Dev update: just before chrissy

Update and tech notes from the developer

Dev update: just before chrissy

Postby ADMIN » Sun Dec 13, 2009 11:46 pm

Image

TU1's been out for a year now and there's some interest in the sequel Tank Universal 2, so it would be best if updates were a little more forthcoming ay?

And there's a lot of good reasons for doing this as being an indie production, there's no budget for 'focus groups' or an extensive beta testing programme.
So it's more useful than ever to have player and spectator input early on.

With this in mind, here's a screenshot of an early design of a Gorgon basenode. Note - very early.
Image

Players of the first game might be familiar with 'hubs' - rotating columns that held a 'key' that the player could 'cajole' from the enemy and then 'derezz' at their own hub. Good stuff.
Since TU2 will have a strategic map, all permutuations will need to be covered. One of those permutations is that an area can be held by the enemy, but contain no hubs.
What to do? Certainly on lower levels the player can simply be tasked with removing any enemy tanks from the area. But this will need more development in later levels.

Enter basenodes.

Basenodes appear in hubless enemy areas and the player's aim is simply to destroy the basenode.
However a basenode is supported by powerstacks that are spread throughout a level and which are usually fortified.
Once all the powerstacks are taken down, the central basenode can be approached - although it won't be without defences (not shown here).
The stripey blocks are destructible (in fact a stripey texture on any building means that building is destructible. Some buildings will hide powerups (fear not - hub fortresses will still require sappers).
The player will need to bombard the basenode from each direction to destroy all the stripey blocks.
Once all the blocks are gone, the upper rack will begin to fall and a plunger will drop causing a massive, expanding blast (think nukes in the first game).
Hopefully the player will have left the area by that time. Given the basenode is surrounded by structures, it's likely to be quite spectacular.
'I only have one rule. Everyone codes, no-one quits. You don't finish your game, I'll shoot you myself.' http://www.tankuniversal.com
User avatar
ADMIN
Site Admin
 
Posts: 299
Joined: Sat Jun 02, 2007 8:02 pm

Re: Dev update: just before chrissy

Postby johno » Sat Dec 26, 2009 8:50 am

Happy to see this post about TU2, really looking forward to it. The new ideas sound great!

The first game really surprised me in a lot of ways in how the gameplay was continually ramped up and made more complex (and interesting) throughout the game. In a lot of ways TU felt like a multiplayer game with a story, and I really liked that I didn't know what to expect from one level to the next.

Any tentative release date for Tank Universal 2?

Keep up the good work!
/johno
johno
 
Posts: 13
Joined: Sat Dec 26, 2009 8:47 am

Re: Dev update: just before chrissy

Postby ADMIN » Sat Jan 02, 2010 9:11 pm

johno

Thanks for the kind words.
One of Tank Universal's design goals was to incorporate stuff that I would find interesting to play.
Personally, I enjoy sandbox games that incorporate emergent gameplay and have strategic depth but remain easy to pick up and play - and there's not too many of those unfortunately!

Now obviously TU1 is not a sandbox game being 19 linear levels, but it is reasonably sucessful in introducing new rules that can feed of one another, leading to emergent situations and gamers have commented how much they enjoyed that aspect.

So in TU2 I want to continue with that dev goal in mind - how to take the player from a simple combat situation up to a large scale conflict with multiple actors and all sorts of things happening but the player does not feel forced to micro-manage or pause the action to study a map and issue detailed orders, yet can turn the tide of the battle through their immediate actions. Bit of a challenge really.

(Regards a release date, it would have to be 'when it's done')
'I only have one rule. Everyone codes, no-one quits. You don't finish your game, I'll shoot you myself.' http://www.tankuniversal.com
User avatar
ADMIN
Site Admin
 
Posts: 299
Joined: Sat Jun 02, 2007 8:02 pm

Re: Dev update: just before chrissy

Postby Phantaminium » Mon Feb 22, 2010 9:01 am

How to take the player from a simple combat situation up to a large scale conflict with multiple actors and all sorts of things happening

That made me imagine something like a 1 vs. 100+ war, the Gorgon tanks and titans would be there ready to fight; and why you can't get reinforcements is because a Spotter (in TU1 in the level 8 - Evacuation) had a Bomber bomb the airlift pads so it couldn't be possible to get reinforcements.

It's kind of like the Hunter Killer Skirmish in TU1 but with maybe a basenode and they will keep attacking you until that basenode is destroyed, which can destroy their airlift pads or 'derezz' them from the area.

That's my idea of 'simple to full scale' through out the game.

I'm a ScatmanImage
User avatar
Phantaminium
 
Posts: 74
Joined: Sat Feb 20, 2010 6:04 pm
Location: Equestria (I wish T~T)

Re: Dev update: just before chrissy

Postby Scribble[SFD] » Fri Jul 02, 2010 11:35 pm

ADMIN wrote:Now obviously TU1 is not a sandbox game being 19 linear levels, but it is reasonably sucessful in introducing new rules that can feed of one another, leading to emergent situations and gamers have commented how much they enjoyed that aspect.


I want to add myself as one of those gamers that really enjoyed that aspect.

It was literally beautiful the way the game developed from "destroy the power generator in the cave to open the shields" to "hacking network" level to the final "network hacking level" where you also had to worry much more about glyph control as well as the giants that kept coming.

All while using the beautiful simple classic of all times, Capture the Flag gameplay. Yet in TU1 it was done even better, with the said network hacking requirements and then having to BLOW your way into the base instead of just sneaking in and running out. Still, at the same time, you still get that "running with the key (flag)" rush once you have it and running back to your own hub. Perfect gameplay, nothing less.
Scribble[SFD]
 
Posts: 51
Joined: Wed Jun 30, 2010 9:30 pm


Return to Developer notes

Who is online

Users browsing this forum: No registered users and 1 guest