Development Status #72

[h2]Dear Tankers,[/h2]
Welcome to our 72th Development Status.
[h3]Devlog[/h3]
[previewyoutube][/previewyoutube]
[h3]New VFX[/h3]

It was time for another iteration of our special effects and this time we decided to improve the smoke effects. Suggested by feedback from you, we felt that the current smoke particles were too modest and invisible in special cases. This made it hard to tell in the available demo which machine was destroyed or damaged. With the changes we have made, we have managed to get rid of this problem, while at the same time increasing the immersion from the gameplay - the player does not have to rely on artificial game elements (such as the puncture crosshairs) to tell which vehicle is incapable of fighting.

This is another step in the development of visual effects, the Visual Graph has allowed us to introduce particle variations faster, while giving better performance.
[h3]Side numbers[/h3]

A year ago, when we released the demo versions, each (German) tank was assigned side numbers according to the German nomenclature, i.e. the ‘Three-Digit System’. The approach was temporary because each tank with a different number was a different prefab, a separate file in the game where each number was assigned manually. Why this was a ‘problem’, a few sentences below.

The Germans, as a decent nation, also had to bring order to the field of markings. They therefore adopted the three-digit system for numbering their armoured vehicles.
The three-digit system simply identified a company, platoon or individual vehicle in the correct order and allowed the commander to effectively direct his units on the battlefield. For example, a vehicle numbered ‘213’ would mean: 2nd Company - 1st Platoon - 3rd Vehicle.

An armoured regiment of an armoured division usually had two battalions of four companies each, and the companies were numbered consecutively from 1 to 8. Most companies consisted of a command and three to four platoons, and each platoon could have four or five vehicles.
Regimental commanders used the designation ‘R’, so a regimental commander could have R00 or R01 and his adjutant could have R01 or R02. Battalion command vehicles were designated with Roman numerals I01, I02 (for the first battalion) or II01, II02 (for the second battalion).

Therefore, seeing how complicated and at the same time simple this system is, we started to implement similar mechanisms mapping the ways of numbering vehicles in our game. We no longer have dozens of prefabs with vehicles with a different number. The game automatically assigns side numbers to units.

For Soviet tanks, there were no stricted organized system. Tactical markings were all over the board. Diamond shapes were popular because that was the map symbol for a tank formation. But there are many images of tanks with squares, and some with triangles. Sometimes tanks had two-digit tactical numbers. Sometimes three. Sometimes four. Mostly in white. The tactical symbols and/or numbers were placed on both sides of the turret. Symbols before numbers. Or numbers before symbols. Or on the back of the turret. Or on the rear hull.

[h3]Customization[/h3]

We have started working on adding the ability to customise your tanks. In addition to the side numbers that are assigned to each tank when it is in a squad. A tank will also have visible emblems of its unit or faction, such as the Balkenkreuz or Red Star.

It is also possible to change the camouflage colour or pattern. If you remember changing camouflage or colour in Tank Mechanic Simulator, it will be similar here. You will be able to change the rotation, scale or state of the camouflage on your tank
[h3]More ammo types[/h3]

Last week we also added more ammo types than just AP and HE, introducing APHE, APCR, HEAT etc. This expansion requires us to redesign and finalize the weapon manager panel in the notepad to allow the player to select the ammo preset for his vehicle.
This can also lead to adding a new feature to be able to change the ammo preset while the battle is in progress, in the ammo station.

By the way, we have improved the interface somewhat. Until now, there was too much duplication of bullet and cannon information at the bottom. It is now tidier, and the most important things, such as the name of the projectile, the keyboard and the number of projectiles still available, have been retained.
[h3]X-ray system update[/h3]

The next iteration of the x-ray system. We have added better material handling. Now, during penetration, you can see in the view how the projectile behaves inside. Whether it hits something or not and what the consequences are. You can see what happens inside.

[h3]C1M2 Luchki Airport[/h3]
In the course of many tests, we came to the conclusion that the second map lacks quality and is not interesting from a gameplay point of view. We decided to change it in order to make it more readable for the players, and more rich in combat. The asphalt road, which led off the map before the changes, now directs players straight to their destination.


The addition of the river has helped to visually separate parts of the map, making it easier for players to find their way around the battlefield together. Three technical bridges now provide a flashpoint for armoured combat, increasing the difficulty level slightly. We also got rid of some buildings and fillers to increase optimisation.




Thank you and have a good one!
DeGenerals


