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Tank Squad News

Development Status #63


[h2]Dear Tankers,[/h2]

Welcome to our 63rd Development Status. Lets take a look what happend during development last weeks!

[h3]Devlog #6[/h3]

[previewyoutube][/previewyoutube]

[h3]VFX update[/h3]


We are working on updating the battle VFX in our game. Currently the focus is on tracers and muzzle flashes and smoke trails. Generally we are in the middle between being historically accurate and having fun gameplay - some effects will happen more often. For example tracers - some will be exaggerated (enemy muzzle flashes, AI tracers) and some kept smaller. Our vehicle dust generation from shooting and driving, so the player can actually see something.



Thank you and have a good one!
DeGenerals

Development Status #62


[h2]Dear Tankers,[/h2]

Welcome to our 62nd Development Status. Lets take a look what happend during development last weeks!

[h3]Visors[/h3]



Over the last few weeks, after Christmas and the New Year, we have continued to work on a new feature in the game, namely crew slots in a tank. As we wrote earlier, it will be possible to choose in-game whether to have players in slots during missions, e.g. driver, commander or gunner.



On the visual side, we are adding and improving the interior elements of the tanks, including the scopes. Pictured here is the new driver's visor on the Tiger I. In addition to this role, there will be new visors for the commander, radio operator and gunner.

[h3]Mission overview - Push to Vinogradovka[/h3]

Preview of the design (subject to change)



Push to Vinogradovka will be the 7th mission in the Germany campaign, and it has a different approach to the gameplay mechanics. The map is divided into 5 sectors. In the middle is a road that the Russians use to retreat. Our task as German tankers was to catch up with the USSR tank regiment, but the Russians were prepared for such a scenario and made the main road impassable.

Each time you play this mission, the sectors available to the player are randomly selected, making it always entertaining and different.

Preview of the map (WIP)



Each sector will have unique terrain and give you a different way to engage in combat. The whole map is a tree labyrinth, so with our approach you will always be going through a slightly different place.



We are currently testing this type of map design and would love to hear your thoughts on it. Our focus here is to maximise the use of the terrain for gameplay purposes, while still making it fun and streamlined for the player, without unnecessary detours just for the sake of it.






Thank you and have a good one!
DeGenerals

Development Status #61


[h2]Dear Tankers,[/h2]

Welcome to our 61th Development Status. Lets take a look what happend during development last weeks!

[previewyoutube][/previewyoutube]

[h3]Environment Overhaul[/h3]

Change from built-in to URP, had to spawn new approach to our visual fidelity. With new technology, came new tech art pass. We had to rework our shader for trees, and other vegetation, because it didn’t meet our new expectations. With that in mind, we got back to the basics, addresing the problems You, our Community had in demo tests couple of weeks ago:

  • Performance
  • Overall look & feel






For fixing our performance, we had to cut geometry from trees. GPU Instancing of 30 000 trees with 3-4K trisses, inputted heavy strain on GPU. So we cut triss numbers in half, which gave us much more resources to work with.



Because of these changes, less geometry directly impacted how our game looks from the distance. Unity auto-optimized rendering hides geometry, if said geometry was smaller than one pixel to render (tree leaves started to vanish unnaturally). Our new shader had to compensate this problem. Chosen approach was to use higher values of alpha cutout threshold with the distance from player camera. This way our trees from afar look better than previously, beacuse they are blending better with environment. We also introduced specular, and emission fading, to boost volumetric feeling of vegetation. With this “alpha trick”, we added special depth pass on the shader.

Depth pass write into Z buffer geometric information of every mesh on the scene, which prevents overdraw in actual forward+ pass for semi transparent materials (like leaves for example). This way we are minimizing numbers of one pixel being rewritten by the GPU. To push this approach even further, here comes the reduction of alpha cutout, mentioned above. With this trick, tree leaves obscure more screen space, which reduces even more pixel rewrites.

Also we use atlas textures for every tree and grass in the game. With this approach we are reducing use of RAM, VRAM, and cycles of GPU work to render everything.



For overall look, with URP came new lighting model. Physical Based Shading use physics principles for lighting. The main change is conservation of energy. Light dissipates more naturally in the scenes. Previously our lighting model was based on Blinn-phong approach, which is quite nice approximation of natural lighting, but has nothing to do with realistic lighting.

We also added new tech to the shader itself. Our vegetation now have simple implementation of subsurface scattering, which gives feeling of light going through leaves. We also baked Ambient occlusion to the vertex color, to boost volumetric feeling, and make trees look less “flat”. With vertex information, we additionally changed vertex normals, to make shading more smooth and natural.

Additionally to all, Tank Squad presents its first steps towards dynamic time, and weather. Everything on the scene is computed in real time, no baking involved.



Changes also come in for our sky, fog, and clouds. Now environment as a whole, feels more connected. We introduced to our workflow implementation of decals.

Tank tracks, or some other smaller details will be added to Tank Squad with next development cycles, which give us another tool in creation of believable terrains.

With URP also came in Screen Space Ambient Occlusion, which unfortunately is not meeting our expectations, so we are swapping SSAO for HBAO+. AMD FidelityFX Super Resolution will make its appearence too, so for people that struggle with performance, this should help them resolve this issue to some extent.



[h3]AI enhancements[/h3]

We’ve been pushing the next phase of AI enhancement process, this time focusing on attacking and ambushing.

Quick summary of both behaviour types:

Attacking means either level designer sets up an event with Attack Command for specified squads to:

  • Move towards specified place or along waypoints
  • If units get engaged while moving towards the target position they switch to assault behaviour:

    • The squad is divided into 2 groups, where one group assaults, second group is prone and provides support fire
    • Every X seconds the groups switch and rush toward their enemies

  • Based on this tactic:


Ambushing means:

  • staying in assigned pose by lvl designer
  • Not starting combat untill:

    • being shot upon
    • enemy is close enough (is lvl designer set this as trigger to start combat, we call this ambush radius)
    • enemy has triggered a specified collider on scene

  • When combat starts all units switch to one of two behaviour types:

    • Standard - when they are set to be defensive, so they just stay where they were and open fire
    • Attack - start actively seeking contact or directly assaulting the enemy that triggered the ambushers





We would like to showcase this in future dev log or even dev stream how this works, as our plans to extend the AI are big. But we have to focus on many different aspects of the game. Thats why we now want to finalize and iron out current AI features and go on to those other aspects.



Thank you and have a good one!
DeGenerals

Development Status #60


[h2]Dear Tankers,[/h2]

Welcome to our 60th Development Status. Lets take a look what happend during development last weeks!



[h3]Moving project to Unity URP[/h3]

Ok, a moment but what is all about?

So far we have used an older rendering method when working on the Unity engine in the project. This is referred to as built-in. The switch to the new system has been on our minds for some time now. We had a choice between URP and HDRP, and our decision was that URP was the better solution for the needs and scale of our game. So the time has come and we are in the process of moving the project from Built-in to URP.

What is URP?

The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.

Summary

We hope that this move will ensure that our game takes advantage of the latest solutions that Unity offers, while also improving the visual aspects and helping to make our game perform better.

In case you are interested in more technical stuff, here is a brief description:
https://docs.unity3d.com/Packages/[email protected]/manual/whats-new/urp-whats-new.html

[h3]What next?[/h3]



The first thing we want to do is to finish the move to the URP. Then we will try to organise playtests using the tools on Steam around December/beginning of the year as soon as we have sorted out and improved the performance and stability issues.

The demo version, which is still playable, will probably also receive an update.

We have a feature in development with the possibility of driving a tank in several players as one crew. More about this in the next dev statuses :)

[h3]C1M6 - Ozerovskii Logging Plant[/h3]



There is a lot in the works for environment. Vegetation will be completely overhauled, and it will be more realistic. This change hopefully will get rid off wierd dark spots within trees and bushes, as you can see on screen above.


[h3]AI attack behaviour[/h3]



We are also pushing what the infantry AI does while attacking. Previously they either rushed into the waypoint of attack careless of a shootout or dropped to the ground immediately when they got in contact with any enemy.

Right now we want the AI that attacks to be more aggressive, use leap-frogging/bounding overwatch (simplified for now) to:

  • Keep the pace of the advance tied to being suppressed or not, having valid target or not, the enemy that is defending is currently suppressed or not
  • Move the attacking squad in parts, one part of the squad is static and provides covering fire (with exception of heavy weapons soldiers), other part rushes forward. Every few seconds the roles switch - first group rushes, second covers
  • AI commanders will use smoke grenades to cover the attack while suppressed or when preparing to launch final assault (close enough to the attack pivot/target)


[h3]PzKpfw T-70 743(r)[/h3]



Another vehicle, this time the T-70 light tank that we had the pleasure to have a look at some time ago. It, too, has captured version that will be used in the campaign.







Thank you and have a good one!
DeGenerals

Development Status #59


[h2]Dear Tankers,[/h2]

Welcome to our 59th Development Status. Lets take a look what happend during Next Fest demo festival!

[h3]Demo Summary[/h3]

First of all, we would like to thank everyone who took part in the Nest Fest festival of demos on Steam and had the chance to play our game! We received a lot of feedback, suggestions and reports that we are still reviewing (because there are so many) and learning from.

Thank you for the conversations, questions and discussions for the whole community on our Discord, Steam Forum etc... Thank you also for the videos/streams of our game on Twitch or YouTube.



Releasing a playable version, in this case a demo version, was very important to us. We are aware of bugs, things that are still broken or the amount of content. Our goal was for you to be able to give you something that we are still working on with some missions and tanks. We are very happy that we have managed to deliver a playable game and show you almost 3 years of progress.

The overall feedback we have received from you can be summarized into few most important issues:
  • focus on adding multiple-player crews in single vehicle
  • focus on better optimization, so the game runs smoother
  • focus on tank controls and physics
  • focus on ballistics and penetration simulation
  • focus on improving AI vehicles and infantry behaviour




Statistic

Details



Lifetime free licenses:

34.547



Lifetime unique users

22.793



Most active daily users:

3789 (10 october)


Players peak:

135 (10 october)


Max players peak:

144 (15 october)


Daily users (median):

1.768


Linux peak players:

2


Total unique Steam viewers on Steam:

198834 (9-18 october)


Overall demo play duration:

846904 minutes or 14115 hours


Median time played:

~30 minutes per person


Most playable mission:

Outskirts of Morton: 18.8k players

Morton Defence: 4.3k players


Game settings: Aim prediction (true):

97.6%


Game settings: Aim prediction (false):

2.4%


Killer unit name:

82.5% - PzKpfw VI Tiger Ausf. H1

9.3% - PzKpfw IV Ausf. H

7.2% - PzKpfw III Ausf. M

0.6% - KV-1

0.3% - T-34/76


Victim unit name:

33.7% - Soviet rifleman

13.5% - Soviet tank crewman

11.% - T-34/76

10.5% - Soviet AT infantry

6.8% - Soviet leader

6.4% - ZiS3 AT gun (static)

3.8% - Soviet MG gunner

3.6% - Soviet MG assistant

3.5% - Soviet SMG gunner

3.4% - Soviet senior rifleman

2.6% - KV-1


Victim unit name (no infantry):

53.7% - T-34/76

31.2% - ZiS5 AT gun (static)

12.7% - KV-1


Friendly fire:

99.9% - False

0.1% - True


Player state change (where players spent most of the time):

39.3% - Vehicle

37.7% - UI

17.1% - Character

11.9% - Not respawned


Proportion of projectiles being shot by units:

40.5% - PzKpfw VI Tiger Ausf. H1

16.6% - T-34/76

15.5% - ZiS-3 AT gun (static)

8.3% - PzKpfw IV Ausf. H

8.2% - PzKpfw III Ausf. M

5.5% - KV-1

5.4% - Soviet AT infantry


AI deaths:

54.6% - Soviet

45.1% - Germany

0.3% - Independent (we threat surrenders as “no faction”


Germany tanks controller by AI killed by AI:

60.5% - T-34/76

19.2% - ZiS3 AT gun

17.4% - KV-1


Soviet tanks controller by AI killed by AI:

86.1% - PzKpfw III Ausf. M

5.2% - PzKpfw IV Ausf. H

3.4% - T-34/76

3.3% - PzKpfw VI Tiger Ausf. H1

1.7% - ZiS3 AT gun





[h3]Whats next?[/h3]

At the moment we plan to keep the demo available. If we decide to take it down, we will let you know well in advance.

We are planning to run playtests on Steam in the near future to test new things and suggestions from the community. Initially around December. We will let you know - for sure! :)

[h3]Beutepanzer[/h3]

One of the things that was possible in the demo was to capture and repair wrecks after completing missions in the campaign with Soviet tanks, i.e. KV-1 and T-34/76. However, we did not have time to introduce fully functional tank customisation. Nevertheless, below is an example of what you will be able to do with a captured tank in the game - in this case a T-34/76, i.e. a PzKpfw T-34 747(r).



The Germans, who introduced the units into their army, designated the T-34 as the Panzerkampfwagen 747(r). According to the literature, the acquired T-34s took part in Operation Citadel in 1943, and Das Reich units had a dozen of them in stock. Would you like them to be available at the start of the campaign? Let us know what you think in the comments.



The KV-1 heavy tank was also used under the designation Pz.Kpfw. KW I 756(r). More about this probably in the next development status.

In addition to the most important things, there will certainly be more content, more missions, even if you're not just playing as Germans, etc. etc.

Thank you and have a good one!
DeGenerals