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Project: "Tank Game"
Project Started: 15th March, 2010 Last Update: 14th December, 2010
Project Owner: HitmanN Project Members:
Project Type: 2D turn-based strategy Project Progress:

Undead
Posted 30th Apr 10, by HitmanN  
What the title means is that the project is not dead. On the contrary, after being busy for the last weeks, I finally find myself working on this again.

Just the other day I fixed couple of bugs, other relating to Rubber Ball ammo not disappearing, and another with turrets vs missiles (missiles weren't always registering hits from the turret's fire).

Also, I've now added a new game mode, 'Arcade'. Arcade mode is for those of you who enjoy a game like this with a bit less tactics and more movement and shooting. In Arcade mode, all units get full energy for each turn. Units also quite a bit faster, though use more energy to do so. The result is that units can always move and shoot, regardless of how much energy was used or reserved the previous turn. This mod is still in the process of being playtested, but I rather like it. It does take away some of the tactical aspects of the original setup, but that's exactly why I left the original mode an option, so you can choose which better suits your fancy. Some units and weapons have different statistics in Arcade mode, but that's to be expected. For instance, flamethrower can be a killer with full energy in the original Tactical mode, and since in Arcade you get full energy every turn.... it can be a REAL killer. Thus it uses more energy.

In addition to that, today I added a new capturable objective, Air Control Tower. For now it simply provides the same Missile Relay ability that Gyro Scouts can unlock. A circle around the unit, inside which missiles can travel without countdown towards expiration (missiles either explode or lose control after six seconds, depending on missile type). Basically, the relay zone can be used to extend missiles' range. (See second screenshot. The circles rotate, so they don't look as pixellated in action. It's a faked situation. No way things would be that busy near the center of the map. )

I think I also mentioned before, but just in case I didn't, there are also crates in the game. You can see one in the first screenshot. With luck, picking it up grants you some gold, instant repair or a unit. With bad luck it's a 'Boom!'. There's more good than bad though, so generally you'll want to pick 'em up if you have a suitable unit (cheap and/or high HP).

Oh yeah! And the interface was slimmed down a bit in recent versions, as you can see from the screenshots. More space for unit icons at the top, condensed info on resources and selected unit, shorter build/weapon menu, etc, etc.

I sent the game to several testers a little while back, but some haven't reported back yet. *pokes testers*. I'm starting to need some feedback guys. :3

Tell ya what people. I'll accept two more testers right now. Leave a comment here, noting your desire to be a tester if you're interested. What I primarily need tested is weapon/unit balance. General gameplay too, of course, but what I'm really lacking is genuine results from games, preferably between two different people, in Arcade mode. Does it work, is it fun, etc. Be sure to have some hours to spend before applying for testing though.

Everyone else, stay tuned! Once I'm satisfied with the game's state and balance, I'll release the first public version.
Preview

Preview


Posted by UrbanMonk 30th April, 2010

Online mode needed

Just saying...
 
Posted by HitmanN 1st May, 2010

Certainly. But no point going there before the core game is functional and fun to play. Besides, online stuff is new territory for me, so I'd rather not try and go there with an unfinished base game.

As far as priorities go, they're currently as follows:
1) basic features and content
2) level editor / custom levels
3) online multiplayer
4) AI opponents

It'll be a while before reaching step 3.
 
Posted by LB 1st May, 2010

Wow, all that's left are gold and silver stars! Let's hope all the silver ones get done
 
Posted by HitmanN 1st May, 2010

Most of them probably will, but aside from additional capturable objectives, the rest will probably be pushed beyond the first public release.

The list is by no means definitive. Ideally I'd want at least twice as many unit types, and many more weapons, so we'll see how the list changes once the first release is out.
 


 



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