This post will serve as a baseline for all further updates regarding the ScrapRoad environment.

ScrapRoad is a game about open-world decision making, looting, and progression. We provide tools to facilitate roleplay such as trade, or give you the option to go full-bandit. We want there to be freedom of choice and to provide the baseline system for you to apply your own strategies and creativity. With that being said, the game in its current state is still bare-bones hence the pre-alpha nomenclature.

As it exists currently, the game provides a stable economy and loot system for you to engage with. It is challenging to aquire high-tier components and weapons which is intended, but once the late-game arrives there is potential for very large scrap high-scores. This can either be game-breaking or functional, depending on how harsh the lose-all-scrap-and-inventory mechanic is in testing (note that modules in a module slot are never lost). Passive income machines can be sabotaged and disassembled which provides balance to the long-term economy, resulting in significant losses if heavily invested in a machine's module system. Again, hard to tell without intensive multiplayer testing.

Current Content:

  • Procedurally generated terrain & tunnel system
  • Long-term progression w/ Melee proficiency leveling
  • Hunger system & food items
  • Grid-based inventory system w/ rotation
  • Player-to-Player trading system w/ module preview
  • Scrap Machine w/ shop, deposit, & banking interface
  • Grab system for hauling scrap or carrying items
  • Fists & magnetic firearms
  • 4 distinct AI enemies
  • Low - Medium - High Grade scrapitems
  • Growers & cookers
  • CCTV, locked doors, security doors, & autodoors
  • Drillable vault doors
  • Locked loot cases
  • Module system w/ components & stat chips
  • Toolkit for high-tier loot extraction & security sabotage
  • Various craftable & deployable machines
  • Various crafting tables
  • Flashlight
  • Notes you can draw on
  • ScrapPack for carrying scrapitems

Planned Content:

  • Tiered melee weapons (found or craftable)
  • Building fortifications for taking over existing structures
  • More intricate systems like the modules
  • World Passage system that allows lobby traversal to new map gens (if S&box exposes this networking)
       *open to suggestions*
people
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