Scaravan 66 Devs Reveal Evolution from Cute Caravans to Roguelike Car Combat

Initially conceived as a fantasy-themed caravan idea, Scaravan 66 eventually morphed into something quite different – a chaotic roguelike car combat game with an almost psychobilly aesthetic.

Although the creators prioritized making a game that offers pure entertainment above all else, they incorporated character progression and moral dilemmas in Scaravan 66 to enrich the player’s adventure. The main objective of the game is offering players engaging gameplay experiences, and the developers are dedicated to ensuring that Scaravan 66 delivers more than just thrilling moments. By incorporating character development and factions, they have added a richer dimension to the game that transcends combat. Game Rant recently interviewed co-founders of Lithic Entertainment, Al Bellemare and Andy Wood, about the game’s development and how they managed to achieve this depth in its design. The following transcript has been condensed for clarity and conciseness

Designing a Road to Hell

Q: Was there a specific moment or game that sparked the idea for this roguelike car combat game?

In our initial attempt at creating a game, we aimed for a fast-moving fantasy caravan title, but found it challenging to blend the low-tech, horse-and-carriage setting with the high-action intensity we desired. One day, while searching through old game-jam design notes from years past, we stumbled upon some vague sketches of a game set in a psychobilly track, featuring chaos on wheels and escaping from relentless hellhounds trying to reclaim the protagonist for hell. This discovery sparked our “Eureka!” moment as we realized this kind of universe better suited our desired pace. This new direction not only broadened the possibilities for design but also made it easier to find fresh ideas and inspiration!

A: Could you elaborate on the progression and refinement stages of the project? How did the team manage to combine vehicle combat with the roguelike style of gameplay?

Initially, we analyzed what made games like Hades and West of Dead so engaging and replayable, focusing on their roguelike elements. Simultaneously, we drew inspiration from games such as Interstate 76, Twisted Metal, and Road Rash, incorporating their unique aspects into our design. This brainstorming stage was crucial for our grant application. Once we had a solid idea, we moved forward with prototyping, which proved to be an enjoyable process due to the intriguing gameplay loop we created. To enhance this experience, we decided to use highways as the backdrop, incorporating pitstops as brief pauses between battles where players could interact with upgrade-givers.

As our idea progressed, we shifted our focus to planning every aspect of our final game on paper, taking care to scale back unrealistic expectations for a two-year development period. While it’s tempting to add more features, trimming unnecessary elements is an essential part of the design process, making our project more focused and manageable.

During the production phase, we found ourselves in a cycle of repeated adjustments and experimentation. The importance of ideas can’t be overstated, but the true value lies in their execution. Implementing an idea is like taming a dragon on its own. To make it operational is just the beginning; there are numerous stages to follow. Fine-tuning every aspect is similar to completing the final 90% of game development.

Q: Were there any features you wanted to get into the game but ultimately had to cut?

Throughout this project, our team has demonstrated great persistence in adhering to our initial vision, despite having many innovative ideas during the brainstorming phase that ultimately needed to be discarded or scaled back. We’ve been quite stubborn about not eliminating features, but initially considered making other Road Reapers (characters from the game) romanceable. These characters were even designed with a flirtatious touch, which explains their somewhat flirty appearances. However, we allow players to interpret these relationships as they wish within their own imaginative headcanons. If we had the necessary time and resources, that feature might have been implemented.

How Classic Horror Fuels Gameplay, Combat, Atmosphere, and More

What role does the game’s world play in its mechanics, and which significant places or groups might players come across during their gameplay?

Crafting game worlds is among the most satisfying aspects of developing games for us. We’ve embraced traditional horror themes, and Halloween-inspired visuals, particularly in our character designs. Our team includes football players who transformed into werewolves deliberately to gain an advantage on the field, using baseball bats from a pickup truck and hurling explosive kegs; a rock’n’roll vampire cult with self-healing abilities that can be improved by drinking blood; a group of radioactive scientists whose mutations have turned them into glowing green skeletons who employ Area51-style futuristic technology in their attacks against the player. These classic horror elements, such as the groups you meet on your journey, played a significant role in shaping most of our enemy encounters and thus a substantial portion of the gameplay itself.

A: How does Scramble 66 deviate from typical racing games in terms of fundamental gameplay, and were there any particular design aspects or features that influenced it from previous games in the genre? What specific influences did you draw from earlier titles while designing its mechanics?

Scaravan 66 isn’t a racing game; instead, it’s structured around “encounters.” In each encounter, you face waves of enemies. Unlike traditional games with time limits for rounds, you aren’t rushed here. This freedom gives players the flexibility to devise their own strategies when it comes to dealing with the enemies and carnage. They can opt for a defensive playstyle that focuses on health, evasion, and armor at the expense of killing speed, or they could go for a high-damage build that’s quicker but leaves them more exposed. Our goal is to let players experiment with different skill combinations to create satisfying kills and adapt their strategies during escape attempts without worrying about timers or winning races.

What strategies can be employed to keep the environment captivating and absorbing in a video game that blends speedy racing with an underground theme, ensuring continuous immersion?

In this scenario, the combat system plays a significant role and offers a unique advantage due to its unpredictable nature. Since each encounter varies, we have an edge simply from that factor. Furthermore, we’ve integrated elements of surprise into the upgrade system for perks. As players progress through the game, they won’t know exactly where or when they’ll find the upgrades until they get close. The sequence and frequency of these encounters will also remain unknown. At the end of each encounter, there’s a bit of a gamble involved in choosing which upgrade to select. The protagonist, Lucky D, incorporates gambling as a hidden theme through his tattoo designs.

As symbolically navigating a netherworld with harvesters patrolling the realm of the living, our journey will loosely follow the variety of landscapes you’d encounter along the actual Route 66. This means we’ll offer fresh visuals for the player to keep things interesting. Plus, as you traverse these changing vistas and progress on your route, both the narrative and its characters will evolve, responding to your actions and unveiling more about themselves and our world bit by bit.

How Scaravan 66 Blends Art, Gameplay Mechanics, and Core Features

A: During the game’s creation process, we encountered a significant technical or artistic challenge. To address this issue, we devised a solution that eventually helped us move forward. This hurdle influenced the final design of the game in several ways.

A: One major obstacle we faced during development was a complex technical or creative problem. We found a workaround to solve it, which had an impact on how the game ultimately turned out.

One aspect of our project turned out to be a major drain on time unexpectedly, causing us headaches. The complex physics involved in managing chains at such high speeds proved challenging. Initially, we assumed it would be relatively straightforward, assigning it to one of our programmers as an early task for the project. However, we underestimated the computational power required when linking approximately a hundred chain segments between two rapidly moving vehicles at 60 frames per second. The physics simulation became unstable, with chain links behaving erratically and creating visual chaos on the screen. To make matters worse, we also had to ensure that a character with extraordinary strength would be holding one end of the chain while standing on one of the vehicles, and that the player could tip the character off balance at the right moment, causing them to fall off and be dragged along the road, still connected to the chain. This added another layer of complexity to an already demanding task.>

Without a doubt, we had to make some adjustments, but our affection for this feature was undeniable, so we persisted until we found a solution. We spent a considerable amount of time tweaking the mass and physics constraints for each individual loop in the chain, and welded multiple links together to decrease the number of connections. However, certain decisions we made were instrumental in achieving our goal. One such decision that stands out was incorporating a direct tie between the vehicles, using an invisible, slightly shorter connection. This move substantially lessened the stress on each link in the chain, making it easier to position each frame, all while maintaining a visually accurate-ish appearance for the chain.

A: Sure, I’d be happy to discuss the art style and how we arrived at its current form. We aimed to establish a clear and consistent aesthetic. The objectives included creating an appealing visual identity that aligns with our game’s concept while also ensuring ease of comprehension for players.

As an art director, my approach is to visualize an idea in my mind and bring it to life using mood boards and related resources. The true enchantment, in my opinion, lies in finding the ideal collaborators for the project – individuals whose talents align with my vision, allowing them to infuse their unique creativity into it. This creative freedom often leads to delightful, unanticipated outcomes. I aim to provide enough guidance and then step back, giving them space to flourish and achieve success. In essence, I’d describe myself as a gardener rather than an architect – while I enjoy designing plans, I also appreciate the dynamic growth that comes with it. I strive for a blend of Overwatch, Hades, Psychobilly poster aesthetics, and graphic tee art in my work.

A: Could the game present situations where players encounter ethical quandaries or tough choices while interfacing with game characters or groups? Does the player’s decision-making influence the progression of the plot or character growth?

To avoid revealing any plot details, yes, the main character will face some thought-provoking dilemmas that will prompt her personal development. This growth will influence not only her own journey but also the characters around her. Initially, Lucky D might appear as a self-centered loner with a sense of pride, reminiscent of the classic lone cowboy archetype.

Q: What do you hope players take away from their experience with Scaravan 66?

A: At its heart, Scaravan 66 is essentially a fast-paced, action-packed game that involves destroying things and battling demons. We’re hoping players will enjoy the destructive chaos and have thrilling combat experiences. Some might say it’s old-fashioned, but we’re carefully crafting the game to provide “moments” where the player skillfully dodges attacks, counters them with clever maneuvers, and ultimately emerges victorious. For example, a chain shoots out, the player swiftly moves aside, rams the attacker into a tree line, then an explosive is planted in their path, but they deftly avoid it, finally taking down the enemy by shooting off a firework that explodes on impact. The defeated enemy’s car flips and rolls as it burns, with him vowing revenge. To put it bluntly, we want to create moments that make players exclaim “Oh sh*t!” in surprise and then cheer with excitement when they overcome the challenge.

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2025-02-06 15:25