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.

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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

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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

 

Development Blog #1

Dear Mechanics!

Welcome to our first Development Blog post. We will present here more detailed informations regarding development of Tank Mechanic Simulator. This weekend our Programmer Przemek will present here on what special system he is been working for a while.

Terrain Deformation System

Special effects in games are an addition that can significantly diversify the experience of playing. We can easily mention their various kinds, like visual, physics or sound effects. In thistext, will be described in brief one of the most impressive special effect: real-time interactive mesh deformation system, which is currently under developing for game Tank MechanicSimulator.

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Development Status #19 – February summary

Dear Mechanics!

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

Art Progress:

This month was great for us regarding new assets for the game. We continued to make new tools and new environemnts. We started doing animations for tools. We are close to present refreshed Tiger I model including fully modelled interior.

From new tools – here is a fresh item from shop – Welder Machine Kit

Welding Kit

That is how most of the new tools looks in the game.

As development on terrain deformations is continued we will show you progress in upcoming weeks on environment & extractions. Here grab a quick sneak peak of current progress. PBR finally is fully supported as well as tesselation.

Code Progress:

Let’s first summarize the week for the coding departament, then the month.

Week summary
We’re working on in-game store logic, where player can buy elements, tanks and tools/vehicles.
How does it work:

  • player opens up a desktop panel, by using his tablet or by accessing stationary PC
  • player clicks one of the 3 buttons for the shops (element shop, tanks shop/auction house, tools/inventory shop):
    • Element shop – generated based on the tanks owned by the player. Remember, that in real life situation, it’s almost impossible to find any part for the restored tank. Here we want to add a feature to buy an element blueprint. More about this below
    • Tanks shop/auction house – it’s where we can buy the tanks from other museums/tank collectors and maybe even military (when they sell obsolete tanks ;))
    • Inventory shop – here the player can buy new tools and inventory to repair or extract the tanks

About blueprint/crafting system:

  • With correct blueprints and tools, we can recreate the element of the tank, either in-house or by outsourcing the job.
  • When choosing in-house works, player requires tools and crafting materials (the crafting materials)
  • When choosing outsourcing works, player requires money

Month summary
This month main target for the coding departament was to hire a new programmer, and to implement ingame economy.

We have the new programmer on board, Przemek. His task is to develop a terrain deformation system, that will add some fun and challenge to the extraction mode levels (something similar to Spintires, yet simpler and doable in our project timeframe and budget).

About the economy, it is about 70% done, what needs to be finished:

  • shop logic – generating content to buy, buying it and adding to the player inventory,tanks etc. Saving it and loading.
  • contracts finalization – a logic to summarize the work of player over the tank, is it repaired etc.

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

 

 

DeGenerals

Development Status #18

Dear Mechanics!

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

Art Progress:

This week art development made huge progress forward. We made few new tools for tank restoration and extraction, as well as animations for them (still WIP). Interior model for Tiger I is finally done.

Huge progress also has been made regarding our own system for terrain deformations dedicated for tank extractions missions.

Below you can see in all its glory done Acetylene oxygen burner and a metal detector.

Acetylene oxygen burner


Metal Detector

Work in progess animation for hammer

Our work in progress development on terrain deformation for extractions.

Highpoly interior

Code Progress:

Custom saves, auto saving and quick saving system is done. Of course not all the savable data is yet implemented in the game (for instance, there is no inventory/tools saving mechanisms yet).

We’ve started storage managment panel implementation. Using this panel, the player can go through tanks present in the warehouse. Features:

  • selecting elements that the player wants to repair in-house or by outsourcing (in-house repairs are cheaper, but require expensive tools and more time to finish, outsource on the other hand is more expensive, but the job will be done quicker)
  • selecting elements that the player wants to sell
  • selecting elements that the player wants to recycle (in order to craft parts needed to create another element – this is an after premiere feature, not for 1.0 version)

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 #17

Dear Mechanics!

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

Art Progress:

We don’t stop and continuing to work on more tools to be added into the game as well. This time acetylene oxygen burner. Below work in progress pictures from our new developer team member.

Code Progress:

This week we have hired new programmer, Przemek. He will be helping us with the physical terrain deformation system, as well as other major tasks along the road(btw. the project roadmap is coming ;)).

What has been done this week:

  • New game saving system – up to this point, player could create and use 4 profiles. All data was saved on single save file, for the currently selected profile.
    What’s new:

    • Each profile has 8 saves:
      • 3 auto saves slots
      • 1 quick save slot
      • 4 custom saves slots
    • Based on options, game will be autosaved each X minutes. Each time the oldest auto save gets overwritten.
  • Very early physical terrain deformation system – we’ve been designing what do we need with this system and how to achieve it in given time, here are our conclussions:
    • terrain need to be generated – it’ll grant us more flexibility in future, when we’ll implement tank extraction scene generation in runtime (while the game is running – not while working in Unity Editor)
    • terrain needs to simulate few physical materials – sand, mud, bog, grass etc.
    • terrain needs to support at least 3 basic vehicle types, 4 wheeled, 6 wheeled and tank tracks

So to sum up, this week has brought us two new members of the team, Grzegorz – 3D artist, and Przemek – programmer. Their input will help us greatly 🙂

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 #16

Dear Mechanics!

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

Art Progress:

While the work on the Tiger I continues and it is not ready to be show yet, here you take a look at gif representing warehouse interaction. What do you think it is outside?

Code Progress:

We’ve been working on economy and saving logic this week.

About economy progress:
New contracts or job opportunities appear in the game by new email in player’s ingame inbox.
Player can decide to accept the contract or discard it.

A contract has few important properties:

  • potential and real salary
  • potential and real reputation value (added or subtracted from player on contract end)
  • job duration and overtime times
  • urgency – based on this the salary, reputation, and maximum time values are calculated. Basicly – more urgent job – better salary but small of time to get it

We’ve added console so we can test things more easy, like adding new tanks, spawning them ingame, spawning contracts 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 Status #15 – January summary

Dear Mechanics!

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

Art Progress:

We are still working on Tiger I model. Here is the sneek peak of work in progress results comparing “old” model with “new” remastered version of the turret.

There are still missing some components like turret basket or rear escape hatch. They are under heavy modification right now. Not ready to be shown at the moment.

Code Progress:

We have finally finished the logic to:

  • store the tanks the player currently owns,
  • based on saved data, load the tanks ingame and set up their saved state.

What has been started this week:

  • game economy manager – how to spawn new contracts for the player, when should the contracts appear
  • contracts data:
    • duration
    • urgency
    • potential salary
    • subject of the job – repair only or extract and repair?
    • tank data – what tank needs to be fixed?

This month was full of paperwork (we’ve finally opened our office), designing new features or redesigning core features of the game.

On the beginning of the month we wanted to finish the game design by the end of January. Well, it’s almost done. What’s missing? Tank extraction gameplay.

So what is the big target for the next month ? Game economy. It needs to be finished before anything else gets added – i.e. tank elements repair/creation system, getting new contracts etc. Economy needs to be working and finished so we have a good start for next milestones.

We’re also thinking about Kickstarter campaign, although it’s nothing official for now 😉

That would be all for this 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