Development Status #11

[h2]Dear Tankers,[/h2]
Welcome to our 11th Development Status. Here is progress we've made in the last two weeks.
Panzerfaust
Our new 3D artist has created a model of a german anti-tank weapon - Panzerfaust.

Anti Tank weapons animations
Together with the new Panzerfaust model, we are preparing animations of infantry using our new toy and soviet PTRD. See the moves on the animations below!


Level Design
In the past two weeks, we continued to work on the prototype level which we have been testing regularly. Basing ourselves on the "Tigers in the mud" book by Otto Carius, we've increased the historical accuracy of our level. We've added more mud in certain areas and roads, where a tank can get stuck. In such a case player will have to cooperate with other players to get it back on solid ground. As described in the book, mud was a big problem for tanks and heavy vehicles on Eastern Front. Also, we've made some of the roads through forests more narrow. We have changed the placement of enemy tanks on the prototype level. Now you can expect to see enemy tanks in platoons and formations.
We have added more terrain bumps and deformations. One of our goals in level design is to achieve a balance between short, medium, and long-distance battles. Interestingly enough, soviet steps were not only empty and flat but also had waves like bumps or even cliffs.
We are working on enemy infantry ambushes in forests. We have been showing you in previous development statuses our ideas for tank traps. Now you can expect infantry appearing behind bushes and rocks throwing explosives at us, blinding us with smoke grenades, immobilizing our tanks, or not allowing us to get out of a hatch for a second. Such ambushes will require good cooperation between players to go through them without greater damage.
Flamable buildings
We created a type of building that can catch fire as a result of taking damage. In the building, there may be enemy infantry spawned. Soviet soldiers were making great use of civil houses and buildings. They have been digging trenches around them, digging cellars with small windows to shoot from, or even faking defense positions to confuse the enemy. Soviet village houses at that time were mainly made of wood and often used straw as heat isolation or as roofing, which made them easily inflammable. During summer, when the atmosphere was dry, even a machinegun fire could set them on fire.
When the building is on fire, soldiers located in the house have to evacuate. After leaving, soldiers will group up in a designated place and will try to cover the area around.
As a player, you’ll have to watch out for houses expecting the enemy infantry to run at you from behind or shoot at you with bazookas (soviets uses American M1A1 Bazookas as land leasing) or with PTRD.
Recon
We’ve made a very simple recon feature. The Player has got to his disposition an AI-controlled recon squad on a motorcycle, which can move quickly on the map to expose enemy units' positions. It’s a feature in the testing stage and we do not know yet if we are going to implement it in the game.
QA Tester
We are looking for an experienced QA tester, that will help us work on our projects and test them thoroughly. If you are interested, contact us at [email protected]
Thank you and have a good one!
DeGenerals

