Tank Survivor EA Phase Development Plan

[img]{STEAM_CLAN_IMAGE}/44890604/4c021fa502d1b04bd00ef1fff6e0cdc36d31a1fc.jpg[/img] Let's jump right into the development plans for Tank Survivor. [h2]Gameplay (system)[/h2] This is the part that I am good at, and it will also be the part that takes priority and takes up the most time. I will implement/improve the following systems: [h3]Monster system (to be improved)[/h3] [list] [*] Increase the types of monsters, planning to increase them from the current 4 to 8 types [*] Added remote/siege type monster abilities [*] Strengthen the monster's mechanism through waves and levels, and gradually increase the challenge [*] Optimize the attack AI of monsters, no longer get stuck in groups [*] Increase the number of monsters on the same screen [/list] [h3]Tank system (to be improved)[/h3] [list] [*] Improve the numerical difference design of tank components (such as the shooting interval of the main gun and machine gun) [*] Display the numerical difference of tank parts in the garage and shop [*] Distinguish the performance of different types of artillery shells (armor-piercing, high-explosive, impact range) [/list] [h3]Camp system (to be improved)[/h3] [list] [*] Redesign building functions [*] Added design of resource-based buildings [*] Let the upgrade of buildings bring benefits to soldiers [*] Optimize the attack AI of soldiers, no longer bunching up and getting stuck, and can intelligently allocate targets instead of everyone attacking the same enemy. [/list] [h3] Defense system (to be implemented)[/h3] [list] [*] Achieve the ability to adjust the position of soldiers between attacks (arrangement system) [*] Implemented new defense category in the camp building tab [*] Implement the arming of the watchtower [*] Implement grenade support in the camp [*] Implement wall upgrades [/list] [h3] Strengthen the system (to be improved)[/h3] [list] [*] Add enhanced cards related to fixed-point defense (such as watchtowers), tanks, and tank weapons [*] Add legendary level enhanced cards [/list] [h3] Offensive system (implemented after official release)[/h3] [list] [*] Added a monster camp, allowing players to lead troops to attack. After the attack, there will be a large amount of silver coin rewards (used to unlock external rewards) [/list] [h3]In-depth design of combat system (to be decided)[/h3] [list] [*] Add attack and defense types, and design the restraint relationship between them [/list] [h3]Feedback (to be improved)[/h3] [list] [*] Added text feedback for soldiers triggering critical hits [*] Add text feedback for soldiers triggering beheading [*] Add soldier status feedback (such as: the last magazine) [*] Increase soldier action feedback (such as: reload/instant reload/2x reload) [*] Tank kill text feedback [*] Tank killstreak feedback [*] Tank impact feedback [*] Monster killed/death feedback [/list] [h2]Image[/h2] This is the part I'm not good at. Improvements mainly come from outsourcing or help from friends. [h3]Image assets (to be improved)[/h3] [list] [*] Add store display image of tank parts [*] Redraw the cover image of the game [*] Redraw the game loading interface diagram [*] Re-upload game screenshots [*] Redraw the avatars of soldiers in the recruitment interface in the game [/list] [h3]Special effects assets (to be improved)[/h3] [list] [*] Add tank explosion special effects [*] Modify tank weapon shooting/explosion special effects [/list] [h3]Screen (to be improved)[/h3] [list] [*] Improve the tube card shooting and add more scene details [*] Replace shaders and use cartoon style rendering or realistic style rendering (to be decided) [/list] [h2]Sound[/h2] This is the part I'm good at. There are some sound effects that I can sample myself, but most of them still have to buy other people's works. [h3]Music (to be implemented)[/h3] [list] [*] Add main interface music [*] Add rest stage music [*] Add battle phase music [/list] [h3]Sound effects (to be implemented)[/h3] [list] [*] Added soldier sound effects (recruitment/movement/attack/death) [*] Add monster sound effects (birth/movement/attack/death) [*] Add weapon sound effects (launch/explosion) [*] Add menu sound effects [/list] [h2]Optimization[/h2] Mainly optimization for CPU and GPU usage [h3]CPU optimization (to be improved)[/h3] [list] [*] Optimize AI scripts to reduce the amount of processing operations per frame [*] Perform surface reduction optimization and replacement of the model in the scene to reduce the amount of processing operations per frame [/list] [h3]GPU optimization (to be learned)[/h3] [list] [*] Knowledge blind spot, need to consult more classics. [/list] [h2]Other plans[/h2] [h3]Controller support[/h3] The game plans to add support for controller players, and the final effect will be to run correctly on the Steam Deck. [h3]Tutorial level[/h3] The game will add tutorial levels, it may be a large tutorial level, or it may be a set of small tutorial levels, but there will definitely be one. The format of the tutorial will ultimately depend on the content of the game. [b] The completion of the tutorial level is an announcement that the game will be officially released soon. Otherwise, the game will remain in the EA stage.[/b]