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Development Status #32



[h2]Dear Tankers,[/h2]

Welcome to our 32nd Development Status. Check out our work from last three weeks

[h3]Anhanger maschinensats sd.ah.24[/h3]
The Sd. Ah. 24 Maschinensatz was used to transport the heavy machine set A with a power of 220/380 V, 12 KW, 25 ampere. Usually, the Sd. Ah. 24 was used by radio and maintenance units.



[h3]Characters on the repair scene[/h3]
We’ve created some idle animations for NPC characters in the repair station. It adds some life and makes the scene more interesting.
[previewyoutube][/previewyoutube]

[h3]UI Markers[/h3]
To help the player better and faster prepare for the next battle, we have designed a system of so-called Repair Tasks, which will include the repair/replacement/replenishment of tank resources, troops, and other bonus items. Each task will have a hint or several hints and landmarks of the places where this task must be completed. For example, the player has the task of finding out information about the upcoming battle, so at the moment in the game, he will have HQ indicated when talking with which he will find out all the necessary information.



[h3]UI Compass[/h3]
As you can see, some tasks will consist of several tasks, and to improve the orientation in the area when searching for the location of these tasks, we have made a special compass that the player can see at the top of the screen. Here, in turn, special hints will be displayed that make up a holistic task, which was described earlier.



[h3]Water and mud VFX[/h3]
We present three new dedicated particle effects. They are activated during the following actions: when the tank enters muddy water, when is inside and finally, when leaves the water surface. Particles are simulated from two-dimensional billboards, which were originally generated in software called Houdini and then exported as a texture atlas.
Also, the following video shows new mud materials, based on a technique called flow mapping. As the name suggests, new materials use shaders with supports for flow maps. These textures contain vector data for local distortions of UV coordinates, which allows for the creation of more realistic fluid surface animations.

[previewyoutube][/previewyoutube]

Thank you and have a good one!
DeGenerals