Tiny Tanks: Big Boss

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Try to destroy your enemies in a hard battle! Good luck!
  • Hi everyone! I'm starting development on my new game and I want to keep a development log, so you can follow along.

    My game is going to be a side-view tank battle game. The first thing I need to create is a level generator.

    Day 1. Level generator

    I used a pretty straightforward algorithm to create the generator:

    1. When layout starts, I add the coordinates of key points to the array. Each following points has a random coordinates that depends on the previous points (for example: random(-100,100) + oldX ).

    2. Next, I added two Tile Background objects to the layout: one for ground, the other one for grass.

    3. Then, using a loop and a special spline formula, I set positions the mesh points in a way that connects the key points from the array.

    Overall, I got a pretty decent level generator =)

  • Day 2. Player's tank

    It's time to add the player's tank to the Layout. I want the tank's movement to be very smooth and precise. Therefore, using the physics behavior isn't the best option.

    So, to create the tank, I used two invisible objects with the platformer behavior, which have the same parameters. Then I added a tank sprite and set its position as the midpoint between the two objects. Also, the tank's angle is the angle between these two objects.

  • Day 3. Enemy's tank

    It's time to add an enemy tank to the layout and create AI for it. So, when the layout starts, enemy tanks are created. Each of them has its own health, damage and armor parameters. When the player's tank gets close to an enemy tank, the enemy change his mode from "sleep" to "active" and starts attacking the player.

  • I added a battle results screen.

    The moving background is created using TileBackground. The movement itself is implemented by changing the "Image Offset X/Y" parameters.

    Next, I added a semi-transparent mask with "Destination In" blend effects.

    Everything else is implemented using the "Tween" behavior.

  • Very clean presentation. I am looking forward what other elements you will add. As a long-time World of Tank player and game designer I am thinking bushes for concealment, barriers for cover and possibly a couple of special helper tanks that can be called forward to deal with the enemy. Keep up the good work!

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  • I added an inventory with items:

    - Items can be installed on the tank to get stat bonuses.

    - Items come in different rarities.

    - Items of the same rarity and type can be combined to level them up.

    - Unneeded items can be sold.

  • Battle Gameplay video

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    youtu.be/2BTjdoxi78w

  • I've added weapons upgrade tree for each tank. To unlock weapon, players need to gather materials for crafting.

  • I published a playable (beta) release on Scirra Arcade:

    construct.net/en/free-online-games/tiny-tanks-big-boss-70902/play

  • I just played your game and it was a lot of fun!

    It looks great too - one of the best I've seen done in C3 (excellent work on the UI elements too)!

  • Great! Nice game. I'd like to know how you made the trail of the projectiles.

  • I just played your game and it was a lot of fun!

    Thank you ;)

    Great! Nice game. I'd like to know how you made the trail of the projectiles.

    I used a third-party behavior to create a trail. This is the only third-party behavior used in the project. An alternative way to create a trail would be using a mesh grid. However, this approach requires a very strong understanding of geometry.

  • How is that hex based game you were working on coming along?

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