The long-awaited Tank Squad demo is now available!
We decided to make it available a few days before Steam Next Fest. A tutorial, campaign and skirmish mode are available to you. You can see the full contents of the demo in the list below:
Game modes:
Campaign (single player and cooperative)
Skirmish missions (single player and in cooperative)
German Demo Campaign including, 3 missions:
Battle of Steppes
Outskirts of Morton
Morton Defense
All these missions can be played as a campaign and skirmish scenarios in single player or can be hosted as a session and be played with your friends in cooperative mode.
Tutorial, 2 missions
Repairs
Battle
Vehicles
PzKpfw VI Ausf. H1 "Tiger I"
PzKpfw IV Ausf. H
PzKpfw III Ausf. M
KV-1 (only playable when you take it over after a battle in campaign mode)
T34-76 (only playable when you take it over after a battle in campaign mode)
We look forward to your feedback. Check out our discord where you can share your suggestions and find other players willing to play co-op!
Link to the discord below
Thank you and have a good one! DeGenerals
Development Status #58
Dear Tankers,
Welcome to our 58th Development Status. You can see what we were working on in three weeks!
Headquarters
We are updating the UI for the Repair section of the game. The most important place to go is the HQ. This is where you start your next mission. You will be able to start the mission at any time*, but the game will remind you to prepare properly before the mission starts. So, repair what you can, choose appropriate ammo presets, etc.
*The only exception is when you do not have a single combat ready vehicle. This is the only mission blocker at this moment.
Quartermaster
Next very important place is the Quartermaster. Here you can get new replacements for your lost vehicles or replenish infantry squads. This is the place to manage both owned and reserved force pool.
Force Pool
For vehicles, this is the place on the Repair Station where you can spawn a vehicle. You can also use this menu to check which vehicles are ready and which need to be repaired. Captured and wrecked vehicles are also listed here.
Fries Kran 16t - crane controls
The next screen is when we control the crane. A simple theme, several buttons telling you what pressing which one will do what.
Performance issues
Performance and network issues have been the main focus of the last month. These are mainly for HDD users, as they only prevent the player from joining or creating a session the first time (in single player). SSD works fine. In order to play correctly, they simply need to close and restart the game.
We have started to trace the problem. It seems that at some point during loading, the game freezes for more than 10 seconds. 10 seconds is the maximum time that our multiplayer engine will allow to be disconnected from its cloud.
So this is a struggle to reduce load times and look for bottlenecks. So the freeze has to be spread out over more seconds of load time.
It is hard, but we have to solve these problems first. Even if we want to add more gameplay features or more vehicles. We simply cannot afford to ignore these issues.
Environment update on C1M2
Work on the visual aspect of the map, which was divided into two missions, has been completed. The map has been carefully developed and designed to provide the player with a rich and realistic environment that captures the context of World War II on the Eastern Front.
The first mission focuses on capturing the fortified village of Luchki. The topography of the village, its defense system and key strategic points have been precisely mapped on the map, allowing the player to plan and strategize effectively.
The second mission focuses on moving tanks towards the airport in Luchki. The routes and obstacles on their way have been marked appropriately, and the mission target - the airport - is clearly marked on the map.
Notepad
The last item to be swapped is the notebook, where we have handy access to information about units, vehicles and their crews. For example, we can use the notebook to order repairs at the repair station.
At this point, a new notebook model has been implemented in the game. The next stage is to design the interface visible on it - lettering, font, buttons. So that the whole thing is consistent with each other.
In the last picture the current state, don't get used to this layout, it will be different. If you have any ideas on how you would see it, let us know in the comments what you think, we'd love to read and get into a discussion.
Thank you and have a good one! DeGenerals
Development Status #57
Dear Tankers,
Welcome to our 57th Development Status. You can see what we were working on in two weeks!
Devlog #4
Feel free to checkout our last devlog covering new development updates.
Commander view on Tiger I
We have added an additional camera view through the eyes of the in-game tank commander.
From this perspective, you can have access to binoculars. By adding this view, we want to enable players to better manage the battle situation.
For example, by giving visual orders or calling in air/artillery support to selected positions.
Repair station update
At the Repair Station, there are several useful places around the station where you can manage your resources. For example, you can rearm ammunition or refuel your vehicles.
You can also manage other units such as infantry and scouts. These units can help you during missions.
The Repair Station, of course, allows you to manage your own vehicles and repair any wrecks you may have picked up after the battle. There are four cranes available to get the job done.
We have added hints to each position and other key locations such as the toolbox location. These hints will appear as the player approaches their zone. Of course, hints are entirely switchable.
Third mission from a campaign
The third mission is a scenario in which the river plays first fiddle to the player. It is also the first mission in the campaign where the player is given two spawning points to choose from. This is due to the situation of the terrain. It is not possible to cross one of the river crossings with a heavy tank such as the Tiger I.
The left side will be reserved exclusively for light tanks, while on the right, medium and heavy vehicles will be able to appear. Each path will have its own separate side mission, but our goal is to design the progression of this scenario in a way that encourages units on both sides to provide mutual aid and collaboration.
The culmination of the entire scenario will be the capture of the railway bridge, enabling the merging of forces and the ultimate breakdown of the enemy's strength.
Thank you and have a good one! DeGenerals
Development Status #56
Dear Tankers,
Welcome to our 56th Development Status. You can see what we were working on in two weeks!
Devlog #3
Feel free to checkout our last devlog covering new development updates.
Gun sights & range adjustments
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. 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.
Vector aiming mode
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. 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.
Injury & wounds effects
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.
T-70 interior update
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.
Update on first two missions from campaign
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. 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. 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.
Radial menu (work in progress)
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. 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! DeGenerals
Development Status #55
Dear Tankers,
Welcome to our 55th Development Status. You can see what we were working on in three weeks!
Difficulty settings
We have begun to design two difficulty levels for Tank Squad: Normal and Hardcore. In both difficulty settings, we are going to modify some of the game parameters:
Less enemy events (mies, enemy airstrikes, enemy artillery, ambushes)
Normal amount of friendly units
[/td] [td]
More enemies
Stronger enemies
Stronger enemies
Less friendly units
[/td] [/tr] [tr] [td]UI[/td] [td]
Full UI (with options to further tweak UI elements anyway)
“Enemy or Friendly Markers” On
“Show hints” On
“Minimap” On
[/td] [td]
More limited UI (with options to further tweak UI elements anyway) for example:
“Enemy or Friendly Markers” Off
“Show hints” Off
“Minimap” off
[/td] [/tr] [tr] [td]Vehicle Controller[/td] [td]
3rd person view
Aiming prediction On
Less vehicle malfunctions
[/td] [td]
3rd person view limited/turned off
Broken radiostation makes communication issues
More Vehicle malfunctions
Aiming prediction Off
[/td] [/tr] [tr] [td]Economy[/td] [td]
Force Pool: more stronger tanks
Better tanks in reserve
Higher limit of wrecks that can be recovered from battle
More artillery/airstrike support
More manpower, fuel, ammo
[/td] [td]
Force Pool: less stronger tanks
Less better tanks in reserve
Lower limit of wrecks that can be recovered from battle
Less artillery/airstrike support
Less manpower, fuel, ammo
[/td] [/tr] [tr] [td]Saves[/td] [td]
Iron Mode - Turn on/off possibility to go back to the last save after a lost mission
[/td] [td]
Iron Mode - Turn on/off possibility to go back to the last save after a lost mission
[/td] [/tr] [/table]
Gameplay from Battle of Steppes
In this gameplay preview, we would like to show you a fragment of the footage showing the second main objective. The task of the players is to locate the enemy artillery position, which can be located in one of three positions - where two of them are decoys.
New UI elements
During mission selection, we have added additional overlays showing main and side objectives as well as enemy forces positions etc. This should give a more immersive and mission feeling.
Level design changes in first missions
We have also made significant changes to the level design. The current maps for scenarios are quite large, so we decided to split some of the longer missions into two shorter ones. This aims to intensify the gameplay and reduce the distances between objectives, so players won't feel fatigued from long tank rides without combat.
For instance “old C1M1” was 5.125 km x 3.075 km, around 15.75 km2. New C1M1 and C1M2 missions will be 3.075 km x 3.075, around 9,45 km2.
Additionally, the objectives themselves have changed. We are continuously making improvements to the mission's logic and modifying the environment and terrain to deliver the best possible experience from playing through the scenarios.
VFX update - more variations
For every ground type, we have 15 variations of VFX. Right now we have about 90 effects that correspond to the type of shell, its payload, penetration, directional impact, and ricochet. Bear in mind that as much as we would like to have it perfect, there will be inconsistencies in how things look like. The main reason why we want so many variations is to give players another visual clue, about how their shells are interacting with the enemy and environment. You can visually distinguish which type of shell is shot, and roughly what caliber it was.
Of course, most of it is just a simple approximation, just to set the adequate vibe of the fight and create space for the player to easily understand in what circumstances he currently is in the battle.
In the video below, you can get to know some of the variations we did since the previous Dev status. Type of ground shown: Vegetation, Stones, Tank hits. Types of shells presented are: High Caliber, Medium, and Light, for HE and AP rounds.
These are still works in progress, and a lot of them need adjustment. It's the first solid take on the Effects department, and as much as we need to do yet, we are proud to show what we did to this point. We want to know what you think about it.
Playtests, demo when?
We are currently under QA from PlayWay group. More info as we will get through it :)
Thank you and have a good one! DeGenerals
Development Status #54
Dear Tankers,
Welcome to our 54th Development Status. You can see what we were working on in two weeks!
Playtests
As we wrote in our last development status. We decided to resign from Steam Next Fest with a demo build and decided to organize for example playtests for the community on a near occasion. We plan to do this event somewhere in July - so it is coming very soon 🙂 Once closer we will inform you how we will organize such an event.
Battle of Steppes Gameplay preview
We would like to showcase the third mission in the German Kursk Campaign called the Battle of the Steppes. This mission itself is an attack scenario, where the player squads have to break through Soviet defense lines to find and destroy artillery battery locations and finally capture and hold an entrenched farm. The battle happens on a steppe, of flat terrains with little cover or almost no vegetation protection. The player squad has to use all of the advantages they can to win the battle. The mission begins with an attack on entrenched Soviet infantry, AT-guns, and tanks with the support of our artillery and allied forces. The second objective is to search and destroy the Soviet M-10 artillery. The artillery battery can be found in one of three positions, the other two positions might be decoys. The third objective is to capture and hold an entrenched farm. This objective is not yet finished and we will showcase it in the next dev log. Stay tuned.
Sound effects and overall sound settings are still work in progress. We are implementing FMOD in the project. FMOD is a sound effects engine and authoring tool for video games and applications developed by Firelight Technologies. Right now the biggest issue here is the incorrect treatment of how many sound effects are playing at once, causing some other sound effects to be cut or missing, for example, coaxial MG sounds. Expect the next dev vlog showcasing FMOD capabilities.
Diagnostic data
We have begun to configure analytics to gather information about players’ behavior to improve gameplay and game design based on that data. We’ve begun to gather data about: Mission objectives:
How much time it took players to conquer an objective
How many times which objective has been conquered
How much time do players have spent on each mission
Player’s Death:
On what level player died
Using which tank
During which objective
At which minute of the game
Position of his death
What enemy unit has killed a player
Player State (How much time player spends...):
In tank
As character
On map (UI)
In Main Menu
Basic Game info:
Player’s controls settings
Player’s time spend in the game
At which moment player has left the game
Crash and bug reports
Performance:
FPS amount
Player’s video quality settings
Player’s hardware (RAM, Graphic Card)
Based on that data we can balance:
The difficulty for each objective on battle levels
The strength and effectiveness of AI units
Length of each mission
AI behavior
Vehicles and resources available for player
Just as an example for you to get the idea, we’ve performed tests and we’ve analyzed how many times what kind of units have killed players:
We’ve compared how many units there are on that mission and we’ve come to the conclusion that Soviet AT infantry is too effective against players. We’ve made some changes in that unit configuration and have tested the same mission again. At that time the Soviet infantry was less effective which in consequence improved the gameplay. Another example: How many times players have died on each objective
In that specific mission, there are 4 main objectives. As the difficulty of the level is increasing with time, players should die more often with each next objective. As you can notice on the chart, players have died fewer times when trying to conquer the last objective than in the second and third. So we have to balance those objectives to increment the difficulty linearly with time. In conclusion, gathering data allows us to spot issues that can’t be noticed by simple observation and can help us balance the game effectively.
VFX update
For a couple of weeks, we have started to address some of our VFX’es, that we will be using in Tank Squad. There is a lot to cover, every impact, ricochet, penetration, explosion, smoke, etc. will be done accordingly, and will not look generic (as some other games that touch WWII tend to do). The main objective was to create a believable experience, and visual information is a part of this immersive journey. As our terrains, and models were made, the same attention to detail will, and already is taken into consideration making special effects. Below you can take a look at some work in progress impacts on different surfaces.
Thank you and have a good one! DeGenerals
Development Status #53 - Demo Situation
Dear Tankers,
Welcome to our 53rd Development Status.
Few words to you - from us, developers. We would like to let you know that we decided to resign from taking part in Steam Next Fest starting on June 19 with our demo version of Tank Squad and postponed it to playtests or the next demo.
Battle of Steppes captured from build
Ok but why? The answer is simple, we are not yet ready.
A few weeks ago we showcased the first preview of gameplay from a tech preview mission which was just a simple scenario not related to the first campaign story we are working on. It was a result of a few months' work of putting all the pieces together like gameplay mechanics & features, getting better performance, new sounds, new vehicles, characters & weapons, or new UI that we are gradually still implementing over existing placeholders. Pretty much everything that we showed in previous development statuses we wanted to share with you.
Battle of Steppes captured from build
Last few days, weeks, and months we were pushing a lot of effort into configuring and preparing playable builds. The showcased tech preview mission is just 0.25 km2 of the playable area. For the demo, we wanted to include a third mission from a Kursk German campaign that is near 5 km2. To show you that we have bigger scale scenarios, showing more sim aspects of the game.
Battle of Steppes captured from build
Unfortunately, we didn't manage yet to achieve satisfactory results with the overall performance of this mission. We don’t want to release something to you that is not finished, not polished, or not ready as we do not feel it yet as a complete game. We are still putting pieces together. More time is needed.
Battle of Steppes captured from build
Ok, what next? We will try to organize playtests on Steam for you during the next two months. Probably it will be a closed “alpha” test first and then some kind of a “beta” test more open using Steam playtests capabilities. For sure we will inform you and let you know in the next development statuses.
Kind regards,
Tank Squad Dev Team. DeGenerals
Development Status #52
Dear Tankers,
Welcome to our 52nd Development Status. As we’re focused to increase frames per second to be able to simulate combat for 20-30+ active vehicles and around 100 infantry we were mostly working on optimization in previous weeks.
Optimization
The main issues we are facing with optimization are:
Physics simulation:
pathfinding - our custom pathfinding system might not be up to allow smooth calculations and pathfinding for 100-200 agents at once. The biggest issue is that currently, our AI does not follow the correct path to the next objectives/triggers/exit points and just stays idle. This in the end creates an issue with performance in late battle, as having 400+ units at the same time causes the game to have very few frames.
suspension for vehicles
complex models of vehicles - we’ve discovered that our vehicles and their complexity have an impact on the physics engine in Unity. We will have to make the model easier for computation
VFX and colliders of vehicle wrecks - when the vehicle change into wrecks then we disable most of their physics and simulation, but not enough. Having 20-30 + wrecks on a scene still causes Unity to drop frames
AI animations:
infantry needs the animator state machine working all the time, resulting in performance drops
Gameplay preview (work in progress)
We'd like to show you an early look at the gameplay we've been working on recently. We're changing and adding a lot to get the build up to Steam Next Fest. In the video, you can see a snippet of gameplay with a village for players to take over. Along the way, the player may encounter some AT guns, which are also part of the mission.
Would you like to see such a mission in the upcoming demo? :)
User Interface
We are in the process of designing and replacing the temporary working interface in the game with something more final that we would like to have in the game. Extensive work is underway on the in-game interface. Below are some mockups showing what you can more or less expect in the game. We want to allow players to configure what they want to be visible. For example, if someone wants full realism without any UI - go ahead. If you want a more minimalistic UI, go ahead. The mockup below shows almost everything that could theoretically appear on the interface. In practice, this is unlikely to happen. Some things will be hidden and only visible by activating tactical mode (T button) to show additional information.
Here, in turn, the following mock-up shows what this may already look like during the game. For example, only:
markers from the main / side objectives
minimap
compass
vehicle HUD & weapon status
hints
We are currently testing enemy markers - they do not show up immediately. They are only visible from a certain distance - we want to try to make them more interactive, e.g. when someone in the crew or a tank from another squad spots the enemy.
Here is a mockup of the interface when spawning a unit or depot. You can see the map with the current objectives on the mission as well as the revival points.
Thank you and have a good one! DeGenerals
Development Status #51
Dear Tankers,
Welcome to our 51st Development Status. You can see what we were working on in two weeks!
New weapons for infantry
With addition to the new unity and squad system, we have introduced two new semi automatic rifles to complete the various squad variants for both Wehrmacht and Red Army. Both rifles will be issued with the “Senior Rifleman” unit class. For Wehrmacht and Red Army squad structure usually there was at least one soldier equipped with such a weapon. Of course, this was not always the case, squad line-ups would vary but for the game, something has to be adopted
Gewehr 41 The Gewehr 41, commonly known as the G41(W) or G41(M), denoting the manufacturer (Walther or Mauser), are two distinct and different battle rifles manufactured and used by Nazi Germany during World War II.
SVT-40 The SVT-40 is a Soviet semi-automatic battle rifle that saw widespread service during and after World War II. It was intended to be the new service rifle of the Soviet Red Army, but its production was disrupted by the German invasion in 1941, resulting in a change back to the Mosin–Nagant rifle for the duration of World War II.
VFX
This week we started working on the final look of VFX’es. Our new shaders react to environment lighting and are deeply customizable in that manner. Because of that, we have enough artistic freedom to enhance all sorts of smokes and fires, and at the same time maintain a realistic look.
Our new basic shader model
New particles in action
Lighting capabilities of smoke
With the option to light our smokes, we can achieve much better volumetric effects, without using actual volumetrics. That approach is much more hardware friendly.
Vehicles
In recent weeks we have implemented German and Soviet vehicles into the game, which will be available and used during missions in the first campaign in the game. In addition to the Tiger I, there are already PzKpfw IV Ausf. H or PzKpfw III Ausf. M in the game.
For the Soviet side, we are configuring KV-1 and T-34/76. Both are drivable but not yet fully implemented. As we mentioned earlier during the German campaign players will be able to take over enemy vehicles if they are not destroyed completely. When a tank is damaged but possible to repair, it can be taken to a repair station to restore combat capability.
Optimisation
Ensuring excellent game performance is our top priority, which is why we have temporarily halted the development of new features and dedicated our efforts to an additional optimization process. This involves optimizing various aspects of the game, such as tank physics (including wheels and tracks), environment rendering, AI behavior, and character performance. Additionally, we have fine-tuned quality settings, ranging from low to the highest settings available.
In terms of the environment, we have focused on optimizing shadow casting, configuring the level of detail (LODs) to balance performance and visual quality, and implementing impostors for distant objects. Impostors are 2D representations of 3D models that are used when the objects are located far away from the player's viewpoint, enhancing performance without sacrificing visual fidelity.
We are monitoring the game's performance primarily through two key indicators: the number of batches and frames per second (FPS). By implementing optimization techniques, we have successfully reduced the number of batches by approximately fifty percent in certain scenes, leading to improved performance and smoother gameplay.
Thank you and have a good one! DeGenerals
Development Status #50
Dear Tankers,
Welcome to our 50th Development Status. You can see what we were working on in two weeks!
Infantry Squads
We have changed the way units are spawned in scenarios from the prefab system to files that have a reference to a prefab or several prefabs. Up to now, it was the case that on a mission, opponents spread out on the map - their spawners had a direct reference to a specific prefab of a given unit or vehicle e.g. KV-1 or Soviet Infantry Rifleman.
Unit Data
This change considerably simplifies and facilitates the further configuration of the spawners. From now on every spawner has a reference to a Unit Data or Squad Data file. In Unit Data we define basic information about the unit, such as equipment, i.e. what the unit will be equipped with, e.g. Mosin or MP 40, and references to a prefab or several prefabs, e.g. a rifleman. During the spawning process, a unit can be randomly spawned at a specific location, which makes the gameplay more interesting and varied.
Squad Data
The Unit Data configuration files are part of the Squad Data files. This is nothing more than the ability to spawn a group of Unit Data in one place. For example, we want a group of infantry with specific combat characteristics or a group of medium tanks to appear at a specific location.
AI Improvements
A well-balanced AI is a very important feature in Tank Squad because it can provide an immersive gaming experience. Last week we took another step toward achieving that goal. We created an implementation of a visual-based artificial intelligence (AI) system that detects the player from their point of view, using a camera rendering. This technique has more accuracy than traditional raycasting, because it also works with objects with no collisions, like dense grass or particles. The main concept behind this system is to use multiple cameras, each assigned to an enemy in the game. These cameras are then used to capture the game scene into textures and check whether the player is visible or not. The visibility percentage of the player is then calculated using a compute shader and stored in an array. It does this by loading the depth values, pixel by pixel, from two render textures and comparing them. If the condition is met, the counter buffer (that stores the number of visible pixels) is incremented. Division of counter value by a total number of pixels from input render texture gives us information on how much the player is visible in the current AI camera. It simulates a similar process, just like humans see objects with their eyes.
Tutorial Repair Scene [Environment]
Here’s the repair scene from the tutorial, where you’ll discover how to repair and prepare your tank for battle. Our Environment artists have managed to create the map with the utmost care to ensure that the tutorial flows smoothly for the player.
While progressing through the tutorial, the player can enjoy additional views.
Vehicle hierarchy/inheritance system
We are implementing a standardization of how our vehicle work in the game. Previously each vehicle was its entity, without connection to other vehicles/tanks and their implementation. We are changing that so the most common features are implemented in “base“ vehicles, with each new feature presented in the following hierarchy:
*** Base Vehicle - with an engine, fuel tanks, and ability to get in but no wheels yet
--- Base Tracked Vehicle - all above + tracks and wheels that allow it to move
++ Base Tracked with 1 Turret Vehicle - all above + a turret that can rotate
> PzKpfw VI Tiger Ausf. H1
> PzKpfw III Ausf. M
> PzKpfw IV Ausf. G/H
> T-34/76
> KV-1
++ Base Half track
--- Base Wheeled Vehicle
++ Base Motorcycle (2 wheels)
++ Base Car (4 wheels)
All of this allows the implementation of further vehicles much faster and easier. Expect in the next dev status some results from this work with real tanks.
Core new features
As we are approaching the demo festival in June we’ve decided to pause adding new features. Instead, based on intense internal playtesting, we add or enhance stuff that is the core of the gameplay, for instance:
Vehicle aiming be as smooth and easy as it can get (with some options to customize)
Vehicle driving and physics be as smooth and easy as it can get (as well, with some options to customize)
AI reacting to various situations and not be idle/static
Optimization
All this effort is to get a better core gameplay instead of adding new features endlessly. First get basic gameplay right, then extend it.