Hey all, this is my game, Armour Company. It is still fairly early in development, featuring real tanks and semi-realistic physics and systems. Set in a fun lowpoly environment, the goal is to achieve fun singleplayer gameplay grounded in the real world.
I love the likes of World of Tanks and War Thunder, but have been put off by the amount of time commitment needed to progress, let alone get competitive. I was looking for a Tank game that was fun to play but still exhibited satisfying mechanics. Since I could only find sims or extremely simplistic arcade titles, I decide to make something myself. Although the models are stylised they are based on real vehicles and will exhibit appropriate differences in speed, power, armour etc.
Plan is to get a playable concept up in the next couple of months and build from there.
Existing Features:
Multiple WWII era tanks from USA, Germany, Russia and Great Britain
Dynamic physics underpinning movement, collisions and projectiles
Enemy AI that targets player negotiates the terrain & retreats to repair
Survival gamemode
Planned:
Rich lowpoly environments
Improved stealth mechanics
Highly configurable options to tailor gameplay and difficulty to all skills
Further gamemodes, such as attack/defense, endless…
Multiplayer?!
Using pathfinding to drive tank via its track physics and rigidbody instead of simply rotating the object. Challenges include keeping vehicle from running away down hills, managing turning circle at different speeds and getting out of trouble when stuck.
Working on some functional UI for enemy health, player health, ammo and reload progress.
Next job will be to create a decent looking first environment, probably will be a Normandy countryside and farm buildings setting.
I am just using the Unity terrain at the moment - experimented with low poly terrain but couldn’t get the look I wanted without huge performance overheads, given the open environments…
It has been a while but things have progressed a fair amount with my game.
Most noticeably I have moved to a higher perspective of the action for more of a toy tanks feel.
Terrain is now custom mesh with vertex shader. The colours of each vertex also drive the tank dust amount and colour.
Amongst the changes:
Reworked UI
Correct line of sight from tanks point of view
Forward observers to allow reconnaissance from safety
Smoke dischargers to break enemy line of sight
Time of day
Hot pluggable scenarios such as survival, stealth, destruction
Improved sounds
Ramming mechanic
Repairing / rearming at depots
Persistent tank tracks
Still very much a work in progress.
Here are some alpha gameplay videos on my channel.