welcome to our ninetieth development status update.
Today we would like to describe the new damage system that we are working on right now, how it is going to work and what needs to be done in order to deliver it to you.
Let's start with how the damage randomization on Extraction missions works currently:
How it works now
A tank is randomly selected from the set of tanks we have in game
The game runs through the whole tank, making a check for each part individually
Each check is a 5% chance that the part will be missing
When a part is selected as missing, all parts that are connected to that part are also missing (for example, if a suspension arm goes missing, but the wheels attached to it are not at that point, then the wheels are set to missing too)
The state of the tank is then saved and placed at proper place on Extraction scene
And now how it will look with new system (still work in progress, so this might change):
How it will work:
A tank is randomly selected
The game randomizes 1-? points around the tank, here's attached visualization (brace yourselves)
For each generated point, a damage cause is randomly selected, based on it's position on horizontal and vertical position (to match the probable cause, for example, an arty shell should most commonly fall on the tank from the above)
When we know the cause of the damage, we now need to generate the effect of it. Was it AP round? Was it a bomb? What did it go through? Did it hit ammo rack or fuel container? Was there a chain explosion inside, or a fire? etc.
When we generate the effects, we can now start making correct decisions on which parts should be missing, which should be very badly damaged etc.
When we know the position of the penetration, we can put a decal or a hole in the armor in that place, to simulate damage visuals
When all this is done, we need to save and store all this data to be able to recreate it next time the player enters the same extraction mission, or moves the tank to workshop
Now when we have the basics covered, let's move to what is also required for this to work and look good.
Also required:
Ammunition inside tanks - additional config for each tank, to know what type of ammo to store, and where, how many etc.
A store where player can buy or sell ammo (more about this in a moment)
A new tool (probably welder) and gameplay mechanics that will allow fixing the damage in hull and turret base
A database of possible damage causes for this kind of tank, this will require having a correct front, correct year and armament that was able to deal that kind of damage to selected tank
Gameplay mechanic to manage found ammo inside tanks on Extraction missions
That would be all for must be features, now let's move to what we also want to add to the game, with this update:
Also planned:
Store for ammo and collectables - where player can buy or sell their found stuff on Extraction.
Paint sets - already covered in previous dev statuses, basicly a saved setup of a tank camo/decal setting, applied to tanks that are not yet painted (so the original painting, camo and decals would be visible already visible on Extraction missions, after washing the mud off)
Battlefield detective mode - ??? it's a secret now, we will show more info about this later, when we had solid design of this
And now, a bonus from our animator:
And another bonus, this time from our artist that creates BT-7:
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