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Development Status #26



[h2]Dear Tankers,[/h2]

Welcome to our 26th Development Status. You can see on what we were working the last two weeks.

Roads

When it comes to our progress in the environment, we’re still working on trenches, yet we’ve made some progress on roads. We've begun with the more complex setting, which is a muddy road with some puddles. We would like our roads to look realistic and impressive with tire tracks, puddles, rocks, etc.


Signs

Another aspect of working on an environment that we’ve focused on lately are signs. We’ve gathered references for signs and some german and Cyrillic fonts. We are going to prepare many signs that will give useful information to the players. Signs will be placed on the repair station to guide player and also on battle levels as part of the environment.



Code

Tanks:
  • We fixed a bug that caused the tank to slide slightly.
  • Now hitting tanks works a bit differently, the tank after penetration will take damage depending on its penetration power.

AI:
In the aspect of artificial intelligence, we’ve done great progress:
  • Improvements in infantry covers (including trenches), infantry takes a correct position (standing, crouching, crawling) depending on the cover
  • Improvements in marking units on the map.
  • Totally rewrite logic for giving orders to friendly infantry.
  • Now AI both tanks and infantry uses a new Commands system that allows us to easily change their behavior depending on circumstances
  • Improvements in AI infantry weapon selection, they choose weapons accordingly to the situation.
  • AI infantry multiplayer synchronization was totally rewritten and is now more optimized.
  • We fixed and simplified math for tank AI turning its cannon and turret to aim at the enemy.
  • Start implementing a system of behaviors for AI that will allow us to have different types of AI units, by only changing settings in inspector - almost a visual scripting

Multiplayer:
In multiplayer, we changed the way of synchronizing many things that give us more fps:
  • Optimization of tank’s physics: Tanks have physically simulated wheels and tracks which make their movement look realistically.
  • As mentioned above, AI infantry multiplayer synchronization was totally rewritten and is now more optimized:
- Now the run of the AI ​​soldier by the tank is also synchronized
- Now AI ​​soldier changing poses is also synchronized
- Now throwing grenades by AI solider is also synchronized

Checkpoint

We’ve added some checkpoint with a barrier and some guard. The animation of the character in the video below has been made with motion capture technology.
[previewyoutube][/previewyoutube]

Thank you and have a good one!
DeGenerals