Mini Tank Battles is a comic styled multiplayer oriented 3rd person shooter/ tower defense crossover. The current state of the game is an early alpha. Please watch the video to see some shots from the game.
The main gameplay is a fast paced 3rd person shooter with tower defense to support you in the battlefield. With 4 game modes and 4 classes to choose from. By leveling up, spending skillpoints and getting better gear you are able to overcome bigger challenges
Game looks good but the terrain could use some work! And the default Unity textures are sort of ugly, make draw some or get some hand painted textures. But game is good!
Thank you!
I’m considering if I (or someone else) should hand-draw the textures for a more cartoon-like effect. Also the current models are all stand in models for the final versions. When the programming of the game is almost done, all the graphics will be taken care of.
Edit: One thing i’ve forgotten to mention. The goals is to also bring a stripped down version of the final to android and iOs.
Hey, Just checked it out. Fun idea! What are you using for the networking? I’ve made 2 multiplayer games now, and the problem is no one else being there… It would be nice if there was some AI or something I could shoot.
Also, it would be cool if the projectiles had some gravity, so I would have to learn how to arc them properly. Maybe 2 kinds of shots… anyway. Fun idea! keep it up!
Thanks for looking it up. Also there is AI. You have to hit F5 once ingame to make the waves of enemies coming.
Also see the controls. The network implementation is that of a custom version of the basic unity network. I’ve programmed a custom version of an authorative server.
I’m considering using the projectile gravity, however it is already pretty hard top shoot when in action.
I’m looking forward if you have tried out with the waves.
Due to some reactions I’ve gotten (on this site and some other media) I’ve done the following:
Disabled the old “cheat” key that gave you 1000 funds.
Fixed the enemies from sometimes seeing the target (you, a friend or a turret) way to late.
Updated the lobby so that it provides more info now about the game.
Automatic timer of 30 seconds before the waves start. You can still bypass this by hitting F5, this will instantly make the game start.
Made the flame-thrower less powerful, it however still has some collision bugs.
(Test team only) “Logged in” servers drop items and can be picked up by the players. These items are being stored in their inventories. Sometimes however the checksum if the item has been truly dropped gives a false negative. Cash is not yet stored.
(Test team only) Limited the number of turrets that can be build.
First start of levelling mechanism has been made.
Fixed a bug where the available servers would disappear and reappear every few seconds.
Added some prefab rocks (which will be replaced for the final version).
Turrets have way more health and do more damage.
Your basic weapon (cannon) does more damage now.
This should make the game way more playable. If anyone knows how to fix toon shaders on trees (all with nice leaf borders), please let me now. Those leaves cost me way to long to fix!
Do excuse me for using the unity connection testing server (and it’s downtime). The rest of the master server is hosted privately.
Enemy tanks now align to terrain (that was a hard one).
Enemies no longer move after HQ is destroyed.
Respawn message to prevent confusion.
Prevented double playername on client connections.
Added lightweight rigidbody network interpretors for smoother gameplay.
Did first sketch for the HQ model.
Another network connection fix that should re-allow NATPunchtrough.
Removed a collider from the camera.
I was wondering. The game is being played throughout the day, but so far most players stop after ~ 3 mins of playing. To complete a full round (all waves) you take about 15-20 minutes. So (if you have played the game) what made you stop after about ~ 3 minutes? Thanks in advance!
Too many enemies in the first round and just being able to build 2 small turrets in the beginning made my game session a pretty tough one.
But that’s just my 2 cents…
Thanks for the feedback. Any reason is a reason to consider. And I agree. I’ll make thefirst waves a, lot easier and give you more funds for the first round.
Added collectable items (weapons and health only for now).
Weapons wil randomly drop.
Healthpacks will randomly drop (250 hp).
Collected items disappear after your game ends.
Added more funds to start the game with.
Delayed spawning time for the enemies. Waves should now come slower.
Only have the main cannon as start. Others can be picked up later.
Hand drew some textures to replace unity’s standard.
Fixed some inclusive exclusive Random.Range issues.
Improvements on the Inventory.
Stats of weapons can be viewed in the Inventory.
The current version however contains multiplayer bugs with the weapon drop system. So I suggest you only try singleplayer now.
Fixing these bugs will be later since it is 3 in the morning here now.
Also this is my first attempt ever at hand drawn textures (however the grass isn’t mine). Any feedback or tips are welcome.
Please do try (in singpleplayer) the new features!
Inventory now shows color according to enhancement.
Scroll now works for inventory.
Enemies and turrets can now look trough collectable items.
Added specific enhancements for each type of weapon.
Added armor to the inventory which will reduce damage.
If armor has a healthbonus, you will also receive the health bonus.
HQ will be fully healed between rounds.
Alive turrets will be fully healed between rounds.
Mouseover for items in the inventory now works in the webplayer.
Increased the turret health.
Do notice that the inventory is still not stored between rounds. This will be when I allow registrations.
Some info on the item chances:
Every enemy has 15% chance of dropping an item,
Every item has (now) 33% chance of becoming health, a weapon, or armor.
Every armor has 25% of having 1 enhancement and 6.25% chance of having two. Items with one enhancement has a red title and the ones with two have a blue title.
Happy holidays!
Edit:
Just noticed 2 things:
The drop chance of an enhanced item is 50%, not 25%.
Boss mob is not showing (as supposed to in wave 4). Instead a HUGE wave 4 5 is there. This will be fixed later.
It’s a fun game! I have a few suggestions and observations. Could you also implement an ability to flip the up/down axis of the mouse, would be great for flight sim gamers
Another thing I’ve noticed, is that during a death, the AI tends to cluster around me and not hunt for the HQ. They also inexplicably explode when doing that (seems to happen when I’m equipped with flamethrowers). The enemy towers are EVIL btw, death in seconds My own towers don’t appear to do anything when placed besides enemy towers.
Also, I don’t think the cannonballs use gravity? Will be interested to be able to lob shells over obstacles.
Inventory for weapons/armour is a bit annoying as it is possible for many items of the exact same name but different power up levels cluttering up my screen. Would suggest if similar items to not have their own slot, and individual unique items have their own names.
Towards the end of the game I found that I could funnel the enemy into a line by turret placements, with me at the end of that line with flamethrowers. The red tanks also appear to give a fair bit of £££; at the last wave I was making enough money I just stayed in the build mode and kept constructing the dual cannon turrets.
Keep at it! I’d love to do something like that some day!
Well the up and down axis. Ad soon as I build an options or settings menu, I’ll enable that option. The tanks that swarm around the place you died are (how labelled them) seeker tanks. These will go after the player(s) instead of the hq. Perhaps they should go after another player if you die, or go for the HQ (perhaps until you respawn).
The exploding tanks around the place where you die is due to a bug of the flame thrower weapon. Damage of the enemies is still applied after you died. The cannonballs so far have no gravity. I’m not sure if they will get it. I’m going to experiment with it and see how it turns out.
I agree in the inventory, but don’t really know what suggestion you would have for the fix you have in mind. Could you perhaps draw it in a screenshot or make a scribble picture?
The last part of the level so far is not well balanced. Limits, upgrades and repairs of the turrets should make it more tactical. The end bosses and more kind of enemies with their own abilities should also make tactics more important. Also the class, skillpoints and experience of the player tanks and turrets should add to that.
But thank you very much for your detailed feedback. Any more feedback is extremely welcome!
*Excuse me of any strange spelling, words and typos since I’m posting this from my mobile phone with auto complete.
Hello!
Thanks for the explanations, it’s quite interesting to find out the mechanics behind the game
I think my best suggestion for the inventory would be to have fewer items; if I remember I had many cannons, teslas and flamethrowers, but many appeared to be highly similar or the same. Also if you pick up items you already have, just discard it? Also, how about colour coding the more powerful power ups? The diablo style naming is cool, but it is quite difficult to figure out which ones boost which stats in the heat of battle. Colour coding could help greatly.
Hope to see your end level boss soon! The last wave was frankly very long and got quite boring and a big boss fight could make a lot of difference
random suggestion from random guy, drop the world of tanks wannabe thing, make the tanks move really fast, and voila, you have a ‘vehicular combat game’’
a very underused genre.
@gallenwolf. I think I’ll try the following: There are going to be less item drops, and even lesser specials. All the common items will stack. Also discarding is only an option if you don’t want to sell it later in your “out”-game item menu.
@unitycurious. I’ve never played world of tanks. In what way is it like world of tanks? And then in specific, what part do you think shouldn’t be in the game? You mentioned something about the speed. Well the current speed will be the slowest for the tank. Later upgrades trough stat points or items can boost your speed.