Development Status #27

Dear Mechanics!

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

Art Progress:

Code Progress:

The week was spent on:

  • redesigning and reimplementation of tank material system
  • adding an hose system, this will be used as a base system for water hose, sanding, painting etc.
  • fixing all related bugs

We’ve still did not complete the manual, yet we’ve decided that the manual needs to be already implemented into the game.

How would it look?

Like a small notebook, with all game mechanics explained (proper gifs/videos/images attached to each game mechanism). We want this to be completed before sending any keys to anyone.


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 #26

Dear Mechanics!

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

Art Progress:

Stand for tanks turrets.

Museum work in progress

Code Progress:

We’ve reached the state of the project that allows us to use the most basic game mechanism to complete a tank restoration process.

The demo is playable, but not yet ready to send (we will select who’ll get the Steam key, so the demo is closed). We want first to get some simple manual into the game, so the new player know how to play it.

What’s left to do in order to let the demo be sent:

  • Moving the restored tank into the museum
  • Cleaning the tank (sanding and painting to be implemented later)
  • Adding more sounds, so the game feels more alive
  • A lot of less important tasks, that make the game more playable

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 #25

Dear Mechanics!

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

Art Progress:

Compass. In case you will get lost in somewhere in woods.

Work in progress of M4A3 Sherman tank.

Work in progress of M4A3 Sherman tank.

Code Progress:

Our coding task of this week was to finish up the demo of Tank Mechanic Simulator:

  • starting a new profile
  • getting a first scenario – Tiger I contract
  • extracting the tank
  • fixing all tank elements and buying missing ones
  • ending the contract and receiving a payment based on the tank condition

We’re not yet ready to call the thing finished, so keep Your guard up for the 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 #24 – March Summary

Dear Mechanics!

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

Art Progress:

Work in progress. Tank extraction mission.

Code Progress:

The month was spent on extraction mode logic. What was implemented:

  • Metal detector logic
  • Shovel digging
  • Excavation at point (where the player has clicked on the map, and the location is correct)
  • Terrain deformation system – for now, limited to a selected area – bogs, marshes etc.

What needs to be done in order to finish the demo, that we originally wanted to finish on 1st April:

  • Workshop:
    • UI finalization
    • Tank track system remake (might be postponed)
    • Element selection when assembling a tank element
    • Sound finalization
    • Tools and interactables finalization
  • Extraction
    • more authentic physics for offroad vehicle
    • day-night cycle
    • optimization of digging procedure
    • adding more random factors to the demo lvl

That would be all for this month and 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 #23

Dear Mechanics!

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

Art Progress:

Another week and another portion of art update. This time props to be used in workshop and museum.

Turntable trolley with few Tiger I wheels

Code Progress:

This week we’ve been working on finalization of extraction game module.

What has been done:

  • digging – at place where the player clicks on the extraction map – this position gets portaled onto the in-game terrain, and a digging process begins (for now it’s just a fade-in, fade-out)
  • shovel – digging while holding the shovel
  • saving all the possible data for the extraction mode:
    • where was the tank spawned and what is it’s state
    • what’s the state of the extraction action
    • where were the junk decoys spawned

The only missing part is how to save the individual digging actions while using the shovel, this will be done in next week, so things left to do:

  • magnetometer implementation (here’s our inspiration: Magnetometry at Stonehenge)
  • connecting the game logic from modes: workshop-extraction-workshop

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 #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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