Author Archives: Developer

Development Status #53 – October Summary

Dear Mechanics!

Welcome to our fifty-third Development Status update – the October summary
Let’s get straight to business.

Art Progress:

From art department we made huge step forward. From finished Warehouse1 level including more rooms to be unlocked to new panels in UI, as well as improvements in our own shaders we are using in the game. To support new features whom will come with Paint Room.

Workshop default room + Office + Crafting Table + Paint Room

View from the editor

Tank Test Drive layout located outside Workshop in Warehouse1 level.

UI Concept for Paint Room

Code Progress:

The paint room has not yet been finished. We have a delay with this milestone.

We can successfully paint the tank in a special test scene, although implementation of this system in our game is taking us more time than expected.

We’re also working on how the game loads custom content, we want to integrate it with the Steam Workshop system.

What is the plan for the November:

  • finishing the tasks from October
  • adding doable suggestions to the game (we will present these suggestions in each next weekly summary)
  • fixing bugs
  • at the end of the month, demo

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 #52

Dear Mechanics!

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

Art Progress:

View for Office, Crafting room and Paint shoop room

Office room with entry to the museum. Location of the computer has been changed and moved to the office.

Crafting Room. More info about it will come later.

Paint room in its glory.

Panzer III J Work in progress

Code Progress:

Paint room logic has been finished, now it is being implemented into the game.

How it’s going to work:

  • player unlocks the paint room
  • player sends the tank to the paint room
  • there the player has options to sand blast, apply primer or paint manually (if player unlocks auto paint, this can be done automaticly)
  • the player has option to apply camo, decals or decorators if the tank has been fully painted
  • game should support custom camo, decals and decorators

Other than that, we’re pushing other tasks in October to other months, as we get very good suggestions that we want to add into the game first.


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 #51

Dear Mechanics!

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

Art Progress:

We are working on paint shop room.

Work in progress paint room skeleton

Our main reference from “Tank Overhaul” series

Texture work

Code Progress:

Player leveling system has been mostly finished.

Current status:

  • Tools and vehicles are unlockable and the old logic has been connected with the system (so a tool won’t be available if the player has not unlocked and bought it firstly)
  • Tools and vehicles can be bought from the inventory shop in in-game PC/Tablet desktop
  • Passive skills are unlockable and have been implemented into the game (shop discounts, reputation bonuses, faster assembly/disassembly time etc.)

To do:

  • Business upgrades (unlocking new rooms, for example, the paint room)
  • Implementation of quad, magnetometer, drone (this is going to be added in few weeks, as those tasks might be time consuming to develop

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 #50

Dear Mechanics!

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

Code Progress:

We’ve begun working on few new features, let’s list them below and how we plan to develop them:

  1. Paint Room – place where player can apply camouflages, insygnias etc. where ever he likes. This is done with help of Paint in 3D system by Carlos Wilkes. Nice to have: custom stuff
  2. Player leveling system – 3 main branches of the player leveling tree:
    1. Tools/Inventory – stuff like flashlights, metal detectors but also quad, magnetometer etc.
    2. Business – extended Warehouse, Paint Room, extended Museum etc.
    3. Passives – bonus to money gained, reputation, discount at shops etc.

Paint room prototype should be ready by the end of next week. Player leveling system requires more time, as some of features the player can unlock in the tree is still not yet in the game (for instance, quad controller, drone controller).

Paint room prototype


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 #49 – September Summary

Dear Mechanics!

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

Art Progress:

We were working on getting new warehouse area. With new terrain layout that contains a space for bigger workshop, paint rooms, other rooms designed as we presented here before and test drive section on the map.

Bird’s eye view on how does it look.

Test drive layout.

Keep scrooling, another beauty shot.

Code Progress:

This month task was to add the test drive module into the game. State of the task:

  • Test drive models implemented:
    • Tiger I
    • Sherman M4A3E8
    • KV-1
    • KV-2
    • M26 Pershing
  • Test drive yard has been added
  • Liquid filling mode has been added

Plan for next month:

  • player leveling system
  • paint room
  • nice to have – warehouse and museum management system
  • nice to have – tool/vehicle shops
  • nice to have – tank graveyard level (this might be a challenge, since our tank models are very detailed, and fps might be very low with many tanks on same level)

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 #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 canĀ  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