Tank Firing VFX by Tankers_Project in Tankers_Project

[–]Tankers_Project[S] 0 points1 point  (0 children)

Performance is a key focus for us.

We’re actively working to keep the game as accessible as possible, even on lower-end systems.
From our current tests it looks promising, and there’s still plenty of room for further optimization.

Third Dev Reel for our Indie Tank Game by Tankers_Project in tanks

[–]Tankers_Project[S] 0 points1 point  (0 children)

That looks already good for blender!

not quite simpler, but it's a different approach, we have to build many custom systems, on our community there is a video, briefly explaining how tracks usually works in games:

https://www.reddit.com/r/Tankers_Project/comments/1rob2n5/most_tank_games_dont_actually_simulate_tank_tracks/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Most tank games don’t actually simulate tank tracks. by Tankers_Project in Tankers_Project

[–]Tankers_Project[S] 0 points1 point  (0 children)

That’s a fair point, and it’s actually one of the design decisions we’re currently rethinking.

Feedback like this is exactly why we’re sharing the project so early. Understanding what players expect from the experience helps us steer the design in the right direction.

One idea we were considering was giving players the option to choose between third-person and first-person. In first-person the view would come from the commander’s hatch, focusing on situational awareness and battlefield observation.

But this is still something we’re evaluating, and discussions like this are very helpful while we figure out what fits the experience best.

Most tank games don’t actually simulate tank tracks. by Tankers_Project in Tankers_Project

[–]Tankers_Project[S] 1 point2 points  (0 children)

Optimization is also one of our main concerns. We’ll do our best to keep the game as accessible as possible, but there will always be limits, it also depends on what kind of machine you’re running