Saturday, December 24, 2016

Merry Chrismas!

During this time of faith and family, may the true meaning of Christmas fill you with joy. Wishing you a Merry Christmas and a blessed New Year.

And be ready to hear some good news after  Christmas!

Monday, November 7, 2016

Tuesday talk #2 - In Monday

I haven't been here for a while. I was really overworked lately and last two weeks were one hell of a ride for me, but, despite the fact I was actually working at two shifts, I have spent all my available time on fixing The Tanks and working at some new features.

This week will hopefully be rather calm. I want to record some footages and create The Tanks trailer. I hope to start streaming too.

Wednesday, October 26, 2016

Monster in Doodland - discovering Escape Doodland: Invader Dash

Have you ever dreamed, while being on boring lessons at school or at work, to be moved into a relam from your own doodles, which you have made on margins of your notebooks? Been able to roam across green plains with hand-drawn creatures, instead of sitting and counting lamps on the celling seventeenth time in a row... Thanks to to small indie studio from Poland, those dreams can become a reality - welcome in Doodland!

Sunday, October 23, 2016

Mamba Games in polish starts!

Hi!From the beginning, I have publiced on Mamba Games mainly in English, but due to the fact that I would love to write it in Polish and altering blogspot CMS to support two languages ​​is pointless, because now I have been working on a new website, which is a kind of multimedia center for playing, watching and communicating with other members of the Mamba Games etc. so its a waste of time even on improving the old technology, which for a month or two will be thrown into trash.

Here you can visit polish Mamba Games website! 

Saturday, October 22, 2016

Caught in the net #1 - Travel back in time with Arnswalde VR

I want to share with you something that looks amazing and very promising. While I have been surfing the web today, I came across polish studio Odyssey, which focuses on propagating VR technologies. They have a copule of really amazing projects in their portfolio - eg. 400 sq. meters of polish highest part of mountains (Tatra mountains).

Friday, October 21, 2016

Working on webpage and promotion

I have spent last copule of days on recording footages, making logos and other stuff related to promotion. I should finish making intro and youtube channel spotlight today. I have also changed logo on blog and set new colours - compatible with Mamba Games Center webpage that I am also working on.

I am going to stream my work on on regular basis, probably every Wednesday and Saturday. I will be also recording some game reviews and turorials for Unity3d, Blender and other stuff I use.

But here, I must say, that my first videos and streams will be in Polish. I will add subtitles as soon as possible, of course, but I can't afford making clips in two languages now, because I simply don't have enough of free time. Only the most important movies - trailers, special gameplays and announcements will be in both languages.

I wanted to start my first stream somewhere around this midweek, but because I have got sore throat (anything dangerous, but really annoying) I have decided to postpone it a little.

Be ready to tune to my stream this weekend!

Tuesday, October 18, 2016

Tuesday talk #1 - What next?

As I have mentioned in the previous post, next update will be focused on environment. I have created a copule of models already. They're quite simple now, but I am going to add more details soon.

While modelling I realized, that I am missing building textures. Thats why I need to take a copule of new photos to make new buildings.

I am also working at two new features - TeamSpeak server and stream channel. That's right - Mamba Games is going to stream it's work and I hope, I will find some time to play indie games on live.

In other news, my power supply dies and I need to spend money for a new one. This money was planned to be spent to purchase domain, so I have to postpone it again.

Sunday, October 16, 2016

The Tanks update 0.7 alpha is out!

Hello everyone!
A lot of time have passed since the last update and there is a lot of changes that has been made. Down there, you can find description of changes. There was more issues, that I have been working on eg. new enemy control system, AI, audio system, some rendering changes and a lot of small changes and fixes. I would like to tell you about main parts of the game, that has been changed...

Download link:

New update soon!

Just a short entry. Firstly, I am currently testing new The Tanks build and because I have found a copule of issues, the release was postponed for today's evening.

Wednesday, October 12, 2016

Online version of The Tanks

Just a quick information. I didn't noticed that Dropbox changed their policy about html files and using their servers to store game files is no longer possible. I will change hosting with the new update.

Midweek update #3

In this midweek update, I want to tell you about a copule of features I have been working.
Firstly - I am preparing everything to new update, that will be released soon. Because since the last update I have messed up with a lot of things, I have to fix some missing issues, eg. I have added barrels and mines back, by making new waves that have been missing. And because I have rewritten environment spawner, I need to add environment sets to game again, but this time, environment sets will be much more flexible...

Wednesday, October 5, 2016

Midweek update #2

Just a short midweek snapshot. I am finishing tanks models - Tiger has got new track and wheels. All wheels are modelled and wrapped into texture, I just need to actually paint them on an image.

I have also added a copule of shadows on Tiger turret, but that's not all - I still want to paint a copule more details there. 

Saturday, October 1, 2016

Friday update #6 (little late)

Today, I will just brief you shortly. Firstly, I have almost finished steam age heavy tank "Kraken" (comparasion with his older cousin "Leviathan" on the screenshot below):

Friday, September 23, 2016

Friday update #5

Today, I just want to show you some progress I have made. Firstly, Tiger and KV models has been wraped.

I have also finished unwrapping Abrams-like heavy tank, but I want to finish it, before I will show it to you.

Thursday, September 15, 2016

Turret rotation, work progress and pad support

I have recently mentioned turret rotation in one of my previous posts and today I am going to explain this new mechanics better.

Previously player turret was fixed in one position aiming straight forward. Our tank worked as an tracked "asteroid spaceship" constantly firing upward when we pushed the fire button. This kind of mechanics was fine in spaceship-like game but worked a little awkward in a game about tanks. As we well know almost all tanks can rotate their guns (or turrets) at least a copule degrees to aim enemies...

Thursday, September 8, 2016

New era system

Today I want to tell you about an era system I have mentioned before. While writing a plot to a campaign I have decided that I will group enemies by "era" they will appear. This, of course, will be properly explained during the campaign, but as I said in my previous post, it will allow me to create more enemy models and classify them somehow. Moreover, enemies from different eras might have weaknesses to certain weapons types what will make proper weapon selection during the campaign more important. So let me now introduce some eras for you.

Wednesday, September 7, 2016

Midweek update

Hi! I haven't been there for a while, I had a lot of work in my private life last month. I have been on holidays too and more than a month passed since my last entry.

Tuesday, July 12, 2016

Wave spawner reworked

I just have finished rewriting wave module. It was the oldest part of the code in my game, and during development process it became, well, unefficient. New mechanism allows me to quickly create, adjust, or expand new and existing waves as new prefabs. New script allows me to choose enemy type (or types, randomly picked up), rotation and position.

Sunday, July 10, 2016

The Tanks GUI rework

Today I am working on adding all missing features to GUI layer. Firstly I have reworked versus game mode GUI to better suit all versus needs.

Friday, July 8, 2016

Friday dev update #4

Just short update with a copule of screens.

A look at the past

I have been cleaning up screenshots folder today and I came across some old screenshots I have taken a copule of months ago. While I have been watching them, I came up with an idea of creating short article to show how The Tanks have changed.

Thursday, July 7, 2016

Modelling dev update

I am finishing light tank model. It still needs some details to paint. I hope to finish it today.

I am also working on medium tank enemy model. Main tank body and turret are finished. I need to unwrap model and finish tracks and wheels.

That's all for now. I might write something more today.

Friday, July 1, 2016

New enemies for The Tanks

I want to share with you some screenshots, that I have taken recently. I am working at two new enemy models - light jeep - unarmed, sometimes will be carrying special bonuses, so it's worth shooting down. The model will also act as a decoration in bases, camps etc.

I am also working at new enemy light tank. It will be fragile, but quite dangerous because of it's turret and weak although burst shooting gun.

Stay tuned and enjoy summer time!

Update: I have started to paint light tank.

Tuesday, June 28, 2016

Webpage shop module

I am currently working on a shop module! For now, I have finished script responsible for generating shop bar for every element I want to display in the shop. You will be able to purchase games and services soon.

I have also started to redesign some core scripts of The Tanks, especialy those related to variables storage. That's because I have learnt a lot of new (more efficient) techniques that will make The Tanks code much more flexible and open for mods.

Stay tuned and have a nice day!

Saturday, June 25, 2016

A word about new website

I have spent last 10 days on network work. I have created a security system, that will protect Mamba games from being copied (I hope it slow crackers down at least) and new Mamba Games webpage - Mamb@ Account. All in-game login mechanics are made to be able to implement in all games quickly, so I can easily add them to all my games to protect them and join them with Mamb@ Account.
On my new website, you will be able to play or download all games created by Mamba Games. You will be able to track your higscores, discuss new features, find teammates, collect a variety of items and badges, or buy Mamb@ Coins - which you can use to obtain some special in-game features such as new skins, player models etc.

Games will also be a part of this system. Loging into your Mamb@ Account in game will grant you a possibility to earn some Mamb@ Coins or obtain Mysterious Packages - items that (when opened in your Mamb@ inventory) will grant you new unique bonuses.

A lot of mechanics has been implemented. I am currently working on graphical part of the website. I hope I will be able to share with you some more screenshoots soon.

Wednesday, June 15, 2016

Dev diary

I haven't been writing for a long time, because I started temporary job to earn a little to boost my projects, especially invest in Steam Greenlight. But I have not suspended work at my projects completely.

In The Tanks, I have polished a copule of issues. With new abilities and knowledge learnt while making Microbe, I see a lot of places, that can be tweaked to work better. I have fixed all issues with multiplayer and started to leard how to implement multiplayer via internet. There are a copule of things I want to fix before next release, and next update will be propably the first and the only where I release both browser and standalone version. Next updates will be only standalone, because a copule of things (like resolution, graphics settings etc.) are limited by a browser version and I want to add some kind of profile manager, options saving, etc. But I might update browser version some day as well.

Microbe starts to look the way I want to. Lastly, I have added faction systems, faction overview screen and started to rework AI to better suit my needs. Microbes can at least strike back the opponents, but the interaction system I have implemented at the beggining is not satisfying all my needs and causes some bugs while attacking.

In other news, I have updated Unity to the newest version. That fixed a crash that occured frequently and was really pissing me off. I have also watched Warcraft today.

Friday, May 20, 2016

A word about Microbe

For the last copule of days, I have been so focused on Microbe development, that I almost forgotten to write something about the game.

So what is Microbe? The game is a sandbox RPG bacteria "simulator". You take a role of a bacteria (at least at the begining) and try to survive in an ocean full of danger. 

You need to collect food to survive, avoid oxygen geysers and other hazards, flee from stronger microbes that will try to eat you, collect "resources" such as DNA or aminoacids to mutate and cteate new cellular structures.

You will be able to find a kind of items, that will grant you specific bonuses. Being an anaerobe? Collect peroxysomes that will help you to remove all that oxygen from your cell. If you collect enough elements and evolve specific genes, you will be able to craft some items too.

If there is no food around, you can spend some of your lipids to produce energy. But be aware - using lipids to produce energy generates oxygen that is extremely dangerous!

I am currently working on player statistics and equipment window, evolution steps and items system. Work goes on very fast and I am pretty sure that playable version will be available soon.

Monday, May 16, 2016

Microbe - my new project

Three days ago, I have started brand new project - Microbe. I always dreamed about this kind of game after playing Spore. Unfortunatelly, I have never heard of a game like first evolution phase in Spore, so I decided to make one myself.

For now, I have made only some basics mechanics. You can swim around, eat red balls (food), attack other bacterias and duplicate. You need to avoid blue oxygen bubbles, at last until you evolve into aerobe bacteria.

What is more important, AI bacterias can do the same. Thats, why it took me three days to do all what you can see. AI decided whether should it look for food, or duplicate, or fight back while attacked.

What you can do in my game? Well, firstly you need to look for food, because without nutrition you won't be able to even move. You have to collect DNA, aminoacids and lipids from food, or enemies. Then you can spend some DNA for new abillities (new genes) that will give you eg. speed bonus, or better metabolism, that will make you heal faster.

In the first phase of the game oxygen will be your enemy. Swimming through oxygen bubble or spending lipids to make energy raises oxygen level inside your bacteria cell. This oxygen slowly leaves bacteria "body" but until it vents it will harm you in time. But some day your bacteria will learn how to use oxygen to boost all metabolics, make you move faster etc. Then, collecting oxygen bubbles will become your priority, because it will give you certain advantage.

Bacterias will be able to learn abillities, that allow them to produce new ways to fight with the enemy, for example: antibodies that will act as a homing missiles trying to hit specific bacteria species, or antibiotics, working as mines for other bacterias.

Of course The Tanks will still be developed :-)

Saturday, May 14, 2016

Short dev entry

This week, I have been working on fixing a copule of issues. Firstly, I have added missing AI selection button to Random and Versus game modes. I have also finished campaign mission selection and added (for now) two new missions placeholders. I have also cleaned up the code, removed a lot of debug.logs and rewritten the code. Last but not least, I have completed color pick-up screen: added secondary and detail buttons, added text color change and button color change and prepared all scripts for secondary and detail color elements. All I need to do now is to add an object (for example just ordinary cube), drag it into designed field and - viola, I have got secondary coloured part!

I have also added working shield (Man of Steel) abillity.

Friday, May 6, 2016

You're in the army now - Operation Flashpoint review

Today, I want to tell you about a game that is just brilliant, perfect. Operation Flashpoint is a game developed by Czech game studio Bohemia Interactive. This is the first game in the battlefield simulator series. Currently, due to copyright affairs Operation Flashpoint is known under the name ArmA: Cold War Assault - yes, this is the first real part of ArmA series.

The history of the game takes place on a fictional archipelago of islands in the 80s, where US troops repel the Soviet invasion of an unspecified republic. However the story is not very important here, but the gameplay. Operation Flashpoint is a "GTA on the battlefield." We can drive any vehicle, fly a variety of war machines and shoot with multiple types of weapons. Developers focused on realism. One enemy bullet ends our life really often and battle takes place here at distances, that many so called "snipers" from CoD would get a heart attack seeing it. Enough to say, that the enemy, which we will shoot, has the size of two pixels at common.

 Graphically OFP stands out from the modern standards. Primitive trees, simple models of buildings, characters and objects (even on release in 2001) do not look very beautiful. Limping animations have become a sign of the game under the sign of Bohemia. In return, however, we get a huge open world, around which we can travel freely. The world, despite the limitations of graphics, was really beautifully designed. Towns, forests, groves, farms, ruins and meadows create together a real harmonic whole.

  Availability and openness of the game engine and the presence of the built-in mission editor with a huge potential deserves on a separate long paragraph. With this openness and hard work of fans of the game a whole lot of additional missions, as well as lots of accessories including new vehicles, aircraft, troops and weapons was created, as well as the entire mods changing virtually everything - graphics, realities and possibilities.Among other things, mod which takes us back in time to the Civil War, the First World War, mod dedicated to Operation Barbarossa, the Finnish defense forces were created, or the famous FFUR that changes the game so much that it almost become the next part of the series.

Gameplay is a masterpiece and an essence of this game. It is a simulation of the real battlefield, where vigilance, cooperation with the team and thought-out tactics are nessesity. The key to success in the OFP is to remain hidden, knowing enemy position and fast attack on the enemy. Unlike games that usurp the title of "simulators" (Battlefield, I'm talking about you) here shooting is short and ends bloodily. If you do not think-out your movement, you'll end up three inches under the dirt. In the OFP every armored vehicle is deadly, anti-tank weapons is bulky and rare, and ammunition can only be obtained in corpses and rare ammo boxes. Sometimes we are faced with a choice: spend the remains of our resources to gain an arsenal, but risk to been compromised, or attack our main target with what we have, but with an advantage of surprise. Sometimes using cleverness, we are able to acquire the enemy vehicle and defeat him with his own weapon. I could talk hours about the game, but it's best to try it yourself! Be warned, however, that the difficulty level is so high that even first mission of the campaign could be a real challenge. In Operation Flashpoint don't give a second chance and even the number of saves in each mission is limited - here, as in real war, you make a mistake usually only once. But if you want to give it a try, I have some tips from a veteran
for you:
- Remember that you are nothing. Actions alone arrive in 99% of total diseaster, so you need to take care of your teammates and as a member of the squad, follow leader orders.
- Lying should become your favorite position. While crawling you are really difficult to hit, so you should always fall to the ground when approaching (even distant) threat!
- Bushes are your best friend! If you can hide in the leaves of trees and shrubs, you are so good hidden, that you can flood unsuspecting enemies with a rain of steel and fire.
-Running in the open space = certain death.
- Rush is your biggest enemy. Before each movement, think three times, check the way, you have chosen, is safe, is there any enemy movement and ensure you have a way to safely retreat.

Thursday, May 5, 2016

Garage menu finished!

I have finished garage menu. All basic options (including color change for all three players) are implemented. I have just finished model with normal maps and I am quite proud of it!

You can rotate the tank around using A and D keys (it will be later replaced by auto-center on selected part mode) and camera by holding LMM and moving the mouse cursor around.

I have also started to rework basic player model. I hope to finish it tomorrow.

Looks much better than the old one.

I have also started a small project called "The Archer" as a playground for me and my crazy ideas. I need a place to test some new mechanics (eg. camera rotation was invented for The Archer and then put into The Tanks garage module) and try new features - I am trying to understand Blender animation module now to make tracks actually moving.

Monday, May 2, 2016

Work on garage continues [Update 2]

Short post just about my garage progress and some minor issues. Firstly - screenshot:

You can now adjust camera (by clicking LMM and moving the mouse) AND the platform with tank - at the end I want to make the platform rotate and center on camera view a tank part that you select to change.

I have also disabled color customization for a while. I need to rework this module a little - but I have other important issues now.

A copule of textures, I decided to be finished, got normal maps. "Classic" player chassis is going to be reworked soon. I think, the garage will be finished today - at least without furniture and misc. things.

I think about "tank race game" based on The Tanks models - maybe as another game mode ;-)

[Update 1]
New color picker submenu ready. Now I need to add color picking script - but there are some more important issues (garage roof!).

[Update 2]
Color picker is working correctly! Yes, I know, I need to finish this damn roof...

Saturday, April 30, 2016

Garage menu and more tank customization!

Today, I want to show you some progress on new garage submenu. This new menu gives me much more space and allows me to introduce a copule of new crazy ideas! 

Here you will be able to customize almost every part of your tank! Starting with well known chassis and turret and finishing with lamps, antennas and utilities. I am currently working at system that allows you to add tactical numbers, change lamps, antennas, misc objects like picks, shovels, boxes, maybe engine parts and hopefully - track models! Some of this parts will also add a bonus to your tank. You will also be able to choose secondary weapons here (like well known mines) and this secondary weapons will also affects how your tank looks like.

Saturday, April 23, 2016

Back in the saddle

Hi everyone!
I haven't been here for a while, but I am at least back in buisness! And I am comming back with good news! Let me begin with a copule of screenshots showing new features:

Heavy chassis is almost complete! I am going to add some small addons (such as ropes, hooks and iron plates on back) and create normal map for the model. I have also reworked tank turret spawn mechanism. Now it places turret exactly where I want to place it for every chassis. So now, I can create chassis with different height and shape and the turret will be placed on the right spot!

New roads! Background won't be so flat and empty anymore. I have made already two types of roads. They are fully configurable and can be choosen for every ground type.

I am also working on some minor elements, such as reflectors, antennas, etc.

Stay tuned for more news soon!

Monday, April 11, 2016

My fight with the Titans - Risen review

This time I would like to tell you about the wonderful, in my opinion, RPG production by German Piranha Bythes  - Risen - a game, which is the spiritual heir of the Gothic series. Personally, I love "Gothic" series. Graphics was ugly and clumsy controls could easily compete with the work of the camera in Silent Hill 2 for the title of the worst interface of all time, but Gothic and Gothic 2 have a great story, which compensated for any shortcomings in graphic design and controls. Epic music composed by Kai Rozenkratz was one of the reasons for my interest in instrumental music. But let's back to topic, shall we.
Difficult beginnings
Risen starts with a flourish. In the intro, we are witnessing a mysterious inquisitor fighting with a sea monster. As a result, our ship has sunk and we - hungry and ragged have landed on the beach. And here comes the first of the classic "Gothic" characteristics. We only rely on ourself and our wooden staff. The opponents are very difficult. Very, very difficult. For the first few hours (!) of game we are weakling, which is easily killed by a common rat. We get a thrashing so often, that the only way to not to fall into a rage and throw a game out of the window, is to love to two options - quick save and quick load - and prepare to use them really often.

From zero hero

When our hero, after receiving countless blows, gain experience, strength and better weapons game is getting more and more fun. Here shows up  another of the features of Gothic - once our hero begins to be "respected on district" fight begins to make a great joy. Opponents, against which we have escaped with tears a copule of hours ago, disappear after two or three blows. Warriors, undefeated at the beginning of the game, now have at least as many chance as we have. What about the rest? They flee in panic before our power. In Risen, there is no difficulty level scaling known from The Elder Scrolls - if we get enough experience, we will become a real killing machine.

Become my Padawan

Risen, like the other Gothic-like games, is based on the skill points, aquired after getting enough expirience to level-up and teachers. Before I get to them, the word about "leveling." We gain experience through killing monsters / enemies, beating human opponents, as well as finishing the quests and tasks. Importantly, we get sometimes more experience due to the fight, than through tasks. Therefore, it's highly reccomended to explore the island and "clean" it from all the available opponents. We gain also lot of treasures too. Returning to the teachers - the system is really cool, but it has one drawback - if our faction has no teacher of the skill we want to learn - we can forget about its possession. What often hurts - a lot. Moreover, especially in the beginning, our growth may be limited by lack of knowledge of the world and knowledge, which the teacher teaches certain skills.

Game of Thrones

In Risen, there are three factions fighting factions, which we can join - swamp bandits, inquisition and mages. Choosing one of them (significantly) reduces interactions with other factions and indicates further development of events in the game. Unfortunately, the opportunities available to the player after joining the different fractions are heavily unbalanced. While joining the magicians, or the Inquisition allows as to comfortable play the game, playing as a bandit warrior from the swamps, makes game somewhere in the middle, unplayable nightmare. Bandits do not have access to magic (there are maigc scrolls, of course, but this is a drop in the ocean of needs) and must rely only on melee combat (or at a distance, using an average useful bows and crossbows). Unfortunately, somewhere in the middle of the game we are attecked by groups of opponents, who even alone are very difficult to overcome. On the other hand magicians and inquisitors, armed with magic stones, they can shoot missiles to wave of enemies like a machine gun. It is unfortunate, because from all factions, bandits are the most interesting and have the deepest plot from all factions in the game.

Smithing simulator
What else can I say about Risen? It is worth to invest a copule of skill points to crafting skills. While brewing potions may not be very useful, but certainly partially satisfies our need for potions, you might be interested in blacksmithing. Weapons forged by us are, by the majority of the game, much better than what we can find, or buy from merchants and even a few more points of attack may be important in a challenge with some opponents. We can also create magical scrolls, collect ore and cook meals, that gives certain bonuses.

Summa sumarum

I think, I said everything important about the game. Graphically, even today, it pleases the eye, though the animations are a little lame (which is probably a tradition ingames of Piranha Bythes). Generally game, despite its flaws, is a really good piece of RPG worthy of play. Tasks are not weary and curiosity and stubbornness of the player is rewarded fairly well. The game gives you satisfaction both during game and at the end, but playing can hurt for the first few hours.

Saturday, April 9, 2016

Special abilities

I have been thinking lately about adding special player abilities system. Player will be given a possibility to choose one of the special abilities at the beginning, or pick up new ability in a bonus. The first ability that comes to my mind is temporary impenetrable shield. That shield will also bounce every bullet, that hit a player.

The second ability would be of course a speed boost. I still think about player tank turret rotation. I am unsure, that this change would make the game too easy. Thats, why I think about enabling turret rotation as an abillity.

Another abillity will be temporary fire rate boost, that will increase fire rate and recoil for multiple times.

All boost abillities will be collected as pick-up bonuses. I think about two systems - one that allows players to collect the abillities (charges) and use them on demand and second, that will activate when player picks up a bonus - it's simpler but gives players less possibilities.

Wednesday, April 6, 2016


I have taken a copule of days off. I was really tired after 2 months of continous work. But now is time to slowly back to buisness. Yesterday, I have reworked some logic systems and today I am going to work at player nickname system.

I have also recorded some gameplay footages. A trailer should be released soon. 

So don't worry, I am back in the saddle now and you should hear some news tomorrow.

Thursday, March 31, 2016

Dev talk #1

Today, I want you tell you about dev progress, but not like in changelog or new feature announcement. I want, well, just talk about what I'm doing. 

So, let's start with present day. This morning, I started to migrating a whole lot of functions from one of the core scripts - Game Controller to other scripts. But everything started with player controls. I have created brand new script - Player Input that holds every player control (manual or AI). This script sends data to old player controler.

This way, I can have one prefab with two scripts (later, I needed separate prefab for single, coop and versus player models) that can be quickly changed and upgraded, and because reworked Game Controller is responsible for telling a player object, which player (single, coop, versus and in future - online) it is, I don't need to remember to change settings in every player every time I apply changes to player prefab.

Because of changes I mentioned above, I needed to clean-up game controller and make new controller-like objects: GUI controller and audio controller. GUI controller still needs some tweaks to boost its efficiency and audio controller will be developed in future, when I will be implementing new music and reworking sound.

But for now, I will focus on those damn textures. I also need to implement local co-op to the end. I need GUI panel for co-op player to display his stats. I am also going to create friendly AI to play with.

What about multiplayer? Not very soon. First thing I need to add is account management and stats and options saving. Then, I will be thinking about some kind of a multiplayer.

ps. I just have started messing with sql databases ;-)

Surprise update!

Breaking news! New The Tanks version is ready to play! But remember, it's still development build so it's going to be bugged as hell. You can test the game here:

Versus game mode is fully playable. For now, you can challenge an AI opponent, but soon you will be able to play with your friend locally (and hopefully online). A lot of new features has been added to new build. You can customize your tank and fight in overhauled desert environment.

You can play one campaign mission. Campaign is rather a placeholder, than a complete game mode, but it's not my priority now. Saving statistics has been reworked. It now saves stats correctly and saving depends on active game mode.

A lot of smaller changes has also been implemented. I will be focusing on textures and bugfixing the following week. I need to do a lot of small fixes in code. Player management, GUI and a lot of smaller scripts has been rewritten. Now, the game (almost) fully support multiplayer, I just need to add co-op player GUI, menu options and some minor tweaks.

Tuesday, March 29, 2016

Player weapon code rework and texturing

I have been working on improved player weapons system lately. Now weapon controls is handled by turret element not by player controler script. What does it mean? Flexibility. I can easily make animated weapon structures (such as minigun) and add them as player weapons. I have also added recoil that affects accuracy - see the screenshot bellow.

I have also finished UV for laser turret and applied some simple textures. In a next copule of days I will focus on bugfixing, some minor tweaks and I will spend some time on polishing the textures. I need also to make some gameplay videos, good screenshots etc.

Stay in touch, because new update will be released very soon!

Sunday, March 27, 2016

New game mode!

Today, I want to show you new game mode - Versus. From now on, you can battle AI driven tank in a 1 vs. 1 battle. Yesterday and today, I worked at enemy AI and, well it's quite good. Of course it needs more polishing and I want to teach AI some nice tricks.

I have also reworked GUI a little. Now it displays enemy health and armor. I have also added scoring system to versus mode - every damage dealt is counted as 100 points. I want to add some more victory conditions, because for now there is only one - beat the opponent to death. 

Game mode has it's own menu. You can adjust environment (like in random game, I am going to add some arenas soon), choose your tank and weapon as well as enemy. Now I need to fix some issues, and make textures a little better and... I am ready for new update! So stay sharp and focused, because new release is almost there!

Last but not least - Happy Easter! I hope, those days will be warm, full of love and joy and spend with your family and friend!

Saturday, March 26, 2016

Boss texturing and some code rework

Today, I started to paint boss texture. But more important, I reworked some parts of the code.

Why? Because, I have to change how game mode is selected. Before that change, there was only one statement randomGame that could be true or false. Now I can add as many game modes as I want. For example... multiplayer! Yes, I am going to add new multiplayer mode - Versus - where two tanks will be fighting on a small arena!

You will be able to play agains AI, or your friend locally on one PC or via internet (this is a little difficult to do - it will take me more time, but it's possible). Stay focused, because lots of new things are comming!