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Development Status #41



[h2]Dear Tankers,[/h2]

Welcome to our 41st Development Status. You can see on what we were working the last two weeks.

[h3]Community Contest![/h3]
Together with our friends from Gaming Factory, we have prepared a contest for you, in which you have a chance to win keys to the Electrician Simulator game!

https://store.steampowered.com/app/1080020/Electrician_Simulator/

The rules are very simple! To participate in the contest you must join our discord server and to think of how a tank could respond in that situation from the screenshot!



You can put your idea directly into the graphic or send a text message in a specially prepared #contest channel! The funniest wisdoms of the tank will be rewarded with the key to Electrician Simulator. Each user can participate only once, so think a second before sending your answer!

You can submit your work until 4th December, and we will announce the results in the next development status!

[h3]Environment optimization[/h3]
On the repair scene, we’ve begun the process of optimization of its environment. That means two things: most of its environment is done and there is major performance improvement. Optimization of the environment consists of:
  • Merging several models into one to make GPU have to make fewer calculations.
  • Lowering the resolution of textures.
  • Adding LODs to 3D models (we’ve explained how that works in our Development Status #21)
  • Simplification of collisions.
  • Lowering the amount of triangles in models that have less importance on the scene.


[h3]Soviet Anti-aircraft gun M1939[/h3]
We’ve decided to add some anti-aircraft guns as a feature in the game. As a player in some missions, you will have to destroy them to unlock for yourself a possibility to call airstrikes and aircraft recons.


[h3]Environment[/h3]
In the last development status, you could see how we've moved from level blockout to scene dressing. Here we show you some more progress that we have done on the environment at the Prokhorovka level. It is our first pass at scene dressing, which means, we've focused on the basics like painting terrain, and placing the largest and most repetitive objects like trees, trenches, and buildings. In the next stages of development, we are going to add more details to the environment.


Thank you and have a good one!
DeGenerals