2 years ago

I added a new type of tank to the game - self-propelled artillery. It does not have a turret and the rotation angle of the barrel is limited. It deals more damage per shot, but has low speed.

I also improved some parts of the game (see article)


  • Added function for limiting the rotation angle of the turret/barrel

  • The textures of tanks have become higher quality and have been increased by 2 times

  • Destroyed tanks now also have rotating turrets

  • And other minor changes



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I improved my old tank control code. It used to be 400+ lines, but now it's only 66. Only 66, Carl!

This is very cool, but while I was rewriting my code, many bugs appeared, for example, when I clicked on WASD, I controlled all the tanks at once (GIF)

I decided to do a tank race to test the AI. Participants: 4 bots and me (gray tank)

I've been making AI for my game for over a month. It was a long and difficult process, I even lost several kilograms. The result is on the GIF. In my opinion it turned out very well, although not perfect

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Dive into the cozy post-apocalyptic open world of Critter Cove!

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Rotation of two different types of tanks.

Next, I should improve their aiming, since at the moment tanks cannot hit a moving targets. Well, I think it won't be difficult to make smarter aiming. I hope

So I made a smart aiming of the tank turret at a moving target. This required a long mathematical formula, but it did not affect the optimization (I used 1500 tanks on one screen and there were no lags!)

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First AI tests

At the moment, bots are like zombies - they follow the player and can avoid obstacles in their path, but they don’t always succeed

They are very stupid, but I will try to make them smart