Initialized Scrap Runners project and configured Unity Version Control. Added base packages and project settings.
Created initial drivable car using WASD controls. Laid the foundation for vehicle movement.
Implemented forklift object interactions, allowing picking up and moving scrap objects. Basic pickup mechanics established.
Built early versions of the Junk Scrapper and Crusher units, starting the core scrap-to-resource pipeline.
Finished initial crane mechanics to magnetically pick up and move scrap vehicles. Early physics and magnet behaviors tested.
Started designing the raw material system. Added resource ScriptableObjects for future crafting loops.
Swapped from NGO to FishNet to enable smoother multiplayer. Began syncing player movement, forklift, and crane interactions over the network.
Completed multiplayer support for driving cars, forklifts, and operating the crane with working physics on host and client sides.
Began building the object placement grid system for crafting areas, supporting modular vehicle and object placement gameplay.
Built the first version of the inventory system, featuring hotbar quick-select functionality using number keys and drag-drop item management.
Completed Junkyard systems including magnet crane flow into scrapper and crusher units. Added modular pickup and crushing logic for raw materials.
Integrated item splitting, hotbar assignment, and rapid drop features. Improved grid UI for inventory management with drag-and-drop stacking logic.
Implemented grid-based crafting tables with interactive assembly logic. Players can now manually place parts and build complex objects.
Refined inventory splitting logic and stack merging behavior. Added scroll wheel splitting during dragging and Ctrl hotkey quick splits.
Improved hotbar behavior when picking up or dropping items. Ensured that stackable and rotated items are handled properly inside the grid layout.
Finalized Assembly Table crafting logic with player interaction checks. Added confirmation VFX upon successful crafting to enhance player feedback.
Launched the official Enigmatic Studios website featuring Scrap Runners. Includes devlog updates, game information, and a Steam launch announcement.
Finalized full networked crafting input system. Players can now drag and drop from inventory to input slots and back, with support for slot replacement logic when a slot is already occupied. Improved UI logic for shrinking inventory items and reparenting. Synced visibility and behavior between host and clients.
Completed server-side logic for crafting systems. Items now spawn based on slot contents and inventory is properly decremented from the server. Added logic for UI syncing and crafting session management between players.
Fixed bug where clients couldn’t see output slots correctly. Resolved ghost item issues in crafting tables. Ensured reliable output display across host and client with final product handling.
Finalized the SO-based item path logic for Pickup, Crafted, and Final Product variations. Added tag-checking system to prevent accidental destruction of non-final items by crafting systems.
Fixed position and rotation issues with crafting table ghost spawns. Added new low-poly meshes for Forge and Crusher tables. Improved visual consistency across crafting stations.
Added toon shader and cartoon shading test material. Updated art pipeline to support stylized rendering across Scrap Runners’ core assets.
Created new modular low-poly assets for crafting environments. Prefabs now support rapid iteration across different scrap and crafting setups.
Introduced a custom Rust Overlay Shader that blends well with flat-shaded stylized assets. Supports overlay blending with other shaders and prepares visuals for environmental weathering effects.
More development updates are on the way! Stay tuned for new gameplay features, art, and world-building expansions!