Team Members:
Janosch Landvogt
Mykola Morozov
Doğa Yüksel

Gameplay Trailer:


Final Game Release:


Tank Mania!.zip

Schedule:






1. Milestone: Game idea; Lecture: Softskills,Prototyping (09.05.2022)


Game Proposal Document:

Schedule File:

Presentation:


2. Milestone: Prototype (23.05.2022)



Paper Prototype Analysis:


Presentation:


3. Milestone: Interim demo (13.06.2022)


Interim Demo Report:


4. Milestone: Alpha release; Lecture: Playtesting (27.06.2022)


Alpha release status report:


5. Milestone: Playtesting (11.07.2022)


Playtesting report document:

Playtesting Results Presentation:


6. Milestone: Final release (25.07.2022)


Final Report Document:

Final Presentation:


Gamplay Trailer Video Link:

Tank Mania! Build:

Tank Mania!.zip

Demo Day: live presentation (TBA)


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16 Kommentare

  1. Mykola Morozov sagt:

    Great idea! I can see that the Mykola guy and the others did a lot of thinking and conceptualization for this idea and I'm looking forward to the final presentation!

  2. Unbekannter Benutzer (ga27tuz) sagt:

    The game looks pretty well thought through. There is a clear plan, it is easy to visualize the game from reading the slides and it sounds like a really fun idea.

    I'm interested in how the non-rectangular levels will play like, if you have too much structure on your surfaces, the reflection might be really unpredictable.

    I don't know if it's a good idea to place multiplayer as a high target. I have only ever written online networking from scratch, but I have made the experience that if you do not have multiplayer in your code from the start, it is pretty hard to add it after the fact.

    Apart from that I like basically everything about your design document. I'm looking forward to the final presentation.

  3. Unbekannter Benutzer (ge34gah) sagt:

    First of all, I really like the first comment how enthusiastic the team itself is about their project (Zunge)
    Furthermore, I admire that you strive for a lego brick-like look, because I can really imagine this playful look this game can have.

    My least favorite aspect would be that you are using tanks. I for myself don't like tank games at all, and I think the concept could work very well with something else shooting back instead of tanks (e.g. spitting lamas?). But I know that tank games have their justification.

    So, aside of using something else as tanks, did you thought about making the walls behave differently? (Can't remember if you have already mentioned such a mechanism.)  I think it would be really funny if the wall just shoots the bullet back instead of reflecting it properly and would make it harder for the player as he/she has to think about which kind of wall he/she shoots at.

    Keep it up, I'm excited how your game will look like in the end! (Lächeln)

  4. Unbekannter Benutzer (ga84daf) sagt:

    I think it is going to be very interesting how you guys will handle the enemy ai. Depending on the art it is going to remind me of the times that I used to play that game.

    Similarly to the other rouge-like game, I think one thing to keep in mind is to keep each run fun and interesting. Risk of Rain 2 for example accomplishes this by introducing different
    items that changes the gameplay.

    After each "successful" run you could maybe include different tanks that can be unlocked. Those can also modify the gameplay(fast and agile vs slow and tanky).

  5. Unbekannter Benutzer (ge34yog) sagt:

    I like the idea of combining these two worlds to improve on both, the classic Wii tanks game with a good looking simplistic brick theme in random levels.

    Though the larger-than-camera levels could fail to feel good if travel speed, room cleared condition and room/level transition duration are not balanced enough. (e.g. skipped one enemy = can't progress until 5 minute search)

    Maybe think about increasing the out of combat driving speed for the transitions or clearly signaling that the path is now open to drive out of the area and load the next room.

    All in all a high bar, but also promising changes to the original idea.

  6. Tim Simecek sagt:

    I love this game concept and your ideas of the game design. First of all the concept looks super fun, driving around with your tank and shooting others even in a procedurally generated level! Secondly and even more important the idea too use a lego look, which could almost never be a bad idea in my opinion (breites Grinsen)


    My least favorite part also considers procedural level generation as it might lead to somehow unfair advantages for enemy teams or the player, which definitely needs to be kept in mind.


    Something I would add... hmmm... probably only one thing, I would try to build it for smartphone devices so I can play them anywhere and in the future probably even with friends.

  7. Unbekannter Benutzer (ge49ciy) sagt:

    I really love your idea to have a lego design. I really do hope we could build our own tanks with the pieces because it would be really cool.

    I can't say that I have a least favorite part.

     Maybe you could expand on your tank idea and introduce some special levels where the player could control some other vehicles.

  8. Tobias Mesmer sagt:

    1. I really love the LEGO-esque choice of graphics which makes the dream of controlling your childhood toys possible. Having lots of elements to shoot and destroy and the aspect of being able to explore the world a bit also sounds really enjoyable.
    2. The exploring and room-based approach might also lead to balancing and fairness problems.
    3. As already teased in the propoal, lots of tactical items like mines etc would give the game a high experimenting aspect and replay-value.
  9. Imen Hellali sagt:

    I really love the simplistic art of the game, it looks so cozy and can be so fun as a party game, that is why i think it will be really amazing if you have coop as your core mechanics and the AI enemies is amazing too (also the camera that travels to one end of the map with for example the player that has the most kills, so it obscures the vision for the other players), so for me if you leave the procedurally generated maze and focus on coop may be a better choice (Lächeln) 

  10. Unbekannter Benutzer (ge32hiw) sagt:

    I like how the game is taking the lego / brick style as I love the lego movies. I think a lot can come out of the game. Also the game is well planned which is great. I would suggest to add some abilities to the tanks or as a previous comment said: walls which have different behaviors, so the game does not get boring. It would also be nice to invest time on the AI to have a challenging game rather than roaming tanks which just shoot at the player.

  11. Unbekannter Benutzer (ge42qoy) sagt:

    I really like that you have a lego design I think that is creative. 
    I don't have a least favorite part but I think at a point in time the levels could get boring so introducing like some special levels will keep the player excited and into the game (Lächeln)   

  12. Unbekannter Benutzer (ge56nac) sagt:

    I like the Lego art style. If you manage to make an AI that can also use the reflection mechanic, then the game can become very interesting.

    Balancing can become an issue, especially if you can get permanent upgrades. In rogue like games you get stronger as the run goes on, but there is still some random aspect left that forces you to be careful even after becoming op.

    You could maybe add some different enemy types (like flying, or enemies that can also place traps or fire directly through/over walls)

  13. Unbekannter Benutzer (ge59ten) sagt:

    1. What is your favorite aspect of the proposed game? Why?
      1. We are also doing roguelike, no need to say how much I like your idea. Reflecting projectiles is a simple mechanic and also a charming one. Player can easily gain a huge sense of achievement after doing a smart kill.
    2. What is your least favorite aspect? Why?
      1. What if you guys make a better roguelike than us?! (joking)  Probabily thinking of making the item system part of your lower targets is better, as this makes up a big part of roguelikes.
    3. Which single change or addition would you suggest to most improve the game?
      1. Roguelikes generally don't allow players to play stealthly, but since in your idea, you can attack an enemy without been directly seen by the enemies. Probably you can add a stealth mode, where your tank is very vulnerable and try to clear all the enemies without being noticed.
  14. Min Ting Luong sagt:

    I absolutely like that the game reminds me of one of my favorite retro games, Arkanoid. I don't really have a least favorite part and would suggest to include the multiplayer aspect from the start.

  15. Clemens Fromm sagt:

    What is your favorite aspect of the proposed game? Why?

    • I love the toy-like aesthetic that you have chosen for this, gives the whole thing are really playful touch. This allows a lot of creative freedom too for enemy and environment design as you can draw inspiration from different things that would make sense in a setting like that but not in something more realistic.

    What is your least favorite aspect? Why?

    • I wouldn't necessarily call this my least favorite part but unless the procedural generation is not monitored to a certain extent, the game could turn out to be too random or unbalanced for either side.

    Which single change/addition would you suggest to most improve the game?

    • I don't have specific suggestion for this but I think your game could definitely profit from having things like indicators or warnings for the player when it comes to fighting specific enemies. If there are multiple AI enemies with reflecting projectiles the visual clarity could significantly suffer from that and the player might get overwhelmed and confused by what exactly took them out or how to avoid it the next time.
  16. Unbekannter Benutzer (ga84suf) sagt:

    I like your incorporation of the course theme; some very interesting gameplay could come from it.

    I understood "tank-like movement patterns" as skid steering; if that is corrrect I'm not sure that your game will benefit from this.

    I suggest to do more qualitative uprades for the tank if possible given the time, e.g., different projectile types (e.g., one that splits into shrapnels when hitting a wall, one that pierces one wall segment, etc.).