Monthly Archives: November 2017

Development Status #7 – November summary

Dear Mechanics!

Welcome to our seventh Development Status update.
It is time for monthly development summary, so let’s get straight to business.

TL;DR The development goes forward at stable pace, take a look at the gifs and pictures and have a nice weekend!

What has been done so far:

Crane

One of the tasks for this month was to add a working crane system for the workshop.

Crane finished visual features:

  • special crane controller – allows player to move the crane
  • crane should be able to move (with physical collision, no jittering)
  • bridge girder along workshop – to easly get anywhere in workshop
  • trolley along the crane bridge – to match position of the hook with pickable object
  • hook – to attach and relocate heavy objects

Still ToDo:

  • hooking objects procedure – approaching the hook, picking it up, attaching it to hookable element (to ropes or chains around the element)
  • line/rope/chain physics – the hooked object should behave in a realistic way, with all physics working (again, no jittering)

In December we’re going to obtain Caronte FX Unity Engine extension from Unity Asset Store. It contains a different approach to physics in Unity Engine, it also has a system allowing towing, hanging an object on a rope. Will be usefull in crane scenario.

Tools and Equipables

Another big task for this month were tools and equipable implementation. Here they are:

Hammer

The hammer can be used when standard procedures does not help. Some elements can be fastened to the tank with bolts / screws. When the bolts are very rusty, standard disassembly methods won’t work. We can use hammer brutal force to smash the element or the faulty screws themselves directly (if we can aim well enough) to get rid of the problem.

Axe

The axe will become more usable when extraction mode is up and running. With mesh cutting system this tool might give alot of satisfaction 🙂

Grinder

The grinder for now can be used to cut rusted bolts that fasten an element. While cutting, the element drops to the ground and gets disassembled.
Player can control the grinder position on the element, he can also change the angle of the grinding.

Still ToDo:

Surface cutting and grinding (to grind the rust off the element). Cutting the surface will be available after we obtain a system allowing us to dynamicly cut the mesh of an object. Then we’ll need to find a way to save the fact, that the player has cut the element, where the cut was made and how to load it up.

Flashlight

The flashlight equipable was our first approach to the inventory system. The mechanic will be able to manage his inventory equipment and what he holds in his hands at the moment.

Pistol Wrench

This tool will speed up the disassembly of the bolts.
Bolts can be divided into groups:

  • movable – ready to be disassembled at once without any tool needed. Wrench pistol will unscrew the bolt faster.
  • rusted – cannot be unscrewed without wrench pistol, might be cut by grinder or smashed with hammer
  • rusted in – cannot be unscrewed. Only cutting and smashing works.
  • missing – the bolt is missing. Player might need to buy a replacement.

Shovel (Entrenching Tool)

For now the shovel model is finished, we’re still far from developing the extraction part of the game, where the shovel will be useful.

Next month plans:

  • Physics reworked + fully working physical crane with CaronteFX Unity Editor extension
  • Mesh cutting – for grinder or oxy-fuel cutting equipment
  • Basic player inventory implementation
  • Safety equipment and basic accident system implementation
  • Tiger I tank with new exterior and interior model
  • Forklift
  • More workshop tools
  • Tank parking lot

———-

That would be all for this week and month.

Remember to visit us on our DeGenerals discord server, where we are available most of the day (CEST zone).

Have a good day and see You next week! 🙂

DeGenerals

Tools

Flashlight

Axe

Hammer

Grinder

Impact Wrench

Entrenching Tool

Steel Rods

Rust Removal Tool

Acetylene Oxygen Burner

Metal Detector

Welding Machine Kit

Development Status #6

Dear Mechanics!

Welcome to our sixth Development Status update, and, for the first time, on our game’s official site!

Let’s get straight to business.

Art Progress

Entrenching Tool (inspired from great Day of Infamy) is ready!

Shovel. When You need to go deeper.

We’re getting closer to finishing up workshop props and utilities, both in art and code departament.

Obviously shovel has the most popular usage, which will be shown in our game. Do You know any interesting/funny story connected to this tool? Share it with us, it might help us in development 🙂

Code Progress

Grinder tool system was the target for this week, the target is complete.

Player can pick the grinder up, approach an element or tank module and initiate the special tool control mode.

What’s missing, is a system that allows the player to cut the selected tank module/element and save it. We’ll give an update how this part of the development is going in next week, in the month development summary status.

———-

That would be all for this week.

Remember to visit us on our DeGenerals discord server, where we are available most of the day (CEST zone).

Have a good day and see You next week! 🙂

DeGenerals

Tool design

Tank Mechanic Simulator depicts the work of a tank restorer. Tank restorers face very difficult and unusual problems during restoration process.

We want to simulate the process of tank restoration. To do that properly, we need to implement alot of different tools used in the process.

As for now, we divide usable objects by the player into 3 types:

  • usable base
  • usable tool
  • usable equipable

Usable Base

This is the base of the usable object for player. Player can pick it up or drop it, with all physics included, by left clicking on the object. We’re currently using it for controlling crane (approaching crane controller and clicking on it).

Usable Tool

This usable is designed for a hammer, a grinder and an axe. For the moment.

  • Hammer

    The hammer will be useful when an element is fastened to the tank with rusted or rusted in bolts. Few swings with this baby will do the trick.
    Although the tank element gets damaged in the process, and the player will need to spend more money to repair the element.
  • Grinder

    The grinder will be useful when cutting tank elements off or out from the tank.
    In future, player will be able to manually control the angle of the grinder and the type of the grinder disk. So the player can switch between cutting and grinding the surface to get rid of rust.
  • Axe and shovel

    The axe will be useful in tank extraction section of the game, where player needs to find and extract the tank. With axe the player can cut obstacles, with shovel the player can dig to a limited depth

Economy design

Tank Mechanic Simulator simulates running a tank restoration/ tank museum business. Balanced game economy needs to be established to allow players to play the game with satisfaction and noticable progress in their business.

Tanks that can be restored can be obtained in 3 ways:

  • by finding and succesfully extracting them from bogs, lakes, rivers etc.
  • by buying them from tank collectors
  • by signing a tank restoration contract with a client

Extracting tanks

Player organizes an expedition to find and then extract a tank. Expedition will require buying lot of expensive vehicles and tools, but once bought the equipment remains in possesion of the player. Each extracted and restored tank will be a property of the player. Player can decide wheter to sell the tank or leave it in his museum.

Buying tanks

Player can buy tanks or parts/modules of tanks from tank collectors. This should be very expensive, mostly used when currently restored tank by player has some parts missing, and the player wants to fully restore the tank.

TO DESIGN

We’re thinking about adding an online shop-auction system to the game, based on dedicated server + database. Players could buy parts from each other, as well as sign contracts to restore a tank.

Signing contracts

Player can sign time-based contract with clients to extract and restore or to restore a tank. If the restoration takes too much time, final payment amount deteriorates or the contract is cancelled. When contract is cancelled, client will most likely loose trust in player’s business and won’t sign any contracts afterwards.


Tank restoration economy

Player firstly needs to completely disassemble all tank modules/elements. With element disassembled player can examine the state of the disassembled parts.

With proper tools installed in the workshop player can repair the parts himself (we don’t know yet if he would repair it manually or use some kind of menu for this) or send the parts to be repaired by specialist. If the part is not repairable, he can order a new one, or, with proper tools, he can try to rebuild the part using some scrap parts from other vehicles or buy a damaged part from the internet.

Tools that allow player to repair or rebuild should be expensive to get, but with them the whole tank restoring procedure would probably be cheaper, as the player doesnt have to rely on outside /outsourcing specialists.

Development Status #5

Dear Mechanics!

Welcome to our fifth Development Status update.

Let’s get straight to business.

Art Progress

Pistol wrench model is finished.

Pistol wrench. Should be useful with rusted bolts.

With this baby finished, we encounter another design decision.
Should the model be used as any other tool, the player needs to manually aim with the pistol to use it, or should the pistol just appear when player removes the bolt with mouse clicks(look at Car Mechanic Simulator bolt/screw interaction system, where player just aims with mouse pointer on the bolt + is pressing right moust button)?

Code Progress

Reworking tools system. We wanted to finish the grinder interaction system this week. Well, we’ve failed.

How the grinder will work?
Player:

  • picks the grinder
  • approaches an element/module of the tank that he wants to grind/cut
  • clicks left mouse button to select an element
  • gets switched to a special control mode, where player can orbit with camera around the selected element. WIth left click an interaction is started, depending on current grinder control mode selected (cut, grind etc.)

How we want to expand this system: Don’t force the player to use a control mode, instead let him manually control the angle of the grinder. This would allow implementing more interesting stuff like allowing the disc/blade to break if pressured too hard under wrong angles.

That would be all for this week.

Remember to visit us on our DeGenerals discord server, where we are available most of the day (CEST zone).

Have a good day and see You next week! 🙂

DeGenerals

Development Status #4

Dear Mechanics!

Welcome to our fourth Development Status update.

Let’s get straight to business.

Art Progress

Grinder model is finished.

Grinder. Mind Your fingers! They are useful around woman 😉

Swing animations for hammer and axe are wip, same goes for the new grinder.

Code Progress

We’ve been working on to getting the hammer being able to swing, hit and collide with other objects. Upon the collision, alot might happen.

We would like to create a system, where the player needs to use tools to remove elements/bolts from the tank, when standard disassembly procedures won’t work. That’s when the hammers and grinders might come in handy 🙂

With a system that allows to modify a model in real time and save those modifications between play sessions, the player would be allowed to:

  • cut the tank / bolt with flame cutting equipment
  • smash elements of the tank with hammer in order to disassemble them

And lot of other possibilities, if You have any suggestion or idea, let us know!

That would be all for this week.

Remember to visit us on our DeGenerals discord server, where we are available most of the day (CEST zone).

Have a good day and see You next week! 🙂

DeGenerals

Development Status #3

Dear Mechanics!

Welcome to our third Development Status update.

Let’s get straight to business.

Art progress

Axe, flashlight and hammer models are finished.
Axe. Useful when zombies are around.

Flashlight. First You need to see what You can restore.

Hammer. Something doesn’t work? Convince it to work again with this baby.

Some cool story or situation comes to Your mind with tools mentioned above? Post it below. It’s possible it will give us an idea of how to implement the tool into the game ;).

Code progress

We’re currently designing the procedure of removing bolts from tanks. Should the player be able to cut the bolt/surrounding of the bolt to remove it? What kind of a tool can we use? Should this be only animation, or a whole interaction sequence?

We’re also working on to making our life easier in future, and creating more automatic tank setup system. This might be even a start to a modding system, that will allow players adding their own tanks into the game! 😉

That would be all for this week.

We are getting alot of feedback and suggestions from all around. Do You have some information we can use in Tank Mechanic Simulator?
Let us know by:

  • mailing to contact@degenerals.com
  • post in Tank Mechanic Simulator Suggestions thread
  • visit our Tank Mechanic Simulator Discord server

Have a good day and see You next week! 🙂

DeGenerals

Development Status #2

Dear Mechanics!

Welcome to our second Development Status update.

Let’s get straight to business.

Art progress

Basic crane model is finished, with all its modules:

  • Crane Bridge + Girder
  • Crane Trolley
  • Crane Hook
  • Crane Controller

Crane model render

And here is screenshot of how the model looks in our workshop:Crane model with a controller. Screenshot from the game

Code progress

Crane controls and physics are done for the new crane, player can now move all crane modules independently. We are working on method to hook an object to the crane hook.

Best case scenario – a video with lifted object next week.

That would be all for this week. If You have any questions or suggestions, please visit Tank Mechanic Simulator steam discussion forums or try to reach us through Facebook or Twitter.

Have a good day and see You next week! 🙂

DeGenerals