A bunch of powerful tools and an easy-to-use handbook will help you get started with building, so we think you’ll be getting everything a player needs to create the most fantastic machines and creations together with their friends. The current version has a robust Creative Mode with over 100 unique pieces to build with. “A big part of the game’s core features are already in place. What is the current state of the Early Access version? There are more things in the pipeline for Survival Mode, but we’d like to keep some stuff as a surprise.” Last but not least, there’ll of course be improvements based on all the feedback we collect. Mechanics can look forward to a huge new open world to explore with buildings that can be scavenged and taken apart, a day and night cycle, deadly enemies to fight, weapons and explosives that can be used in many creative ways, further character customization, new awesome building parts and tools and an improved multiplayer function. “Now that we have the Creative Mode in place, we’re going to work on the ambitious Survival Mode.
#HOW TO PLACE SCRAP MECHANIC WORKSHOP CREATIONS IN GAME FULL VERSION#
How is the full version planned to differ from the Early Access version? We need to make sure we have enough time to improve the game with the feedback we collect and make sure that the survival mode will be as awesome as our mechanics would come to expect.” “Since we take the feedback we get from the community incredibly seriously, our workflow has to be flexible and intuitive which makes it more difficult to give a exact final release date. We aim to keep a good experience trough the Early Access period as we add new building pieces, features and an awesome survival mode.Īlpha access includes the full game on release as well as all coming updates!”Īpproximately how long will this game be in Early Access? Scrap Mechanic is unique creative building game that allows you to build amazing machines and creations, and we want to see how far the players can push the game this’ll enable us to take notes and make improvements. We’re now at a point where we need your feedback so that we can evolve the game in the best possible direction – together. The game now offers a lot of creative fun in its current state. The grid of unlabeled purple POIs is approximate exact location depends on map seed, moving it up to 2 cells (I think) in any direction.“The time has finally come for more mechanics to join the game! After a few years in development, we finally have a good portion of the game foundation in place. POIs that must be connected to the road network have their center encircled. Names, coordinates and sizes of all POIs are taken from the script.
Certain POIs are always connected to roads. Most of the road network is generated procedurally, connecting all POIs that are flagged to be part of the network.Ī road always connects the exit of the crashsite to the mechanic station and the first two packing stations. Note their exact position is randomized by the map seed. The rest of the map is littered with small/medium POIs, which can spawn roughly every 5 cells if that does not put them within 2 cells of another POI.
The remainder of the locations (I think 4, but my count might be off) will be Farmbot Scrapyards (burning forest terrain, not connected to roads). There will always be 9 warehouses (3 small, 3 medium, 3 large), which are each connected to roads. Which POI is in which of these locations is random. These unique POIs are 4 Packing Stations, 2 Mechanic Stations, and 1 each of: Crashsite Area, Hideout, Labyrinth, Large Camp, Capsule Scrapyard, Silo District, Ruin City and Crashed Ship.Įach map has the same set of locations where a "large" POI can appear - either a Warehouse of a Farmbot Scrapyard. Not just the starting area, but all the "unique" Points Of Interest (POIs) have a fixed location. When terrain is assigned randomly, Forest and Lake are twice as likely to be picked as the other options. There are 7 terrain types (Meadow, Field, Desert, Forest, Autumn Forest, Burning Forest, Lake) with an 8th (Mountain) in the works. The rest of this post is one great big spoiler, so read on at your own risk.ĭisclaimer: I can confirm most of this information is accurate, but have not yet validated everything.
It has a lot of interesting information, but a couple of things stood out to me in particular. By now most of you will know the Survival map is finite, procedurally generated, and that the starting area is predetermined.ĭigging through the generate_a script, I came across the generateOverworldCelldata() function.