Quote: "Really cool explosion effect. Needs some camera shack to give it some real flare(har har).
Good idea. Maybe I'll reserve that for tactical nuke or some other mega powerup (that's not in the game yet BTW
Quote: "1) This..."
The name isn't really fixed yet. The old game was called "High Noon". Maybe I should keep that. Kind of goes with the six-shooter ammo thing. I hope WB doesn't come after me for using Mortal Kombat sound FX BTW.
Quote: "2) I felt it hard to aim and steer at the same time. Maybe set the turret to only turn when you hit r or t instead of turning with the body when driving."
I'm still undecided on this. In a way maybe your way is better, since tank turrets are gyroscopically stabilised and stuff. On the other hand, having it coupled like it is makes for some skill- you can turn the turret faster if you turn the body too. Will give this some more thought. Will put in a toggle switch for this system in next version so you can try it out.
Quote: "3) Need some graphics want anything?"
Thanks dude that would be awesome! The "full" game is a long way off, requiring quite a bit of learning, rewriting etc, but if you're in the mood to make a tank and/or some arena stuff, I can throw that into this WIP to make it look spankier.
The tank is supposed to look a bit like a Leopard 2A6
. Looking at the low poly cars you made recently
, I reckon you could make a badass tank. I'm going for a kind of realistic/cartoony/oldskool vibe. I mean, the proportions and overall shape are realistic, but the texture can be bold and cartoony, and detail is low. (although poly count doesn't need
to be low- smooth cylinders and stuff are good). Could get away with one texture and just change hue/saturation to get a number of skins.
With the current (rubbish) collision system, the arena objects are aligned rectangles, and the tanks are rectangular. The arena blocks and walls should look pretty indestructible, because they are. Although blocks should be rectangular at ground/turret level, above this they don't have to be. However, high vertical walls should be avoided because they can obscure stuff. This could be concrete blocks, or maybe piles of scrapped cars, shipping containers, ruined buildings etc. Perhaps you can ponder on this. Just one good looking block/wall set would go a long way.
I will make up a dev document, throw together some reference pictures. In about a week.
The final game should have an engine with more flexibility, and support arbitrary arena models, and perhaps some moveable and destructable scenery. Also I want to have a selection of tanks (leopard, black eagle etc. Maybe some non MBTs too!), each with two or more skins, but as I say, I don't have a solid idea of how long it will take. When the time comes, if you feel like partnering up that would make me super happy.
BTW i see you made some chess pieces. I might try making a chess sandbox first to learn how to do online.
Quote: "4) music!"
I should think about this fo sho.
Quote: "Homing missile was not very helpful Sorry, maybe if the arenas were larger it would work better."
It's not really a very missiley homing missile. It's just a shot that turns towards you opponent at a fixed rate. Means you can shoot a little inaccurately and still hit, and sometimes shoot around corners.
I can't wait to make this online and find out which weapons are broken and which are rubbish and stuff.
Quote: "Ah, and the blue laser was awesome."
Satellite strike is my fave too. Maybe it should take off 2 armour blocks.