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

Development Status #14

Dear Mechanics!

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

Art Progress:

The work on Tiger I model continues. This week was spent on Tiger’s model turret/interior elements overhaul.


A little insight on how the exterior model looks right now. On this screenshot all elements of the tank are intact, which will be very rare situation in the game (lot of elements should be missing or broken)

We also have a little screenshot from work-in-progress CGI trailer:

Looks nice, doesn’t it 😉

Code Progress:

We’re slowly pushing the project to the final form of gameplay/data management. What was done this week:

  • How to save and load player profile data (what tanks does the player own, amount of money etc.)
  • How to manage the game logic between scene changing (main game manager decides what gets initialized when and how etc.)

We know that this month is not very spectacular with screenshots and gifs, but the job needs to be done (we aim to finish the design of all game elements by the end of the month).

That would be all for now, 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 #13

Dear Mechanics!

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

Art Progress:

In this month we are working on a Tiger I tank. Model itself need an upgrade. Mainly cosmetics changes but definietely important and visible things.

We gathered a lot of resources, drawings and references about Tiger I tank itself. This weekend main gun of the Tiger I was heavy modified to match real drawings.

References taken from http://Tiger1.info – David Byrden.

Code Progress:

We’re fixing and changing core mechanics of the game. Nothing spectacular for this week from our coding departament 🙁
What is being changed:
– optimizing and simplifying process of detection at what the player is looking at, what happens when he left/right clicks on that object
– radial menu option sets for all possible objects that the player can interact with (the radial menu will have different options when looking at tank than when looking at, lets say, radio or light switch)


This week was spent on organizing our office, buying stuff, paperwork etc.

That would be all for now, 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 #12

Dear Mechanics!

Welcome to 2018 and to our twelfth Development Status update.
Let’s get straight to business.

Art Progress:

As the development goes on, we’re adding more equipment and tools for the workshop gameplay.

Steel rods
Very majestic. Useful during zombie apocalypse.

This long steel rod will have different uses in tha game, for example to disassemble turret main gun. In this case Tiger I.

Inspiration taken from Tank Overhaul documentary series.

Rust Removal Tool (RRT) Player will use this tool in order to dispose rust present on the tank.

Again, inspiration taken from Tank Overhaul documentary series. 

Code Progress:

We’re working hard to finishing Radial Menu logic. With this finished, we can move on to designing how the economy works.

Economy design in short:

  • we gain money by:
    • completing contracts from other museums/ collectors etc.
    • selling tanks (completely repaired/restored tanks get most money)
    • museum exposition
  • we spend money on:
    • buying:
      • workshop equipment and tools
      • extracion vehicles/equipment
      • tanks from other museums/collectors etc.
      • workshop expansions (paint room etc.)
    • outsourcing tank element repairs/creation
  • we get new contracts based on our reputation value:
    • higher reputation – more risky jobs with high salary
    • low reputation – low risk job with low salary
    • we gain or loose reputation by completing of failing to complete a contract

That would be all for now, 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 #11 – December summary

Dear Mechanics!

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

December progress:

The passing month was full of:

  • re-designing:
    • interaction with the tank
    • user interface
    • tiger tank
  • struggling with crane and chain physics
  • christmas

1. What was re-designed

a. Interaction with the tank

We’ve simplified the process of diassembling/assembling tank elements.

Previously:
Player needed to enter a special mode with orbital camera, select an element and then be able to assemble or disassemble an element.
Currently:
Player can disassemble or assemble any element while roaming around in free mode (fpp camera) or when in overview mode (orbital camera)

Tank inside interaction
We’re working on a method to allow player to get into the tank and roam around inside. Our ideal would be to create a system similar to Red Orchestra’s 2 tank crew role/position switching method.
With or without animations, we’ll give the player an option to switch between crew positions with radial menu (options like switch to gunner’s position, or switch to driver’s position etc.).

b. User interface

We’re getting rid of special info panel, that shows tips about object the player is currently looking at. Now when player opens up radial menu while looking at object, the options available in the menu are shown, based on the type of the object.

c. Tiger tank

Another thing to finalize is the first tank in the game – the Tiger I. We’re gathering all the data we can get, mostly about the tank interior and different Tiger unit’s history.

We’re planning to set the scenario of the Tiger extraction in eastern Europe, in a river or in a bog. Story would be, that the Tiger tank was part of a unit, that fought during the Third Battle of Kharkov. During a river crossing, the unit was attacked and the tank was damaged, falling down into the river.

The Tiger we want to implement, is the H1 version, produced between 1942- early 1943. Here’s few screenshots we took in War Thunder, to make a comparison between H1 and E versions.


War Thunder game screenshot, not our game, the Tank Mechanic Simulator. Tigers top overview.


War Thunder game screenshot, not our game, the Tank Mechanic Simulator. Tigers front overview.


War Thunder game screenshot, not our game, the Tank Mechanic Simulator. Tigers side overview.

We’re also making small fixes to the turret, the turret basket needs to be fixed to the turret. We’ll need to add a frame or tank turret holder somewhere in the workshop, to allow players to renovate the turret/barrel etc.


Our previouse approach to tank turret. Now the thing will have the turret basket fixed.


Tiger turret basket. Screenshot taken from Tank Chats #36 Tiger 131 video on Tank Museum YouTube channel.

2. Why were we struggling with crane and chain physics


For now only the chain connecting the hook and the turret is physical, the 3 chains attached to the turret are static.

As we’ve mentioned in previous monthly summary, we’ve bought Obi Rope system, that allows us to create complicated physical ropes/chain systems. The problem is we’re having is the stability of the whole construction when we connect chain that is hanging from the hook to the 3 chains connected to the turret. Whole thing gets messy both with fps drop and jittery movement.

We have two options here, either find a perfect line between performance and physics realism, or to add some kind of a option in video/performance tab in game options, to allow custom control over how much the physics should be simulated.

3. Christmas.

Yep, we’ve been eating and drinking alot. Spending time with family and other stuff. Nothing interesting here. Gathering thoughts and ideas before starting new year 😉

Next month plans:

So, to sum up, last 3 weeks were full of unspectacular job (3 weeks b/c christmas + week between christmas and new year’s eve). We want to finish the design of the game by the end of January – by that time all aspects of the game should be designed in a final state:

  • game’s economy
  • player inventory
  • tools
  • vehicles
  • workshop gameplay
  • extraction gameplay

———-

That would be all for this week and month. We wish You a happy new year 😀

Remember to visit us on our DeGenerals discord server, where we are available most of the day (CEST zone).

Have a good day and see You next year! 😉

DeGenerals

Development Status #10

Dear Mechanics!

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

Progress:

User Interface & Design

We’ve been working on basic user interface logic. Alot was designed or redesigned from scratch, including:

  • PC/Tablet usage
  • tank analisys mode
  • radial/rose menu

Most of the work was spent on radial menu implementation (which is still WIP). The main purpose of the radial menu is to be as useful for the player as possible. The menu will display options based on what the player is currently looking at.

We want to finish all design by the end of January 2018. By then every aspect of the game needs to be planned. We’re going to poll few votes to get Your opinion on most important topics 🙂

———-

HO HO HO!


Did You know that Santa visited tank restorers this year?

Merry Christmas and see You next week! 😀

DeGenerals

Development Status #9

Dear Mechanics!

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

Progress:

Crane

Crane system is finished. The crane uses Obi Rope system, that allows us to simulate physical rope/chain in our game. Player can control the crane by using the controller:

  • move the hook up or down
  • move the crane trolley left or right
  • move the crane base/bridge forwards or backwards

To hook an object player needs to touch the hookable object with the hook or chain attached to the hook.We’re designing how the process of hooking/unhooking the lift needs to look in the final version.

For now, a popup will appear with question: Does the player wants to hook object A? Same happens when the player wants to unhook the load from the crane (first the load needs to be grounded though).
Lifting the turret. We still need to make the chains connecting the hook chain to the turret more physical. For now its just a static model. Perhaps we will add an option in performance options with different physics simulation presets.


Remember to control the crane with load attached ot the hook with special care. Any collision now might bring alot of damage.

Player will be able to disassemble/assemble liftable tank modules while hooked or when stationary (for example the engine can be interacted with while outside the tank and when it is hooked, turret needs to be put down first).

 

———-

That would be all for this week.

Remember to visit us on our DeGenerals discord server, where we are available most of the day (CEST zone).

Have a good day and see You next week! 🙂

DeGenerals