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Grimbarian
07-30-2014, 12:16 PM
Ok, we'll start by saying that this is very, very early in development and should not be taken as representative of final quality.

I'm hoping the game doesn't take as long and reach pages such as Super Renegade Response - but who knows.

We're putting together an action RTS, influenced by games such as Cannon Fodder and XCom, where you start of with a couple of tanks and many enemies to defeat over lots of levels.

Over the course of these battles you'll find repairs and ammo for your tanks, and money which you can use in between levels to either repair your tanks, buy more ammo, or add additional tanks to your squad.

Each tanks health will NOT regenerate over level's, and repairs will leave your tank unavailable for selection for the next level, so you'll have to manage your money, ammo, and available tanks very carefully to progress through the campaign.

The game is being made in Construct 2 - and is targeting PC and OUYA. Couple of very early screenshots and models attached.

Look forward to your comments.

https://dl.dropboxusercontent.com/u/37061220/TankRTS2.jpg

https://dl.dropboxusercontent.com/u/37061220/EarlyTRTS.jpg

https://dl.dropboxusercontent.com/u/37061220/EarlyTRTS3.jpg

rosse119
07-30-2014, 12:50 PM
I think this looks bloody gorgeous, are those 3D models what you have made?

Grimbarian
07-30-2014, 12:56 PM
I think this looks bloody gorgeous, are those 3D models what you have made?

Not me - but the artist I'm working on the game with, yes. We used to do a few bits together in a 3D game engine, and some of these were already prepared for that. We decided that even though we are only using 2d top down view and pictures - we could get better looking sprites this way. It also means we can use a nice 3D view of the tanks for the selection screens/etc.

mmartino
07-30-2014, 01:14 PM
Nice! I could definitely go for a game like this. Key will be getting the controls to work correct for a RTS

Grimbarian
07-30-2014, 01:20 PM
Nice! I could definitely go for a game like this. Key will be getting the controls to work correct for a RTS

Yep - this is going to be one of the biggest challenges and hardest thing to get 'right'. I have a control system I'm happy with in mind, but it'll be thoroughly tested on OUYA first.

part12studios (developers of Bee Active) have done some fantastic work with Construct2 and the OUYA controller recently - if my system works it will be with a large amount of thanks to them.

DrunkPunk
08-01-2014, 10:30 AM
Was fun playing through the alpha(?) web version Grim. Controls just fine with a mouse so I'm interested to see what you do with the OUYA controller.

BorekS
08-05-2014, 11:29 AM
hi to all, I am the guy who is working with Grimbarian on the tank thingy

my part is the asset creation, so here are some new screenshots:

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_camo.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_testing3.jpg


a bridge asset creation...

https://dl.dropboxusercontent.com/u/79765157/C2/c2_bridge_historic_render_01.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_bridge_historic_render_02.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_bridge_historic_render_03.jpg


... and the final sprite asset scene test

https://dl.dropboxusercontent.com/u/79765157/C2/c2_tank_scene_roads_n_river_bridge.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_tank_scene_roads_n_river_bridge_zoom.jpg

DrunkPunk
08-05-2014, 11:34 AM
Welcome aboard and thanks for sharing! Art is looking rather spiffy. :D



tank thingy

Talk about asset creation...
;)

Killswitch
08-05-2014, 11:44 AM
Looks good. (Killswitch needs to find an artist too).

Grimbarian
08-05-2014, 11:46 AM
tank thingy


Talk about asset creation...
;)

Lol - still working on a name mate. :)

Thanks for coming on here BorekS - your art is stunning and is going to make this game stand out on the OUYA!

BorekS
08-05-2014, 12:08 PM
oh, thanks guys ;)

well, for the game we use 3d model sources which I originaly made for another game attempts, created with 3drad game creator by past, more about here (http://stilz.mypage.cz/menu/ostatni-vytvory/3drad-games).

for the actual 2D OUYA game (Yet Untitled RTS) Ive enhanced the sprite object library with newly made 3d stuff sources. all the models are lowpoly, but they are a "complete shape", which means they can be used in any other (3D) game / game engine in future :smile-new:

rosse119
08-05-2014, 01:34 PM
hi to all, I am the guy who is working with Grimbarian on the tank thingy

my part is the asset creation, so here are some new screenshots:

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_camo.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_testing3.jpg


a bridge asset creation...

https://dl.dropboxusercontent.com/u/79765157/C2/c2_bridge_historic_render_01.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_bridge_historic_render_02.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_bridge_historic_render_03.jpg


... and the final sprite asset scene test

https://dl.dropboxusercontent.com/u/79765157/C2/c2_tank_scene_roads_n_river_bridge.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_tank_scene_roads_n_river_bridge_zoom.jpg

So impressed with these 3d models, I'd love to get involved in this. How did you start out? Sorry to hijack the thread, feel free to pm me instead.

BorekS
08-05-2014, 02:49 PM
oh thanks,
some PM is sent ;)

jsbac
08-05-2014, 03:06 PM
First -- I love these type games..

Second -- screenshots look awesome!

Third -- PLEASE don't take as long as SRR!! I think rosse119 is delaying it just to watch all of us squirm! LOL

timmytot666
08-05-2014, 03:09 PM
Is this more like Starcraft or Advance Wars?

Grimbarian
08-05-2014, 03:27 PM
Thanks jsbac, appreciate the feedback, and we'll surely try and get it out as soon as it's ready.:)


Is this more like Starcraft or Advance Wars?

Hhhmm, the answer is actually neither.

The movement of the units/groups is more like Starcraft, however there's no production of units or buildings. Resource management is handled in between levels, which are shorter affairs more akin to Cannon Fodder. In addition there are some level's which contain objectives such as defending a convoy.

However the game is purely top down - not ismoetric. The good answer for me as a developer - it's actually not really like anything else I've seen.

timmytot666
08-05-2014, 03:38 PM
Ahh. Okay. I was hoping for some local multiplayer hotseat lol. Thanks

Kaimega
08-05-2014, 04:47 PM
This reminds me of the game Pathway to Glory, one of the most Popular N-Gage Titles:

http://www.the-nextlevel.com/features/next/n-gage/pathway-glory.jpg

http://thumbs4.ebaystatic.com/d/l225/m/m8s4676jKQdRN9qfBgc9yJA.jpg

If it is anything like this, then I certainly look forward to it :)

Killswitch
08-05-2014, 11:37 PM
This reminds me of the game Pathway to Glory, one of the most Popular N-Gage Titles:
If it is anything like this, then I certainly look forward to it :)

Nobody had an NGage :p

Kaimega
08-06-2014, 01:07 AM
Nobody had an NGage :p

Hey, Killswitch:

http://racin-games.com/sites/all/images/Fuck-You-random-32876583-496-313.jpg

:D

BorekS
08-06-2014, 09:35 PM
today vehicle asset stuff - a russian truck, first image attached :)
still need to do russian jeep, which is done infact (just the Willy jeep serving to Red Army), but without textures yet.

note: all the actual vehicle screenshots do not presents the final visual ingame lookout yet.

https://dl.dropboxusercontent.com/u/79765157/C2/c2_ZIS_5_asset.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_ZIS_5_asset2.jpg

Grimbarian
08-09-2014, 10:47 PM
Been hard at work lately - got a lot of progress with little to show, which is a shame - but it's all part of game dev eh?

The control mechanism is practically sorted. Pathfinding, ai patrols, player unit selections are all pretty much done and dusted - with just a bit more testing on the targeting to take care of (Automatic or manual being the choice I'm testing)

Most of the last week has been taken up with putting in the groundwork stuff for making the rest of the game development easier. I've finally got it to a point now, that no matter which tank, fires which projectile, at what target - I can track and identify all of them individually, yet control them as a group.

This has been essential for creating the setup where each tank can be controlled as a group, yet have individual turret range, experience, damage, speed, health, and ammo. Thus throughout the game, every tank can be an individual.

Do you spend money improving current tanks, or buying more. Do you take care of the experienced tanks that have ranked up and have better stats? Or do you approach each mission with as many disposable tanks as funds will allow?

This was my dream for the game - and now I've got the underlying system in place to enable it all to happen. :friendly_wink:

DrunkPunk
08-11-2014, 08:09 AM
This was my dream for the game - and now I've got the underlying system in place to enable it all to happen. :friendly_wink:

Woohoo! Keep the good news coming. :)

BorekS
08-11-2014, 08:39 AM
great news, Grimbarian!

well, here is a small game loader screen attempt:
https://dl.dropboxusercontent.com/u/79765157/C2/wallpaper/c2_loader2b_dirt_640.jpg

BorekS
08-12-2014, 12:39 PM
ok, the RTS game project got a real name :cool:

here is some text stuff:

https://dl.dropboxusercontent.com/u/79765157/C2/wallpaper/c2_game_name.jpg

rosse119
08-12-2014, 03:16 PM
very cool name! Especially loving the loading screen.

Foppy
08-12-2014, 09:36 PM
It sounds great and the graphics look very good. I used to play Dune 2 and C&C quite a bit. And more recently, World of Tanks. Totally different game styles of course but still! ;) Keep up the good work!

Grimbarian
08-13-2014, 07:58 AM
Thanks Foppy and Rosse119, it's good to hear enthusiasm and encouragement - drives us on.

Last night was my first attempt at going from Main Game screen, to test level, to upgrade screen in a test version of the game and seeing if all the groundwork I had put in (and trusting my game logic) had worked...

...and it did. (PARTY!!) Happy to say that this is a large amount of the groundwork in place now, and I've started on the experience bonuses and the functionality of the upgrade screen which will be between each level.

I usually have to do all this sort of work with boxes and circles (placeholder art), but because BorekS has been so forthcoming with art, I'm able to do a lot of this dev with actual game art - which really helps with motivation!

BorekS
08-13-2014, 11:13 PM
great! :)

I am glad I can be helpful and I am really enjoying the process 8)

ok, the last planned vehicle asset is created and uv-mapped. its a well known U.S. jeep for the player nation :)
image attached :)

player: Red Army with T-34 tank, ZIS-5 truck and the Willys jeep delivered to the Soviet Union in WW2
enemy: Wehrmacht with Tiger tank, Opel Blitz truck and the Kubelwagen jeep

https://dl.dropboxusercontent.com/u/79765157/C2/c2_willys-jeep-640x480.jpg

BorekS
08-18-2014, 12:18 PM
ok, Ive tried to use blackwhite 3-view line drawings to create some simple way how to paint all the final vehicle textures.
its not perfect, but maybe usable. small asset test with the new T-34 skins attached. you can also noitice the new russian trucks and jeep on the road.

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34s_retextured_640.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34s_retextured2_640.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_battle_area_640.png

HeadClot
08-20-2014, 01:29 AM
Really nice!

I cannot wait to see gameplay soon :)

Grimbarian
08-20-2014, 07:59 AM
Really nice!

I cannot wait to see gameplay soon :)

Thanks HeadClot - it'll be a few weeks before we can get some gameplay video down. At the moment there's just dev text all over the corners while we get all the foundations right, so we don't want to show off any video with it like that. :)

I did manage to get all the experience points working properly for each tank, and added a basic mission briefing screen - it's a simple automated affair that changes for each level. That means basically that I've got a mission briefing screen working for all 100+ planned levels.

Grimbarian
08-25-2014, 10:57 AM
I know I said above that it'd be a few weeks before I got some early gameplay video down - but I thought you should have a VERY early look anyway.

Most of what's in the footage will still change, but it gives a little bit of a flavour. These basic test level's have been stripped out of all the scenery, and have loads of dev text everywhere, but they help get everything functioning correctly.

These level's, and the upgrades screen, are NOT representative of the final look at all - they are simply to get everything working correctly. There is also no sound on the video either.
Thought you may like a peek anyway.

Look forward to the comments. :)


http://youtu.be/Y_xiw6hvGGo

DrunkPunk
08-25-2014, 11:09 AM
Wow, this has come a long way from the early early version I played. Awesome! :D

Grimbarian
08-25-2014, 11:42 AM
Cheers DP - it's still got a very long way to go too. But we think it's shaping up very nicely so far. :)

mmartino
08-25-2014, 03:14 PM
Looking sweet Grim :)

Grimbarian
08-25-2014, 08:04 PM
Looking sweet Grim :)

Cheers MM, edging one step at a time closer to having a playable demo... just don't know how many steps we need to take! Lol.

BorekS
08-26-2014, 11:38 AM
:) well, I could add something too :)
here is a new intro scene theme which probably will replace the actual intro/mission movie...

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_intor_summer_scene_labeled_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_intor_winter_scene_labeled_640.jpg

DrunkPunk
08-26-2014, 12:19 PM
Will we get snow/ice covered tanks for the snowy levels?

Grimbarian
08-26-2014, 12:25 PM
Will we get snow/ice covered tanks for the snowy levels?

Something we are still deciding on DP - at the moment I want to give the player the choice of which cammo they want for each tank they have. However we also wonder if the cammo should just be themed over the course of our levels (we have summer and winter level's planned), so in winter you have snow cammo, etc.

There are pro's and con's to each - so we will test and see what we like best.

BorekS
08-27-2014, 01:14 PM
ok guys,
something (old)new from our kitchen - it is a new theme for the loader / menu screen

https://dl.dropboxusercontent.com/u/79765157/C2/c2_attack2_theme_640.jpg

.

BorekS
08-29-2014, 11:51 AM
just another day of asset testing...

https://dl.dropboxusercontent.com/u/79765157/C2/c2_battle_area2_640.jpg

DrunkPunk
08-29-2014, 12:00 PM
ok guys,
something (old)new from our kitchen - it is a new theme for the loader / menu screen

https://dl.dropboxusercontent.com/u/79765157/C2/c2_attack2_theme_640.jpg

Always makes me think we're about to play tank bumpercars. :D

BorekS
08-29-2014, 01:17 PM
yeah, the image could really evoke it :)
well, this so called "taran" tactics probably will be not our tank game feature, bu it would be great :) needs to ask Grim, if the T-34 could damage or destroy the enemy vehicle this way :)

Grimbarian
09-05-2014, 09:33 PM
Ok, where are we at?

10 player controllable tanks all working
Tank Experience system for each tank all working
Purchase tank ammo and repairs for each tank all working
Selectable cammo for each tank all working (some placeholder graphics present)
Destructible crates supplying individual tanks with their rewards all working
Buying new tanks (almost) all working

Not bad for a little over 1 months work so far - long way to go, but lots of little steps all being taken.

BorekS
09-11-2014, 09:17 AM
ok, some another images from our kitchen - images, which probably will be not used...

alternative loader screen themes:

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_loader_01b_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_loader_01c_640.jpg

BorekS
09-11-2014, 09:22 AM
some upgrade screen themes:

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_upgrade_theme_v01_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_upgrade_theme_v02_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_upgrade_theme_v03_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_upgrade_theme_v04a_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_upgrade_theme_v04b_640.jpg

note: the images doesnt present any final solution, its just a test stuff :)

BorekS
09-11-2014, 09:22 AM
a first attempt of the battlefield user interface :)

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_battle_theme_v2_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_battle_theme_v2b_640.jpg
note: the image doesnt present any final solution, its just a test stuff :)

BorekS
09-11-2014, 08:58 PM
ouya button control implementation :)

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_upgrade_theme_v06b_ouya_640.jpg

BorekS
09-18-2014, 10:38 PM
ok, some next image set from our kitchen - the Tiger skins (wip)

the low poly Tiger mesh is bit different now, including a new re-uvmapping. all vehicles should be textured same way like the T-34. a first image set attached :)

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_tiger_skins_01_640.jpg

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_tiger_skins_02_640.jpg

DrunkPunk
09-19-2014, 05:44 AM
I'm enjoying the less glossy look. More realistic.


ok, some next image set from our kitchen

I want to work in a kitchen that bakes tanks! :)

BorekS
09-24-2014, 09:18 AM
:)

ok, this time I could put something related to the menu screen scheme. you can compare it with the previously made stuff. I personally would use this new solution:
https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_intro_new_scene1_640.jpg

rosse119
09-24-2014, 10:46 AM
Looking unbelievable this!

BorekS
09-25-2014, 02:49 PM
thanks, rosse119 :)

ok, something like a menu scheme is prepared, now needs to adapt the whole user interface. hangar and game scene samples attached.
this time is also the OUYA TV screen "safe zone" taken into account.

https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_hangar_test_640.jpg
https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_screen_test_640.jpg

BorekS
10-16-2014, 07:54 AM
probaly the final ingame tank skin paints:
https://dl.dropboxusercontent.com/u/79765157/C2/c2_t34_tank_skins_640.jpg

why are different skins made?
we have two game landscapes in base - summer and winter themed, so I did some such related vehicle skins, for tanks only sofar.

can I change the skins ingame?
the player will play russian T-34 tank units only. the player will be able to select skin for each his available tank at the hangar/upgrade room.
the player will not play german units and such tank skins will be not selectable by user. the Tiger skins will be implemented into the game levels by me and Grim ;)

how to change the tank skin?
to select different T-34 skin wil be possible in the Upgrade room, see the "hangar" image at previous post :)

can I paint own skins?
no, sorry, this feature will be not implemented ingame ;)