Monthly Archives: March 2018

Development Status #23

Dear Mechanics!

Welcome to our twenty third Development Status update.
Let’s get straight to business.

Art Progress:

Another week and another portion of art update. This time props to be used in workshop and museum.

Turntable trolley with few Tiger I wheels

Code Progress:

This week we’ve been working on finalization of extraction game module.

What has been done:

  • digging – at place where the player clicks on the extraction map – this position gets portaled onto the in-game terrain, and a digging process begins (for now it’s just a fade-in, fade-out)
  • shovel – digging while holding the shovel
  • saving all the possible data for the extraction mode:
    • where was the tank spawned and what is it’s state
    • what’s the state of the extraction action
    • where were the junk decoys spawned

The only missing part is how to save the individual digging actions while using the shovel, this will be done in next week, so things left to do:

  • magnetometer implementation (here’s our inspiration: Magnetometry at Stonehenge)
  • connecting the game logic from modes: workshop-extraction-workshop

That would be all for this week. If you have any suggestions, ideas or questions, write to us at contact@degenerals.com or visit our Discord server (https://discord.gg/HPbJj9y).

Have a good weekend and see you next week!

DeGenerals

Development Status #22

Dear Mechanics!

Welcome to our twenty second Development Status update.
Let’s get straight to business.

Art Progress:

Next portion of tools to diversify the workshop look.

Tools set

 

Code Progress:

This week we’ve been working on finalizing the data generation/saving/loading procedures for the extraction game mode.

What do we need to generate, save or load?

Tank – we need to know where to spawn it, how badly it should be damaged, save all this data and let the player play the game. At any point when player wants to quit the game, all the data needs to be loaded back working perfectly.

All these tasks are about 70-80% done, we’re still working on positioning of the tank on the map – how deep should it spawn, why this deep and not deeper? etc.

There will be other “decoys” around the area, so the player won’t have so easy task to find the tank. The “decoys” are any metal objects/junk that we can find in the ground – old helmets, car parts etc. Player will be able to collect what he found and then convert it into crafting parts – usable when the player needs to create a tank part from a blueprint.

Next week we want to finalize what do we want from the terrain-deformation system to look like for this moment in the project, and to finalize the core extraction mode mechanisms (like magnetometer implementation, digging small holes with a shovel etc.).


That would be all for this week. If you have any suggestions, ideas or questions, write to us at contact@degenerals.com or visit our Discord server (https://discord.gg/HPbJj9y).

Have a good weekend and see you next week!

DeGenerals

Development Blog #2

Dear Mechanics!

Welcome to our second Development Blog post. We will present here more detailed informations regarding development of Tank Mechanic Simulator. This day our Programmer Przemek will present here details about generator tool  for SystemDG maps.

Cartographic Map Generation System

In real life almost everyday we are going to the various places. Naturally, we make it intuitive, because we reconstruct information about local environment from our memory. Now  let’s imagine, we have to drive somewhere far away, first time. So, before start, we usually gather data to quick reach the target without problems. Similarly, in virtual worlds, players often needs tools for comfortable levels exploration. And like in true world, map can be our the best guide.

Minimap is a part of Graphical User Interface (GUI), which is characteristic especially for sandbox games with huge levels.  It is primarily designed to display distance and direction to the current mission objective. In addition, it helps the player to identify his position in the game world. Minimap often is situated at the corner of screen during gameplay and usually developers allow us  to enable or disable it from options.  Reason is simple – sometimes players want to investigate surrounded area without tips, for better challenge.

Continue reading

Development Status #21

Dear Mechanics!

Welcome to our twenty first Development Status update.
Let’s get straight to business.

Art Progress:

Another portion of useful tools for workshop this time. A set of props which are meant to be placent around workshop. Painting kit for changing workshop appearance. Smaller crane to lift for example a removed engine or gearbox. Lastly an old radio which is self-explationary 😉

Painting kit

Continue reading

Development Status #20

Dear Mechanics!

Welcome to our twentieth Development Status update.
Let’s get straight to business.

Art Progress:

This week we present you another tool for extraction missions which is GPR (Ground-penetrating radar).  It is using electromagnetic radiation and allows to detect the reflect signals from subsurface structures. In other words it helps to find in this case tanks below our feets.

GPR (Ground-penetrating radar)

GPR (Ground-penetrating radar)

Code Progress:

We’ve finished the logic for element and tank shops. How does the algorithm works (for now):

  • Each X minutes the game tries to generate new elements or tanks for the store
  • The generation is based on random value, if the value is bigger than Y probability, an element or tank gets generated
  • Once generated, the element or tank, gets saved, so when player loads up the game, the generated elements will be there
  • Each element or tank has an Availability timer property. When the element or tank is in the store, the Availability timer gets decreased each second. When it reaches zero, the object gets disposed. This should keep the memory clean 🙂
  • All elements or tanks get a random condition, from 15% to 85%. Their shop cost value gets calculated with this formula: condition * element base value (or all tank elements base values)

We’re postponing the inventory and tools shop for april, as we want to finish a working demo by the end of March. That requires implementing the logic for tank extraction missions.

P.S.: In case You’ve missed it, here’s Przemek’s post about his Terrain Deformation System:
Terrain Deformation System – Development Blog #1


For next month, we want to finish the game’s economy, implement tank extraction mode and produce a working demo of the game.

That would be all for this week. If you have any suggestions, ideas or questions, write to us at contact@degenerals.com or visit our Discord server (https://discord.gg/HPbJj9y).

Have a good weekend and see you next week!

DeGenerals