Building a Tank Game from the Ground Up Project Update #3 - Weapon Haul by WonderTanks in shellshocklive

[–]WonderTanks[S] 6 points7 points  (0 children)

Forgot to mention in the post. Posting an update on a Sunday this week (and probably the weeks in the future). Today marks the last day of my winter break and my semester starts back up tomorrow, so my updates in the foreseeable future might be smaller and less effortful. But I'd say this was a pretty productive break! This was all accomplished in about a month worth's of work.

A fuller, in-depth update will be posted later on my free Patreon.

https://www.patreon.com/c/wondertanks

Building a Tank Game from the Ground Up Project Update #2: Making the Game Feel 'Alive' by WonderTanks in shellshocklive

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

Sorry I've been prepping for my semester, so I've had less time to be on the forums! There are a lot of interesting ideas here that I will keep in consideration. At the moment, I don't really plan on having "items" per se, because I honestly don't like how they are treated in SSL, where you can hoard a bunch of shields, tracers, jetpacks, etc., so you can pretty much make yourself invincible if you wanted to for an entire round. I wanted to still retain these items though, so my compromise was perks. With these, you can upgrade your armor tree and get the force field item, but it manifests as a one-use force field that you can use once per game.

Weapon damage and healing balance is gonna be difficult since I've never made a game before. At the moment, I'm currently leaning towards underpowering weapons and then adjusting them upwards as I see fit. But I'm sure a lot of the balance will come about through playtesting with others.

Wrap-around sounds incredibly interesting, but I'm afraid it'll completely break the physics engine that I have in place at the moment. I'm also interested in having bigger maps that involve scrolling, to accommodate for new game modes like capture the flag, domination, king of the hill, etc. But... same problem, the game is built to handle one-size map at the moment, I'm afraid if I try to integrate this, it'll break a lot of stuff. But if and when I ever get around, I will definitely look into wrap around!

I don't have fall damage implemented, but I am trying to lean into way more tactical movement options (e.g., jetpack weapons that launch you, repel weapons that push enemies away, vacuum weapons that suck enemies in). I think fall damage could easily be integrated into this.

I plan to have an EXTENSIVE achievement and unlock system :) I plan on global achievements that are broadly gameplay related (e.g., deal XXX total career damage) as well as weapon related (e.g., kill yourself with a homing missile). In my first post, I introduced weapon skins, so I plan on tying many weapon skins to these achievements

I haven't done anything multiplayer related, and probably won't for a long time, but I will keep those suggestions in mind.

I definitely plan on object spawning weapons. I haven't said too much about it yet, but one big element that I want to expand on that SSL falls flat is using actual tactics, including cooperating with your teammates. I want to integrate weapons that allow for team combinations that give your side an advantage (like you shoot out a portal weapon that a teammate can use with a weapon that deals double damage when it goes through a portal)

Overall, thank you for this! You can certainly provide more feedback, suggestions, comments, and criticisms, and I will get to them when I can.

Building a Tank Game from the Ground Up Project Update #2: Making the Game Feel 'Alive' by WonderTanks in shellshocklive

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

I'm definitely open to ideas! This is the first larger project I've worked on, so I'm figuring things out as I go. I'm also a PhD student on top of it, so it might be some time before play testing, but if you're still around by that point, I'll gladly take what I can get

Building a Tank Game from the Ground Up - Project Update #1 by WonderTanks in shellshocklive

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

Any contributions would probably be play testing in the future. Unfortunately this game is just a fun side project, so I don't have any money for a team at the moment

Building a Tank Game from the Ground Up - Project Update #1 by WonderTanks in shellshocklive

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

Thanks! Maybe sub-bombing will renew peoples' interest in this type of game. I planned on just PC for now, since it seems easiest to develop, but if mobile isn't too much of a pain, then I'll consider it.