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TIGSource ForumsCommunityDevLogsJunk Metal - A simple singleplayer Tank Arena Game
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Tondo
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« on: April 04, 2018, 08:24:28 AM »

Junk Metal





Hi everyone,

So Junk Metal's a small PC game I started working on a few months back. It's a single player 1v1 arena game with tank customization where you fight other tanks in the arena rankings while gaining new parts and customizing your tank.

Here's the latest build, which will be updated whenever there's a new build (https://www.dropbox.com/s/o7uueb4nddasr70/JunkMetal_build_20180410.zip?dl=0).
If you try it out, well, thanks a bunch! If you have any feedback or just general comments, please don't hesitate to let me know. Any type of feedback/comment is greatly appreciated.

The demo is pretty simple right now with combat and customization, as well as a couple of enemies to fight against. From here I'm planning to implement a progression system as well as more tank/weapon types to add variety.

I'm planning to keep this post updated with new stuff so stay tuned if any of this has piqued your interest.

Thanks for taking a look!

Old Info
Original build: (https://www.dropbox.com/s/vketb48mc8x0z3p/JunkMetal_build_20180408.zip?dl=0)

Original Combat Gif:
« Last Edit: April 10, 2018, 11:21:52 AM by Tondo » Logged
Tondo
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« Reply #1 on: April 05, 2018, 02:44:44 PM »

Hey guys, so a little update.

First I changed the controller configuration s.t. fire is now performed by pressing the Shoulder buttons.

Second I implemented energy weapons. Energy weapons have infinite range compared to Ballistic weapons, and keep going until they hit something. Later on I'm planning to add some differences between Ballistic and Energy weapons, but for now Energy weapons are pretty much strictly better than Ballistic weapons.

Here's a small GIF



Here's this build (https://www.dropbox.com/s/k8ymy6e4oiie9sq/JunkMetal_build_20180405.zip?dl=0).
I've also added an Update section in the main post with the latest build for convenience.

Thanks!
« Last Edit: April 08, 2018, 07:05:37 AM by Tondo » Logged
Tondo
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« Reply #2 on: April 08, 2018, 06:57:58 AM »

Hey guys, so another update.

First, I implemented a new type of weapon, which is the Missile Cluster. These weapons shoot a cluster that separates into multiple missiles, which will then aim for the opponent.

Here's a GIF of it in action.


A nice side-effect of this was that I had to implement general logic for the AI that would pick directions that avoids hitting bullets, since this was the first example of a bullet that lingered on screen. This means something like Mines should be able to be implemented pretty easily since they're a simpler form of missiles. I guess we'll find out?

Another thing I implemented was an animation for dust clouds that plays whenever a bullet reaches maximum range and has theoretically "dropped off". There was a problem before where it was very difficult to tell the range of the bullet, and I'm hoping this will make it a bit more clear.

Here's another GIF.


Anyway, that's all that's happened the past couple of days. Here's the latest build for anyone interested in trying it out.(https://www.dropbox.com/s/vketb48mc8x0z3p/JunkMetal_build_20180408.zip?dl=0)

Thanks!
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Tondo
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« Reply #3 on: April 10, 2018, 11:27:15 AM »

Hey guys, just another update.

This time around I implemented the concept of energy, and jets that let you propel your tank in a cardinal direction. I'm hoping the jets will make the combat a bit more fast-paced and interesting.

I also added the concept of energy usage for weapons, so Energy-type weapons use energy to use.

The AI's also been tweaked to make use of jets both to dodge out of fire as well as to position itself to get shots on you.

Here's a GIF of the jets in action.


Here's the latest build with the aforementioned updates (https://www.dropbox.com/s/o7uueb4nddasr70/JunkMetal_build_20180410.zip?dl=0).

Thanks!
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