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Tank Squad News

Development Status #2



[h2]Dear Tankers,[/h2]

Welcome to the second Development Status of Tank Squad. Here's what we have been working on lately...

[h3]Gameplay[/h3]

We continue testing our gameplay. We will be implementing multiplayer cooperation to our gameplay testing soon, so we will be able to repair a tank in cooperation. At the moment we will try only 4 players at once. The tank repair level includes interaction with crane, using tools and interaction with different NPC's as Quartermaster, Medic and Scout. Also one thing that we are testing is moving physical objects around the level.




When repairing, a tank commander will have a notebook with an actual tank status and a checklist of things to be repaired. His role will be to manage tank repairs and prepare a squad for battle. We don't know yet if tankers will have an access to all information that the commander will have. We want to make players cooperate in tank repairs instead of leaving each player on their own to do their thing.



We are preparing a test battle scene where we will be able to drive our tank and fight with enemy AI controlled tanks. We will be designing basic game strategy and missions by adding checkpoints, objectives etc. We are doing those tests and experiments to learn what gameplay we want to create in a first place.


*Most of the content in the scenes are placeholders for the sake of testing gameplay.

[h3]Infantry[/h3]

We've began to work on Infantry basic AI (Artificial Intelligence). During the battle, we will be supported by Infantry Squad and also we will be attacked by enemy anti-tank Infantry squad. Infantry will be able to move, attack and defend themselves. They will also be able to get into bunkers, buildings or trenches and throw different explosives at us.

Features:
  • Infantry moves to checkpoints
  • Intantry attacks and covers behind obstacles
  • Infantry defends and holds the position
  • Infranty gets into trenches and buildings


Features for Infantry we want to implement in the future:
  • Infantry throws explosives at us
  • Ally Infantry can climb on our tank
  • Ally Infantry can use our tank as a cover
  • Infantry can take an Anti-Tank gun


[h3]Research[/h3]

We are also dedicating time to do some historical research. How were tank crews repairing their tanks? What have they been doing when the tank was unrepairable? How have they been recovering them? We've got several dozens of World War II books. We want to make game realistic historically but at the same time entertaining. Our approach at the moment is to make historically correct scenes, tanks, infantry, equipment etc. but make gameplay to be fun and well balanced between relaxing entertainment and realism. We've gathered quite few historical books and we are slowly studying them.



*If you have any books, documentaries or resources that you think would be a good reference for us, feel free to share them in the comment.

[h3]Characters and Animation[/h3]



We continue our work with testing player character controller (we change previously used controller for new one). Right now we want to set up cooperation module for players and test interaction system. In the screen you can see look pose for characters, work in progress.

[h3]Visual Effects[/h3]


We are currently working on destructibles props. All destructions are made in Houdini. From the beginning we think about optimazation and we try to build procedural asset in Houdini wich
allows us customize quickly different setting and features like dimension of bricks, amount of bricks in rows and columns, size of object which emits force etc. This procedural tool/asset for brick wall is constantly honing and modifying to fits to our needs.



So far bricks can be replaced by bigger chunks with reduced amount of polygons, it will be especially useful for parts which are static not included in simulation.

[h3]Level Design[/h3]
We are in a process of hiring a new level designer. Someone who is going to design a whole campaign with levels, where he will implement game mechanics and design a fun gameplay. At the moment we aim at creating two campaigns, one for German side and other for Soviet side. Also we are doing a research on maps of Eastern Front villages and fields. From the research that we have done so far, we find out that it was a commom thing to set different (sometimes very creative traps) for tanks to temporarily immobilize them and make them more vulnerable to enemy fire.



Thanks and have a great weekend!

DeGenerals

* - Handbook on USSR Military Forces Robert L. Bolin, Depositor, University of Nebraska-Lincoln

** - https://www.arcgis.com/apps/Cascade/index.html?appid=74432db26a844a6b8428a454f88e01a0%20%20

Development Status #1



[h2]Dear Tankers,[/h2]

Welcome to the first Development Status of our new game, Tank Squad.

Just like in Tank Mechanic Simulator, we will try to reach you through such reports, to give you insight about what the game is, what are we currently doing and why, but also to get your feedback and opinion on various design stuff.



[h3]Our approach[/h3]

We want to create a great game. A game that has fun and challenging gameplay, a game that is optimized and has got good looking graphics. That's why we've decided to dedicate first months of development just for testing. Despite being a team of experienced developers, we don't take our assumptions for granted, we know that humility is fundamental that's why we experiment, test and try different things until we find the best solution. The most important aspect of the game is gameplay, that's why we are testing the gameplay intensively, to find out what will bring the most value to you, players. To make sure that the game will run smoothly, we are already setting standards for the performance and implementing optimization solutions. We are not leaving optimization for the last stage of the production as it often means downgrading. We've been putting a lot of emphasis on building solid fundamentals for the production, that is, a good team, good organization of the project, the latest tools, an effective production methodology and... relying on your feedback.

[h3]About Tank Squad[/h3]

In Tank Squad you play as one of tank crewman. In cooperation with other players you fight in historical battles and when needed, you repair the tank.

[h3]Testing Gameplay[/h3]

We are testing two game modes which will relate to each other in the game: tank repairing in field machine park (as they were repaired during World War 2) and tank battle. To make things more exciting, we will be testing both repairing and battle scenes in multiplayer cooperation. In the image below you can see repair test scene, where we test the most basic mechanics of the game as dissembling/assembling tank parts, refuel, interact with field machine staff, use different tools (french key, paint brush, welder, fire extuinguisher, hammer) prepare tank battle, interact with the crane etc.



[h3]Characters[/h3]

Apart from tanks in the game we are also working on characters. From german tank commanders, soldiers to tank crew man or tank mechanics. Currently we are working on soviet officer model. Here we would like to present work in progress renders:











[h3]Animation[/h3]

We are currently working on a system of interaction with the tools used during tank repairs and the inventory system. In repairs mode, the player will play in FPP view, which includes animations from 1st person, other players in cooperation will see animations from TPP. During the battles, we assume a third-person view and a first-person view (inside the tank).

[h3]Our approach to Code[/h3]

We try to use the best and the latest techniques and programming tools. For this purpose, we use Unity 2020 with the latest C# 8 and other improvements, as Git and VS Code.
But we also work on our own code improvements, drawing inspiration from other programming languages, e.g. Python.



[Tank Squad > Development Status #1 > image2021-2-10_16-56-9.png]
We are currently working on the destruction system and porting mechanics from Tank Mechanic Simulator, but in Tank Squad they will be in a new and changed form.
We already have simple AI for enemy and player ally tanks.

With next developer statuses we will clarify more about our project. Meanwhile, you can join our Discord server and follow us on social media:



Thanks and have a great weekend!

DeGenerals