Devlog #003
Hello operators,
Welcome to Thunder Tier One’s third devlog!
Today, we’re going to talk about bullets and ballistics. Contrarily to what many might think, things in Thunder aren’t just your ordinary point and shoot until they’re dead. We’re diving deeper than that in our attempt to create a realistic approach to a top-down tactical shooter.
The Arcade difficulty mode, however, will keep things on a relatively easier approach. Every bullet will act as a tracer, helping you to follow the bullet’s trajectory. In Realism difficulty mode, however, tracer bullets will be distributed in magazines following more common real-life practices for each weapon (increasing in frequency when running out of ammo).

And which weapons are we talking about? Well, for now, there are five different weapon types in Thunder Tier One: Pistols, Shotguns, Submachineguns, Assault Rifles and DMRs. There are several different weapons for each type and, of course, each weapon is unique and has its own very distinct set of characteristics. Things like weight, handling, rate of fire, muzzle velocity, effective range, and accuracy are all taken into account. And, of course, so is the stopping power of a projectile, determined by its kinetic energy and shape.

Getting a plausible battlefield is one of our goals. And, to that extent, cover plays a very important role. The cover defines tactical movements. But different cover offers different protection as well. Hidding behind a rock is not the same as hiding behind a tin fence. In a battlefield crowded with rocks, brick walls, trees, wooden fences, concrete walls, cars, and the likes, every cover looks different, and we want players to feel the difference as well.

We have configured every different material with its own density, based on real-life values. The density paired with the thickness of an object and the angle of the impact determine whether a bullet pierces it, gets deflected or doesn’t pierce it at all. This of course also depends on the properties of the projectile: mass, shape and material. The buckshot from a shotgun will be less likely to pierce through a brick wall than a projectile from a DMR fired from the same distance. While piercing the bullet’s kinetic energy will be lowered resulting in loss of velocity and potential change in exit trajectory. Needless to say - slower bullet will deal less damage.

In the future, we plan on introducing different types of ammunition available for every weapon for you to be able to better prepare for the task at hand. You will be able to adapt to mission requirements by choosing between AP, HP and other special rounds to do the job.
That is all for now, operators. We’ll be back soon with more news about Thunder Tier One. In the meantime, join us on Discord to get the news first-hand.
STORM OUT
Welcome to Thunder Tier One’s third devlog!
Today, we’re going to talk about bullets and ballistics. Contrarily to what many might think, things in Thunder aren’t just your ordinary point and shoot until they’re dead. We’re diving deeper than that in our attempt to create a realistic approach to a top-down tactical shooter.
The Arcade difficulty mode, however, will keep things on a relatively easier approach. Every bullet will act as a tracer, helping you to follow the bullet’s trajectory. In Realism difficulty mode, however, tracer bullets will be distributed in magazines following more common real-life practices for each weapon (increasing in frequency when running out of ammo).

And which weapons are we talking about? Well, for now, there are five different weapon types in Thunder Tier One: Pistols, Shotguns, Submachineguns, Assault Rifles and DMRs. There are several different weapons for each type and, of course, each weapon is unique and has its own very distinct set of characteristics. Things like weight, handling, rate of fire, muzzle velocity, effective range, and accuracy are all taken into account. And, of course, so is the stopping power of a projectile, determined by its kinetic energy and shape.

Getting a plausible battlefield is one of our goals. And, to that extent, cover plays a very important role. The cover defines tactical movements. But different cover offers different protection as well. Hidding behind a rock is not the same as hiding behind a tin fence. In a battlefield crowded with rocks, brick walls, trees, wooden fences, concrete walls, cars, and the likes, every cover looks different, and we want players to feel the difference as well.

We have configured every different material with its own density, based on real-life values. The density paired with the thickness of an object and the angle of the impact determine whether a bullet pierces it, gets deflected or doesn’t pierce it at all. This of course also depends on the properties of the projectile: mass, shape and material. The buckshot from a shotgun will be less likely to pierce through a brick wall than a projectile from a DMR fired from the same distance. While piercing the bullet’s kinetic energy will be lowered resulting in loss of velocity and potential change in exit trajectory. Needless to say - slower bullet will deal less damage.

In the future, we plan on introducing different types of ammunition available for every weapon for you to be able to better prepare for the task at hand. You will be able to adapt to mission requirements by choosing between AP, HP and other special rounds to do the job.
That is all for now, operators. We’ll be back soon with more news about Thunder Tier One. In the meantime, join us on Discord to get the news first-hand.
STORM OUT
