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Development Status #53 - Demo Situation


[h2]Dear Tankers,[/h2]

Welcome to our 53rd Development Status.

Few words to you - from us, developers. We would like to let you know that we decided to resign from taking part in Steam Next Fest starting on June 19 with our demo version of Tank Squad and postponed it to playtests or the next demo.

Battle of Steppes captured from build

Ok but why? The answer is simple, we are not yet ready.

A few weeks ago we showcased the first preview of gameplay from a tech preview mission which was just a simple scenario not related to the first campaign story we are working on. It was a result of a few months' work of putting all the pieces together like gameplay mechanics & features, getting better performance, new sounds, new vehicles, characters & weapons, or new UI that we are gradually still implementing over existing placeholders. Pretty much everything that we showed in previous development statuses we wanted to share with you.

Battle of Steppes captured from build

Last few days, weeks, and months we were pushing a lot of effort into configuring and preparing playable builds. The showcased tech preview mission is just 0.25 km2 of the playable area. For the demo, we wanted to include a third mission from a Kursk German campaign that is near 5 km2. To show you that we have bigger scale scenarios, showing more sim aspects of the game.

Battle of Steppes captured from build

Unfortunately, we didn't manage yet to achieve satisfactory results with the overall performance of this mission. We don’t want to release something to you that is not finished, not polished, or not ready as we do not feel it yet as a complete game. We are still putting pieces together. More time is needed.

Battle of Steppes captured from build

Ok, what next? We will try to organize playtests on Steam for you during the next two months. Probably it will be a closed “alpha” test first and then some kind of a “beta” test more open using Steam playtests capabilities. For sure we will inform you and let you know in the next development statuses.

Kind regards,

Tank Squad Dev Team.
DeGenerals



Development Status #52


[h2]Dear Tankers,[/h2]

Welcome to our 52nd Development Status. As we’re focused to increase frames per second to be able to simulate combat for 20-30+ active vehicles and around 100 infantry we were mostly working on optimization in previous weeks.

[h3]Optimization[/h3]

The main issues we are facing with optimization are:

Physics simulation:
  • pathfinding - our custom pathfinding system might not be up to allow smooth calculations and pathfinding for 100-200 agents at once. The biggest issue is that currently, our AI does not follow the correct path to the next objectives/triggers/exit points and just stays idle. This in the end creates an issue with performance in late battle, as having 400+ units at the same time causes the game to have very few frames.
  • suspension for vehicles
  • complex models of vehicles - we’ve discovered that our vehicles and their complexity have an impact on the physics engine in Unity. We will have to make the model easier for computation
  • VFX and colliders of vehicle wrecks - when the vehicle change into wrecks then we disable most of their physics and simulation, but not enough. Having 20-30 + wrecks on a scene still causes Unity to drop frames

AI animations:
  • infantry needs the animator state machine working all the time, resulting in performance drops


[h3]Gameplay preview (work in progress)[/h3]

We'd like to show you an early look at the gameplay we've been working on recently. We're changing and adding a lot to get the build up to Steam Next Fest. In the video, you can see a snippet of gameplay with a village for players to take over. Along the way, the player may encounter some AT guns, which are also part of the mission.

[previewyoutube][/previewyoutube]

Would you like to see such a mission in the upcoming demo? :)

[h3]User Interface[/h3]

We are in the process of designing and replacing the temporary working interface in the game with something more final that we would like to have in the game. Extensive work is underway on the in-game interface. Below are some mockups showing what you can more or less expect in the game. We want to allow players to configure what they want to be visible. For example, if someone wants full realism without any UI - go ahead. If you want a more minimalistic UI, go ahead. The mockup below shows almost everything that could theoretically appear on the interface. In practice, this is unlikely to happen. Some things will be hidden and only visible by activating tactical mode (T button) to show additional information.



Here, in turn, the following mock-up shows what this may already look like during the game. For example, only:
  • markers from the main / side objectives
  • minimap
  • compass
  • vehicle HUD & weapon status
  • hints

We are currently testing enemy markers - they do not show up immediately. They are only visible from a certain distance - we want to try to make them more interactive, e.g. when someone in the crew or a tank from another squad spots the enemy.



Here is a mockup of the interface when spawning a unit or depot. You can see the map with the current objectives on the mission as well as the revival points.



Thank you and have a good one!
DeGenerals



Development Status #51


[h2]Dear Tankers,[/h2]

Welcome to our 51st Development Status. You can see what we were working on in two weeks!

[h3]New weapons for infantry[/h3]
With addition to the new unity and squad system, we have introduced two new semi automatic rifles to complete the various squad variants for both Wehrmacht and Red Army. Both rifles will be issued with the “Senior Rifleman” unit class. For Wehrmacht and Red Army squad structure usually there was at least one soldier equipped with such a weapon. Of course, this was not always the case, squad line-ups would vary but for the game, something has to be adopted

Gewehr 41
The Gewehr 41, commonly known as the G41(W) or G41(M), denoting the manufacturer (Walther or Mauser), are two distinct and different battle rifles manufactured and used by Nazi Germany during World War II.


SVT-40
The SVT-40 is a Soviet semi-automatic battle rifle that saw widespread service during and after World War II. It was intended to be the new service rifle of the Soviet Red Army, but its production was disrupted by the German invasion in 1941, resulting in a change back to the Mosin–Nagant rifle for the duration of World War II.


[h3]VFX[/h3]
This week we started working on the final look of VFX’es. Our new shaders react to environment lighting and are deeply customizable in that manner. Because of that, we have enough artistic freedom to enhance all sorts of smokes and fires, and at the same time maintain a realistic look.

Our new basic shader model

[previewyoutube][/previewyoutube]
New particles in action

[previewyoutube][/previewyoutube]
Lighting capabilities of smoke

With the option to light our smokes, we can achieve much better volumetric effects, without using actual volumetrics. That approach is much more hardware friendly.

[h3]Vehicles[/h3]

In recent weeks we have implemented German and Soviet vehicles into the game, which will be available and used during missions in the first campaign in the game. In addition to the Tiger I, there are already PzKpfw IV Ausf. H or PzKpfw III Ausf. M in the game.


For the Soviet side, we are configuring KV-1 and T-34/76. Both are drivable but not yet fully implemented. As we mentioned earlier during the German campaign players will be able to take over enemy vehicles if they are not destroyed completely. When a tank is damaged but possible to repair, it can be taken to a repair station to restore combat capability.



[h3]Optimisation[/h3]
Ensuring excellent game performance is our top priority, which is why we have temporarily halted the development of new features and dedicated our efforts to an additional optimization process. This involves optimizing various aspects of the game, such as tank physics (including wheels and tracks), environment rendering, AI behavior, and character performance. Additionally, we have fine-tuned quality settings, ranging from low to the highest settings available.



In terms of the environment, we have focused on optimizing shadow casting, configuring the level of detail (LODs) to balance performance and visual quality, and implementing impostors for distant objects. Impostors are 2D representations of 3D models that are used when the objects are located far away from the player's viewpoint, enhancing performance without sacrificing visual fidelity.

We are monitoring the game's performance primarily through two key indicators: the number of batches and frames per second (FPS). By implementing optimization techniques, we have successfully reduced the number of batches by approximately fifty percent in certain scenes, leading to improved performance and smoother gameplay.



Thank you and have a good one!
DeGenerals



Development Status #50


[h2]Dear Tankers,[/h2]

Welcome to our 50th Development Status. You can see what we were working on in two weeks!

[h3]Infantry Squads[/h3]


We have changed the way units are spawned in scenarios from the prefab system to files that have a reference to a prefab or several prefabs. Up to now, it was the case that on a mission, opponents spread out on the map - their spawners had a direct reference to a specific prefab of a given unit or vehicle e.g. KV-1 or Soviet Infantry Rifleman.



[h3]Unit Data[/h3]

This change considerably simplifies and facilitates the further configuration of the spawners. From now on every spawner has a reference to a Unit Data or Squad Data file. In Unit Data we define basic information about the unit, such as equipment, i.e. what the unit will be equipped with, e.g. Mosin or MP 40, and references to a prefab or several prefabs, e.g. a rifleman. During the spawning process, a unit can be randomly spawned at a specific location, which makes the gameplay more interesting and varied.



[h3]Squad Data[/h3]

The Unit Data configuration files are part of the Squad Data files. This is nothing more than the ability to spawn a group of Unit Data in one place. For example, we want a group of infantry with specific combat characteristics or a group of medium tanks to appear at a specific location.



[h3]AI Improvements[/h3]

A well-balanced AI is a very important feature in Tank Squad because it can provide an immersive gaming experience. Last week we took another step toward achieving that goal. We created an implementation of a visual-based artificial intelligence (AI) system that detects the player from their point of view, using a camera rendering. This technique has more accuracy than traditional raycasting, because it also works with objects with no collisions, like dense grass or particles. The main concept behind this system is to use multiple cameras, each assigned to an enemy in the game. These cameras are then used to capture the game scene into textures and check whether the player is visible or not. The visibility percentage of the player is then calculated using a compute shader and stored in an array. It does this by loading the depth values, pixel by pixel, from two render textures and comparing them. If the condition is met, the counter buffer (that stores the number of visible pixels) is incremented. Division of counter value by a total number of pixels from input render texture gives us information on how much the player is visible in the current AI camera. It simulates a similar process, just like humans see objects with their eyes.

[h3]Tutorial Repair Scene [Environment][/h3]

Here’s the repair scene from the tutorial, where you’ll discover how to repair and prepare your tank for battle. Our Environment artists have managed to create the map with the utmost care to ensure that the tutorial flows smoothly for the player.

While progressing through the tutorial, the player can enjoy additional views.




[h3]Vehicle hierarchy/inheritance system[/h3]
We are implementing a standardization of how our vehicle work in the game. Previously each vehicle was its entity, without connection to other vehicles/tanks and their implementation. We are changing that so the most common features are implemented in “base“ vehicles, with each new feature presented in the following hierarchy:
  • *** Base Vehicle - with an engine, fuel tanks, and ability to get in but no wheels yet
  • --- Base Tracked Vehicle - all above + tracks and wheels that allow it to move
  • ++ Base Tracked with 1 Turret Vehicle - all above + a turret that can rotate
  • > PzKpfw VI Tiger Ausf. H1
  • > PzKpfw III Ausf. M
  • > PzKpfw IV Ausf. G/H
  • > T-34/76
  • > KV-1
  • ++ Base Half track
  • --- Base Wheeled Vehicle
  • ++ Base Motorcycle (2 wheels)
  • ++ Base Car (4 wheels)

All of this allows the implementation of further vehicles much faster and easier. Expect in the next dev status some results from this work with real tanks.

[h3]Core new features[/h3]

As we are approaching the demo festival in June we’ve decided to pause adding new features. Instead, based on intense internal playtesting, we add or enhance stuff that is the core of the gameplay, for instance:
  • Vehicle aiming be as smooth and easy as it can get (with some options to customize)
  • Vehicle driving and physics be as smooth and easy as it can get (as well, with some options to customize)
  • AI reacting to various situations and not be idle/static
  • Optimization

All this effort is to get a better core gameplay instead of adding new features endlessly. First get basic gameplay right, then extend it.

Thank you and have a good one!
DeGenerals



Development Status #49


[h2]Dear Tankers,[/h2]

Welcome to our 49th Development Status. You can see what we were working on in two weeks!

[h3]Environment on Tutorial Mission[/h3]
Ten months ago we started developing tools and workflow necessary to push our graphics fidelity forward. Environment artists have been working tirelessly to achieve high quality immersive scenery for Tank Squad.

The whole production pipeline was made from scratch, and all workflow necessities with tools were made with help of our programmers and designers. Every piece of map you will see is carefully designed, tested, and created manually.

Deep forest path

For today’s update, we want to show you the upcoming Tutorial Map, which will introduce players to the game mechanics we have, and how to operate with battle plans in the field.

Sunroots and wheat fields

[h3]T-70[/h3]

This time a new vehicle for the Soviet side. It is a T-70, a light tank that was used by the Red Army during World War II. This tank replaced the scout tank T-60 and infantry tank support T-50. T-70 is armed with a 45-mm L/46 gun and carrying forty-five rounds.

T-70 is also equipped with a coaxial 7.62mm DT machine gun. The tank was operated by a driver and a commander who loaded and fired the gun. Armour thickness on the turret front was 60 mm, turret sides, and rear: 35 mm, hull front, and sides: 45 mm, and roof and bottom: 10 mm.


[h3]Crater generator[/h3]

We made another new tool for Tank Squad, and it is called Crater Generator. As the name suggests, this technique is responsible for terrain deformation after explosions. Some readers may remember that a similar system is included in Tank Mechanic Simulator, where a crater generation process is involved for creating excavation places. Our experience collected last year allowed us to refine, redesign and optimize this algorithm. Now the whole stage of geometry and topology recalculation is done parallelly with GPU power. It means that simultaneously we can generate many craters at the same time - not just one - without a significant drop in performance. An interesting feature is that craters are fully procedural. It means they have thousands of various shapes, depending on random seed and input parameters. It is based on a mix of fractal noise and signed distance fields.

[h3]Steam Next Fest in June[/h3]
To prepare for the upcoming demo fest in June we are running an ever more intensive QA of our game. Last week's tests were an introduction to sending the build to our publisher QA team, to have the required recommendation for the demo fest.
The most important problems were:
  • low performance with many AIs at once
  • enemy AI not reacting correctly to our actions (being very static and shooting back only when shot upon)
  • AI is able to see through high grass/vegetation (when a player could not)

Every few weeks we will be running such tests to have the game as polished as it can be for the fest and then the Early Access version.

Thank you and have a good one!
DeGenerals