfect. As far as I can tell I think any remaining error comes from the changes in the perspective of the scene, since the camera has to rotate to keep the reticle pointing at the same place, and that means things that are close shift visually a different amount to things that are far away.

Probably the only way to completely solve it would be to do something like raycast to the thing the reticle is currently pointing at, then tell the zoomed camera to look at that particular point. Or of course just put the reticle in the dead centre like a normal game! But honestly, the current solution is close enough, especially for a feature that doesn't really affect the game.
5 comments Read more

September 26

Gauntlet mode: Score system

Gauntlet tasks to do before initial release
Get local games fully working
Object for holding game state in Gauntlet mode
Auto-repair system + vehicle swap ability
Gauntlet game flow from menu to end
Score system
– Level generation tweaks
– Update scrap drop system
– Item unlock system
– Update How To Play screens
– Test and balance gameplay
– Music?

Score

The trick to not making a terrible score system in a game is to make sure it rewards a type of gameplay that's actually fun. If it rewards playing the game in the way you actually intended, well that's a nice bonus.

In Gauntlet I've set the score to be based on total enemy scrap destroyed - get points for destroying stuff that shoots back, get more points for harder stuff. Then an added bonus for time to complete the level. I think I'm going to add a base score for just clearing a level as well.

Check this GUI out, it even has actual transition FX:


(ignore the time there - levels won't take 16 minutes...)

  • If there was no time bonus, score for each level would end up much the same as long as you cleared every enemy, no matter how good you were.
  • If there was no enemy scrap bonus, players could try to get a high score just be avoiding all enemies and going directly to the exit.
Although, I do like allowing different strategies which is why I might add a base level clear bonus as well. If the player avoids enemies they won't be able to collect scrap from them, which will leave them with a weaker vehicle, so there's still a balance in challenge there.

Turret revamp



The first Gauntlet level is mostly turrets because they're the easy enemy to fight, and it kind of sucked because you can't do much but sit and shoot at a stationary turret. I've tweaked their stats so they won't take so long to kill but that's still a bit boring, so I've also revamped them to have separate top components. All the gun parts will be separate components that can be shot off, meaning if your aim is good you can take out a turret more efficiently. Once the top is destroyed, the base automatically loses most of its health as well so it's not a chore to dispatch the remaining disabled foundation. Heatsinks/generators on the back are separate components as well and the guns overheat or fire less often when they're destroyed.
11 comments Read more
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Reviews

“Build your own combat car and watch it fail hilariously. After all, that's at least half the fun.”
Kotaku

“It looks like a vehicular combat game but it’s also something far more important ... Scraps is a stage on which to act out physics-based farce.”
Rock, Paper, Shotgun

About This Game

----------
PLEASE NOTE: Scraps is the side project of a single developer at this time. Consequently development is slow, so my suggestion is to buy Scraps now only if you want to play it as it is now.
----------

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.

language Note:

The only complete language at this time is English, but partial in-game volunteer translations are selectable for Russian, Danish, Dutch, Norwegian, Romanian, French, Swedish, and Polish.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or newer
    • Graphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Broadband is only required for Internet play.
    Recommended:
    • OS: Windows 7 or newer
    • Graphics: Radeon HD 5750 / Radeon HD 6750M
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Broadband is only required for Internet play.
    Minimum:
    • OS: OS X 10.8 or newer
    • Graphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Broadband is only required for Internet play.
    Recommended:
    • OS: OS X 10.8 or newer
    • Graphics: Radeon HD 5750 / Radeon HD 6750M
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Broadband is only required for Internet play.
    Minimum:
    • OS: Tested on Ubuntu
    • Graphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Broadband is only required for Internet play.
    Recommended:
    • OS: Tested on Ubuntu
    • Graphics: Radeon HD 5750 / Radeon HD 6750M
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Broadband is only required for Internet play.

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