Development Status #56

Tank Squad

Tank Squad is a tactical-combat action game. Take part in big tank battles during World War II. Play single-player or coop (4 players). Repair your tanks, replenish supplies, manage the crew and get back to the action!

[img]{STEAM_CLAN_IMAGE}/39404519/6cb596bbbf4150375e3a527c842f751092543168.png[/img] [h2]Dear Tankers,[/h2] Welcome to our [b]56th[/b] Development Status. You can see what we were working on in two weeks! [h3]Devlog #3[/h3] Feel free to checkout our last devlog covering new development updates. [previewyoutube=lPwJBztz-cI;full][/previewyoutube] [h3]Gun sights & range adjustments[/h3] We did a little research on the optics used on specific vehicles such as the Tiger I. In this case, a binocular telescope is the TZF 9 b. We have added an adjustable range sighting setting for AP (Pzgr. 39 APCBC) and HE (Sprgr. 45) controlled by pressing Left Alt + Mouse Scroll Wheel. [img]{STEAM_CLAN_IMAGE}/39404519/58a13a90c44c3356acaf34b177c38c3a3dadfc1c.png[/img] By default the field of view is set to 25 degrees as it is in real TZF 9 b. For the purposes of the game, at this point in Tiger I there is the possibility to change field of view by zoom adjustment from 25 to 5 degrees. Before the changes, the adjustment was from 60 to 5 degrees - not very realistic. [h3]Vector aiming mode[/h3] We have added an option to change the way of aiming. By default, the movement of the turret is possible by free movement of the mouse. The new mode allows you to control the turret only by pressing and holding the button - in this case Right Mouse Button and giving the direction of the vector visualized through an arrow. [img]{STEAM_CLAN_IMAGE}/39404519/be542564c5cbea5f0b87666a3b6b65a83c35f346.png[/img] The length of the line corresponds to a greater range of motion, while the arrowhead corresponds to the direction of motion. This way allows more accurate aiming. The choice of aiming method is available in the game options depending on what you like. [h3]Injury & wounds effects[/h3] This week we added wounds visible on characters after receiving injuries. Blood traces are visible on uniforms, equipment and body parts. In addition to this, after receiving a large amount of damage, for example, after being shot with HE, the character will fall to pieces. [img]{STEAM_CLAN_IMAGE}/39404519/19d1f8a9439e266170a8cb562dcef42ee625c5be.png[/img] [h3]T-70 interior update[/h3] Recently, we have also started work on the interior of the Soviet T-70 light tank. Despite its smaller size compared to the size of KV-1 or T-34, it doesn’t mean that it’s less work :) The high-poly model is still in the modeling phase, so the renders show the current progress of the interior. [img]{STEAM_CLAN_IMAGE}/39404519/5a6fc0b747aba06def627f51eb4e4bab26e1280c.jpg[/img] [img]{STEAM_CLAN_IMAGE}/39404519/c14dca9e88c6fd565c4d7187822b7f63476a1da6.jpg[/img] [h3]Update on first two missions from campaign[/h3] We have completely redesigned the mission's design and environment regarding the defense/counterattack of a fortified farmstead. It closely resembles the Soviet fortifications of that time. The main challenge that arose while devising the concept was the terrain configuration for artillery units, which hindered their effective long-range artillery fire. [img]{STEAM_CLAN_IMAGE}/39404519/faad3fc58522d4785e78e55b44a81d16ea4160a0.jpg[/img] In comparison to missions set in open steppes, here, there are numerous houses, roads, fences, and forests, which, on one hand, diversify the map itself, and on the other, create obstacles that obscure enemies. As a result, all mobile units, such as infantry and tanks, will be more responsive to player actions and will attempt to surprise the player if they choose to maneuver between buildings. [img]{STEAM_CLAN_IMAGE}/39404519/824b7017bfce37a1912aa58b062baf7c6e4bba2d.jpg[/img] Due to the large scale of the map, we endeavored to diversify the landscapes, making them stunning from every angle. From flower-filled fields to picturesque forests. [img]{STEAM_CLAN_IMAGE}/39404519/6674cdc0432ea2473b58e171c505875bcdf92186.jpg[/img] [h3]Radial menu (work in progress)[/h3] A mockup is being created for the design of the circular menu available in the game. Currently, during missions we can call for air support (offmap support) in the form of artillery or close air support, e.g. JU-87 – if it is available, of course. For this purpose, the radial menu option is ideal. Below is an example of how it can look like. It is a work in progress so not yet the final version. [img]{STEAM_CLAN_IMAGE}/39404519/f04d25cf2d1ff8e9159fd935c472701918e6cb87.png[/img] In addition to these uses, there are more, such as the ability to choose the style of formation in a squad or reporting messages to the rest of the units. What do you think, what other similar UI elements / mechanics would you see in the game? Thank you and have a good one! [i]DeGenerals[/i] [img]{STEAM_CLAN_IMAGE}/39404519/ef5d3a6d6ff6538074686b68ff0998db3db3744b.jpg[/img] [url=https://discord.gg/vNQdBgrdRx][img]{STEAM_CLAN_IMAGE}/39404519/c3bdf5f1cdabcd495fb0a8166cee22818ef1129f.png[/img][/url] [url=https://www.facebook.com/TankSquadGame][img]{STEAM_CLAN_IMAGE}/39404519/f669dfaac50572abe510828b1ac67d3bcbcedf72.png[/img][/url]