It has been exactly 10 days since the release of Tank Survivor. During these ten days, a total of 4 bug fix patches and 1 important regular gameplay update were released. These are all inseparable from the feedback from friends who helped test and the community. I would also like to thank the remaining players for their support, I really appreciate it!
Before I continue to announce the development plans, I would like to share some interesting behind-the-scenes facts and timeline of the development of this game:
[list]
[*] Tank Survivor is a game independently developed by a single player
[*] The game was actually registered on Steam for release in 2022, but it was a completely different game at that time
[*] The name of the predecessor game is Spellcasting Fast and Slow: Bloody Fight to the End. It is an online competitive game, codenamed Ogre Project.
[*] The design of the Ogre project is inspired by Chinese Mahjong and World of Warcraft’s two-headed Ogre April Fools’ Day joke
[*] The main gameplay of Ogre Project is that two players control the same hero character. One player is responsible for synthesizing elemental spells, and the other player is responsible for casting spells. It is a 4-party battle game with a total of 8 players.
[*] The Ogre Project successfully produced a prototype and completed online testing on Steam
[*] The Ogre project is also developed by me personally. Although I tried to find people to cooperate with me in the community, I failed.
[*] After the prototype of the Ogre project was completed, it ran into a bottleneck because the idea was so ambitious that it was expected to take one person about 5 to 10 years to complete.
[*] The last time the Ogre project was launched was 10 months ago, and then the project fell into silence
[*] 9 months ago, I started to organize the useful code assets of the project, sum up experience, and try to encapsulate it into an independent framework for future use.
[*] 6 months ago, a simpler game was built based on the code stripped out of the Ogre project, with the goal of releasing it on Steam
[*] The game cut off excessive creativity and decided to use simple elements such as common "survivors", "barrage shooting" and "light meat pigeons"
[*] In terms of the number of players, the new game still chooses to be developed based on the multiplayer framework, but only single-player gameplay is produced for the time being.
[*] In order to simplify development, tanks, a unit with no limbs and no need for complex animation management, were chosen as the protagonist. The game was renamed Tank Survivor.
[*] 5 months ago, the game implemented the tank system in the promotional video, which allows you to combine different chassis, turrets, main guns, and engines at will.
[*] 4 months ago, the core gameplay was implemented, that is, after killing a monster, the monster will drop the soul, and other monsters will upgrade after picking it up. The source of inspiration is the synthetic watermelon.
[*] 3 months ago, the level design was completed, the model selection was completed in the asset store, and the first concept trailer was released
[*] 2 months ago, after playing Palu for a week, I was enlightened and decided to abandon excessive innovation again, overturn the previous gameplay, and redo the core gameplay.
[*] 1 month ago, tank survivors have become similar to what they are now
[/list]
During the development process, I personally experienced many situations where I was unable to do what I expected. For example, I knew that the AI could be written better but had no time to do it; I knew that adding feedback after the shot hit would make things better for the players, but there were more important things. The experience needs to be modified first, etc... Every work becomes very urgent after the release. If it is not released and there is no way to get feedback from players to improve the game, I can only say that fortunately Steam has the option of EA stage, which really saves Indie games, especially games developed by one person.
Now that it's been released to the public, all I can do is try not to advertise until it's perfected, accept feedback from players, and open an Excel spreadsheet to copy and paste the development plan into the community - players have the right to know what the game in front of them will be like. Become something.
Adding more to this article would make it too long and difficult to read. I will open a new announcement to explain the planned direction of this game in terms of gameplay, graphics, sounds, feedback, etc.
For the development plan, please see: https://store.steampowered.com/news/app/2158370/view/4136066130010334179