Author Archives: Developer

Development Status #48

Dear Mechanics!

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

Art Progress:

Work in progress exterior hull model (it’s a mystery….)

Code Progress:

State of the test module implementation after this week:

  • Tiger, KV-1, KV-2, Sherman M4A3E8 test drive models are finished (some minor tweaks for wheels and tracks positions are still needed in few models, but the task is done, the player can test the tank)
  • Player can start the engine with hand crank (for now it is the only way to start the engine)
  • Player can fill the fluids of the tank (fuel, oil and coolant)
  • Player can rotate the turret (if the turret battery is mounted and repaired)

Next week todo list:

  • fixing bugs with wheels and tracks
  • M26 Pershing test drive model
  • adding fluid shader when filling the tank fluid containers
  • adding electric engine start up procedure
  • adding collision checks for the turret rotation
  • fixing reported bugs and getting a build ready

IMPORTANT

We had few requests about adding the possibility of firing the gun while in test mode. This would be a big task to be implemented properly, so we need more opinions on this. If You have an opinion in this matter, please contact us :*

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 #47

Dear Mechanics!

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

Art Progress:

We are working into getting making new room structures around whole Warehouse complex. With this is plan to implement player leveling / upgrade system similar to what can  be seen in CMS 18. With gained points or experience player will be able to unlock more rooms and more space to work on more tanks.

Continue reading

Development Status #46

Dear Mechanics!

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

Art Progress:

New usefull tools for tanks restorations.

Code Progress:

We’ve finished first week of test drive module implementation (set up only for Tiger I for now, as these procedures are not yet finished):

  • engine start up procedure
  • turret rotation (without collisions yet)
  • test drive tank set up (working track/wheels physics)

Next week plan:

  • merging the workshop tank and test drive tank
  • starting the test drive and returning from it
  • finishing more tanks for the test drive mode (at least Sherman M4A3 in this week)

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 #45

Dear Mechanics!

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

Code Progress:

As the premiere has been postponed, we’re continuing with our post-premiere plan (but now it’s pre-premiere).

First off, test drive mode.

What has been done in this week and what’s the plan for the next one.

This week:

  • designing and implementing the engine startup procedure
  • added checking the engine when starting it (so we know if the engine, fuel system and gearbox modules are in place)
  • added temporary sounds for hand crank starting of Tiger I and Tiger I engine sounds (needs to be replaced in future)
  • designing and implementing the test drive tank model for Tiger I (as this model needs driving physics, we’re using Physics Tank Maker asset from Unity Asset Store)

Next week:

  • merging workshop tank model and test drive tank model (copying element/modules state)
  • adding test drive map (in the yard near warehouse)
  • finalizing workflow of creating other test drive tank models (automization of this process)
  • adding ability to rotate turret, elevate gun, basic interactions with tank electronics and panels (might be this task takes 2 or 3 weeks)

What is needed to be designed:

  • how to repair tank electronics
  • how to refill tank fuel and water supplies
  • how to recharge tank battery

As You might know, the premiere has been postponed. This means we have 5 months more to develop the game.

The game will be released as a full game, not Early Access as previous premiere was planned. 5 months gives us a 3,5 months time of adding new gameplay mechanics to the game – from our experience any work is getting slower near Christmas and New Years Eve, so all new stuff needs to be added up to mid-December. When this happens, we’re back to testing and adding localization for the game.

That would be all for this week and month. 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

Important message

Dear Mechanics

We are very sorry to inform You that the premiere of Tank Mechanic Simulator has been postponed.

Our publisher did not agree to publish the game in Early Access mode and the premiere date has been changed to 29.01.2019.

What is the plan for the final premiere:

  • Test drive
  • Player/Business leveling system
  • Warehouse management
  • Paint room
  • Museum management
  • Tool/vehicle shop
  • In-game vehicle analisys
  • More maps and vehicles

Again, we want to apologize for this situation.

Sincerely,

DeGenerals

Development Status #44 – August Summary

Dear Mechanics!

Welcome to our forty fourth Development Status update.
It’s time for our montly summary, so let’s get straight to business.

Art Progress:

New extraction map (Extraction3)

M26 Pershing

M26 Pershing

KV-2

Rear view

View from workshop

Code Progress:

We’re finalizing the build for the upcoming premiere. Nothing spectacular here, overall optimizations and fixes of bugs reported by testers.

More to report after the Early Access premiere.


We have 4 days to Early Access premiere. We’re fixing all bugs we and testers ran into.

The final word in the Early Access premiere has our publisher, PlayWay. If the build is good enough, we have greenlight for the premiere.

That would be all for this week and month. 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

Release Status #3

Welcome to our third Release status update, where we inform about the state of the game before launch.

This time, the newly added Extraction 2 map (still WIP):

Can we test drive the tank?

Nope. The test drive is a game module, that we need to add after the Early Access premiere.

But… why?!

The main reason was the lack of time to implement a driving system for the tanks. That stopped being a problem after we have bought the Physics Tank Maker tool by Chobi from Unity Asset Store (link)

This system allows configuration of any tank driving mechanisms. But it’s still not enough for us to implement this into our game. Most of the time, the tank will not be able to drive – first the player needs to rebuild the tank.


When the tank is rebuilt and the player wants to take the tank to the test drive, how do we know that the tank is in a state, that allows it to drive?

Here we need to add a special manager, that will check if the engine, gearbox, suspension, fuel system, wheels and tracks. If all mentioned modules are in place and are rebuilt, the player can start the engine and drive around the yard.

What if the player also wants to rotate the turret? What if the player wants to turn the lights on or off? What if the player wants to shoot?

All this needs to be implemented in order to call the test drive to be fun and playable game mechanism. We want to add more gameplay to the test driving, so the ride won’t be as dull as one can think.

Maybe You have an idea for this part of the game? Write to us on TMS Facebook site, or visit our Discord server.


We will try to update the situation every few days, as our final goal is to cover the whole game and it’s current and planned features.

Have a good day,

DeGenerals

Development Status #43

Dear Mechanics!

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

Art Progress:

New extraction map (Extraction2)

Code Progress:

Another finalization week. Working on bug fixing and overall optimalization stuff.

Current biggest performance issue is the memory management, we need to sort this out before the premiere of the game. If we succeed, the starting and loading time of the game should be much smaller.

What is left to do, as there are only 1,5 weeks to premiere:

  • memory optimization
  • sound & particles finalization
  • bug fixes
  • default background ambient music 😀
  • finalization of tutorial and manual (updating the data mostly)
  • preparing all info on Steam and other places about 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

Release Status #2

Welcome to our second Release status update, where we inform about the state of the game before launch.

This time, the work in progress posters (for the warehouse scene):

Can we control the crane on the Warehouse map or excavators, cranes, trucks etc. on the Extraction map?

Nope. We’ve decided to avoid, for now, trying to implement such gameplay.

The reason is trivial – such gameplay mechanics require a lot of time and skill in physics configuration, so the thing is bug free and looks like the real thing. We have tried implementing the crane lift on the Warehouse map – without success. The crane physics caused massive lag and had big problems to behave like a real life crane.

We’ve decided to suspend this mechanic untill “better time” comes. That is, after the release of Early Access.

Fade out/in substitution

When player wants to move a turret to a turret stand, or to move an engine to a engine stand, he does not need to manually control the crane. He just needs to select proper option from the radial-menu. Then a fade out/fade in process starts, where the turret or engine is actually being moved from one spot to another.

The same goes for the excavation process, on the Extraction map. The player selects an area for excavation works – a popup window appear if the area he select is correct. If it is, the player can accept the excavations, fade out fade in process starts, where the digging is done. Again, no gameplay here for the player.

Are You planning to add such features in future?

Yes, we want to add such gameplay mechanics. Of course, this means more work for us, but more gameplay for the player. This needs to be seriously designed and developed, so it can be a fun and interesting gameplay, instead of a dull and irritating routine.


We will try to update the situation every few days, as our final goal is to cover the whole game and it’s current and planned features.

Have a good day,

DeGenerals

Development Status #42

Dear Mechanics!

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

Art Progress:

KV-1 (Tank 04) Interior

KV-1 (Tank 04) Interior

KV-1 (Tank 04) Engine, Gearbox, Fan & Cooling system

KV-1 (Tank 04) Interior

Code Progress:

Another week spent on bug fixing and build finalization. As we are 2,5 weeks from the premiere, next week is going to be the same of the previous one. WIth some addition of optimization and sounds/particles mastering.

So to sum up – nothing spectacular here. Just as it should be before the launch.


As You may have seen, we have started another status update series – the Release Status Update. We will try, every now and then, post a status about the release, what the player can expect to buy on the release day, what get’s added and when.

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