Author Archives: Developer

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

Release Status #1

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

This time we want to show You the roadmap of the project (bear in mind, this will change):

Why Early Access?

The Early Access premiere option is best for the current team and project situation – the original plan was to release Tank Mechanic Simulator 1.0 in September 2018.

During development, we have received lot of support and suggestions from Tank Mechanic Simulator fans (especially our Discord community is very active) regarding how the project can be improved. All the ideas and new features proposed by the community have created a vision of a game, that our initial project would look dull and empty without them.

Another big factor in this decision is our limited budget. With the start of the Early Access premiere we can get the funds to continue the development of Tank Mechanic Simulator.


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 #41

Dear Mechanics!

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

This week was spent on:

  • Implementing the Sherman tank into the game (unfinished yet, needs some tweaking and optimization).
  • Implementig the new Tiger tank into the game (same deal as Sherman, needs few tweaks and animations)
  • Game optimization:
    • re-working on how the game is saved and the data translated from and into the game
    • tweaking the post process effects and quality settings for the game to be as optimal as it can be (so at the highest settings the game would look the best, but the fps be maxed if possible)

Here’s a screenshot:


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 #40 – July Summary

Dear Mechanics!

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

Art Progress:

Sherman M4A3E8 Fully In-game screenshot. Exterior & Interior

Tiger I Fully In-game screenshot. Exterior & Interior

Tiger I – Engine, Gearbox etc. interior elements

Code Progress:

The first month of game finalization process is behind us. What has been finished and what is still in progress:

Finished:

  • tank configuration script – makes our life easier when a raw .fbx tank is ready to be implemented in game
  • game economy – it’s core mechanics are here

In progress:

  • optimization of code – make loading times smaller, stabilize fps etc.
  • game economy final values – how much player should gain from finishing a contract etc.
  • steam integration
  • animations (hopefully)
  • as always, bug fixing

We’ve got less than 5 weeks for premiere (30.08.2018) of early access of Tank Mechanic SImulator.

Why early access?

Our original plan for the game release was to :

  • implement minimum 3 tanks
  • have basic economy, renovation and extraction logic

During the development, our fans have supported us with many suggestions and feature request. Now, after internal discussion, we treat those suggestions as obligatory to be in the game, for the game to be called version 1.0.

We will present the roadmap for those missing features we want to add after the premiere in a special graphic in few weeks, here is the plan in text:

  • Steam workshop integration – custom music, localization, paint/camo textures/decals etc., custom tanks (with special .pdf how to implement them)
  • Test drive
  • tank analisys mode
  • tank camo/decal apply mode
  • replacement of fade in/fade out screens with actual gameplay (on extraction scene for instance, where player could control the vehicles to dig out the tank himself)
  • Museum manager
  • Official localization of other languages, than ENG and POL
  • and, of course, more tanks

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

Development Status #39

Dear Mechanics!

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

Art Progress:

Tiger I interior work in progress

Code Progress:

We have been working on the translation system – we want the .txt file with a specific translation could be modified by Steam Workshop custom translations. Currently, we’ve translated ourselves the game fully in English and Polish, whereas Italian, Spanish, French, Russian, German, Hungarian, Czech and Portugese are all translated with help of Google Translate, which is not perfect and it is a temporary state.

After premiere we can spend money on official translations, untill then Google Translate or custom translation must suffice.

The same system is going to allow the player to upload his custom tank camouflages, as well as the music for the in-game radio.

Finalization of said system and further bug fixing is going to take next 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 #38

Dear Mechanics!

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

Art Progress:

Code Progress:

Week was spent on finalization of tutorial mode and working on the tank configuration scripts, which are finished. The tank configurator script will require some work after the premiere, but for now it is sufficent for our needs.

When the game is released and the modding is added (so the players can add their vehicles) we need to prepare this script and documentation, so the modder can have an easier life 😉


We’ve made a decision, that untill all bugs reported from internal testing and from external (from discord users mostly) are not fixed, we won’t push another demo build. This fixing might take us another week or two. That would mean, that the game would be fixed month before it’s release.

Sending new keys is postponed untill the build without reported bugs is out.

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 #37

Dear Mechanics!

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

Art Progress:

M4A3 Sherman

M4A3 Sherman

M4A3 Sherman

M4A3 Sherman

Code Progress:

Unfortunately, the tutorial is still in progress. Past week was full of additional work for the coding team:

  • finishing tutorial – failed
  • tank automatic configuration script – failed

What’s left in tutorial:

The workshop tutorial is finished. All instruction and step-checking is done. We’ve finished on the part of the tutorial mode, where the workshop mode is finished, and we ask the player if he wants to start the extraction mode tutorial. This + the actual extraction mode tutorial will probably take whole next week (of implementation and testing).

What’s the tank automatic configuration script and what’s left in it:

It’s basicly a script that configures the basic setup of the tank in game. The 3d artist exports a raw .fbx model into the game. When the script is finished, all he has to do next is to “Push da button”. The raw elements should be sorted into tank modules, screws should be instantiated and parented into elements etc.

What’s left here is to auto-localize the elements based on the raw .fbx object name. Another big task is the tank element dependancy hierarchy – so each tank element knows it’s dependant elements, that need to be disassembled/assembled first for the element to be assebled/disassembled.


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 36 – June Summary

Dear Mechanics!

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

Art Progress:

Military Computer for Tank Extraction Missions

Code Progress:

The demo was sent out. We’ve received alot of bug reports and questions, which all give us an idea what needs to be fixed or added.

Biggest change – we’re adding tutorial section. We thought it might be finished by the end of the June, it’s far from completion though. The workshop tutorial logic is added and currently is being tested. After that, another week will be spent on the Extraction mode tutorial.


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