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Project: My Tank Game (working title)
Project Started: 29th April, 2012 Last Update: 15th May, 2012
Project Owner: Sketchy Project Members:
Project Type: Turn-based Strategy Project Progress:

Project Overview  
Preview This is a remake of a project I was working on before my last computer died - except I'm making it even simpler, so there's more chance of it getting finished.

Although the map is tile-based, movement and combat are not.
Units start the turn with a fixed number of "time units" which are spent when the unit moves, aims its weapon (the more time spent aiming, the greater the chance of hitting the target), or reloads.

There are just 3 types of unit, which are all different but equal (in a rock-paper-scissors kind of way), and just 4 types of terrain.

For the sake of simplicity, it will be two-player hotseat only.

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Update #3 - Demo Released
Posted 15th May 12, by Sketchy Post A Comment
Preview

Preview

Download the single-map demo here:
http://skydrive.live.com/redir.aspx?cid=b1e7ee094271bbda&resid=B1E7EE094271BBDA!521&parid=B1E7EE094271BBDA!131

Many thanks to HitmanN for his help with testing so far


CONTROLS
--------

Select Unit - left click on the unit, or click an icon from the top of the screen. Right click to deselect again.

Scrolling - hold down right mouse button and drag the screen.

Move Unit - hold down left mouse button and unit will follow the cursor. If the mouse is behind the unit it will reverse; if to the side it will turn on the spot.

Fire Weapon - press "fire" button. Hold down left mouse button to improve accuracy. Release mouse button to fire.
You must then press the "reload" button before you can fire again.

Build Unit - deselect all units and click one of the build icons on the left. Units cost 4 gold (one stack) to build and the build space outside your base must be vacant.

Capture Flag - just leave a unit parked on a flag and it will be captured at the end of the turn. Each flag you own gives you 1 gold per turn.

Victory - destroy all enemy units and occupy the build space outside their base (capturing all flags is not a requirement).

Turn Off Music - press "M"
Show Movement Range Indicator - press "Enter"


STATUS INDICATORS
-----------------

Time Units - green/red bar - all actions use time units, and when a unit runs out, it can't do any more that turn.

Health - hearts - when a unit runs out of health points, it is destroyed.

Gold - each full stack (4 coins) is enough to buy one unit.

Range Indicators - the circles around the selected unit indicate its minimum and maximum firing range.

Ammo - the circle on the left of each unit's TU bar indicates whether it has ammo loaded (green) or not (red).


UNITS
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Light Tank - fast to move and to reload, but lightly armed & armoured. 2HP, 25% reload time.

Heavy Tank - slow but heavily armed & armoured. 4HP, 33% reload time.

Rocket Artillery - very long range and can shoot over trees. Powerful but very little armour and extremely slow (except on roads). 1HP, 100% reload time.fire
Update #2
Posted 8th May 12, by Sketchy Post A Comment
Things are coming along nicely
I should have something semi-playable in the next couple of days.

Done:
* Graphics
* Map editor & loading
* Unit selection & movement
* Flag capture & funding

Partially Done:
* Combat

Not Started:
* Unit deployment
* Map designs
* Sound & music
Preview

Preview

Update #1
Posted 29th Apr 12, by Sketchy 6 Comments
Preview

The level editor is virtually complete now - just need to add flags / HQs.

I've also designed and drawn the only 3 units in the game:

"Bambi" Light Tank
Very fast over any terrain, but lightly armed and armoured, which makes it vulnerable to the...

"Thumper" Heavy Tank
Very heavily armed and armoured, but very slow, which makes it vulnerable to the...

"Hunter" Rocket Artillery
Very long-ranged and capable of firing over the tops of trees, but slow to move (except on roads) & reload and unable to attack at close range, which makes it vulnerable to the "Bambi" Light Tank.

There's a definite rock-paper-scissors feel to it, but with an added layer of tactical complexity.

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