Thursday, December 4, 2008
Not the End...
And unfortunately for you programmers being the type that you are, you wont be able to leave the code along - always wanting to tweak and go back and see if it can be improved.
:D
The End
It's certainly been a very interesting class, in particular the way it showed how the skills we have learnt throughout our courses may be used in a real world working environment. Also impressive was the results that can be produced through a group effort, the results of which seems to me at least to have been more than the constituent individual efforts would lead you to expect.
I wish to thank: all the lecturers who gave advice on the technical aspects of the project; the attendees of both of our milestone 1 presentation and the final presentation; and an extra special thank you to Tim who gave us the initial concept, constant encouragement, and kept us on track when we started to lose focus on the end goal.
Finally I want to thank the entire MiniTanks team, both the programming & networking halves, we couldn't have achieved what we have without your dedication, skill, and hard work.
Wednesday, December 3, 2008
Tuesday, December 2, 2008
Those Chickens
1,2,3,4,5,6...
Well done to us all
Worth it
lol dont worry i was nervous as much as you if not more but yeah glad presentation over and good stuff networkers and programmers.
Wasnt easy but was all worth it at the end.
Dizzy
Final Presentation
Sunday, November 30, 2008
Update on GUI
The gui now has the "character Select GUI", there the players can pick what body and turret they want. The "Team select GUI" has also been done.
So players can pick what colour they want to choose, then they will be spawned at their base.
Just saying thanks to Brett for the help. THANKS! :D
I am now working on my presentation for wednesday.
Dhiren
Saturday, November 29, 2008
HUD
I had some free time so I added a HUD, I think I remember Tim making one but I don't where that is. The HUD does not work yet, I plan to do that tomorrow when the programming side of the team meet to practice our speech.
Also, I have an older version of the game so the sky box is actually a different image thanks to Tim and Brett.
Monday, November 24, 2008
The End is Nigh
Since my last post I've continued working on the documentation, started a Microsoft Office Project document, implemented Matt's changes he posted here, fixed the mounting of a player in a tank, and fixed the pink screen of death.
Wednesday, November 19, 2008
Counting the Chickens
After going back to the original form of the cluster, we tried a script with the runtime error line commented out, no luck, it error still appeared.
Still waiting to count those chickens....
Running Cluster
Tuesday, November 18, 2008
No news is good news!
Changes
http://bur.st/~ripe/changes.txt
- Fix: Terrain alignment issues
- Added: Bases
- Added: Player controlled tank (node 0 still needs to be moved)
Saturday, November 15, 2008
The Exciting News
Hopefully come Wednesday, everyone will be blowing each other up, but until we see it happening, I'm not going to start counting our chickens....
Wednesday, November 12, 2008
Some Exciting News?
Progress Report
Code for the bases is now ready to be implemented in the main version of the game thanks to Matt's hard work.
The team selection GUI has been refined further and now offers the functionality we desire for the end product.
Interim models have been successfully implemented in one build and mysteriously failed in another copy of the same build. Due to time constraints we do not have time to investigate the cause of the failure and as such we will use the successful build as the main version adding elements from other builds to it. The final models continue to cause great pain due to their complexity.
Documentation is moving forward with in depth Technical Documentation of the Random Terrain system being completed and some very small progress on the Game Design Documentation.
As of next week we will formally be stopping all code work to focus solely on documentation and the presentation. It is our intent to use the milestone 2 presentation as a practice run for the final presentation and as such the time between Milestone 2 and the Final Presentation will be used to refine or revise what we present at Milestone 2.
Tuesday, November 11, 2008
Presentation and Documentation
Bases
Wednesday, November 5, 2008
Documentation
Next I hope to finish the Game Design Documentation, create the TDD for the attempt at Dynamic Terrain Texturing, create references section, create a table of contents, and finally compile all our documentation into a printed document.
Tuesday, November 4, 2008
Networking Documentation
Web Web Web
Look forward to next week...
Wednesday, October 29, 2008
Vmware and Clustering
As for the documentation, we are about 35% and there is still lots to do. With the deadline coming up very fast and with all the other added pressure with all the other assignments we need to seriously get this done and working over the next two weeks. This will allow us time in case of any problems arising.
Gui Character Select Gui
Cheers for some of the help Brett!!
It will then go to the StartMissionGui .......
Will update you more on the gui next week.
Documentation and Progress
The other members of the programming team have been respectively working on getting the tank models into Torque, setting up the menu system, and the base spawn code. As such there are currently three different versions of the game being worked on, meaning that in the end we will need to merge the three different versions.
it working
Tuesday, October 28, 2008
Site Update
On a parting note, here is a new screenshot of the website to have a goosey gander.
Wheels keep on rollin' rollin' rollin'...
All the tank models have been finished and successfully exported into the engine.
Exporting caused a lot of grief so thank goodness we are over that hill now.
The next step now is to fully skin the models (as much as I like the fluoro orange it doesn’t camouflage with much...)
Also looking to create a custom datablock to allow the tank to use wheels instead of tracks.
Tried in scripts but it looks to me as it will be an engine change, so looking forward to coding again :)
That’s all for this week,
J-
Friday, October 24, 2008
Citrix Cluster
Unfortunatly, I was unable to find a way for the Citrix (Xenserver5.0.0), to run a shared disk, iSCSI or other. which is needed in a cluster format.
Wednesday, October 22, 2008
Been Robbed
Yesterdays the house im staying at just got broken in to, the thives took afew things and amongst the thing was my laptop and my 2 External Hard Drive one i used for tafe, and the 2nd as a backup.
the Police areinvestigating atm, and hopefuly they catch these vokkops.
ill keep you posted on any up dates
---what iv been doing---
With the work, i had finished my part of the doc, and i had too implement the firewall to the cluster to test it, and with the nagios server i had to reinstall it, coz the image of the v-pc was corrupted
. so hopefuly i can get my laptop back with all my work fingures X
cheerz
Networking
The different types of clusters.
Requirements of clusters.
Benifits of clusters.
Our task.
Theres still much to be coverd, and i'm hoping to get the main documentation done so i can put the presentation together with some talking notes.
teams select
Now i am going to try and work on mission preview image. So you can see a image of the mission you select before you start the game.
Will add an update once ive started it and once its got going.
Dhiren Adatia
I'll take you to the candy shop...
Mock Menu
Tuesday, October 21, 2008
Game SQL Implementation
Programming Work
Teams implementation was completed today with two teams available at a present.
The Tank Models are complete and only need to be exported successfully, unfortunately it is proving to be difficult due to the complexity of the models.
The database was setup to hold the required information for the Save System.
Documentation of the project is progressing with significant work being done on the Technical Design Documentation.
Thursday, October 16, 2008
Teams Implementation
Having a couple of problems but should be sorted soon hopefully.
Once done I will be changed it after or before milestone 2.
Just making sure it works first of all.
Dhiren
Wednesday, October 15, 2008
Milestone 2 and the Final Presentation Dates
Milestone 2 will take place on the 26th of November and the
Final Presentation will take place on the 11th of December.
This leaves 6 weeks until Milestone 2 and one week between Milestone 2 & the Final Presentation in which to finish the Project. As the Programming team has decided to spend two weeks before the Final Presentation working on documentation and the actual presentation, we will need to finish work on the actual game before the 19th of November.
In the next 5 weeks the Programming team hopes implement the following features:
- Fixed tank models
- Team selection
- Interim HUD
- Player data save system
- Tank type selection
- Bases
We also hope to create documentation covering some of the following Game Design Documentation:
- Descriptions for: Tank types their abilities, customisation & upgrade options; Upgrades options for the Tanks; Power-ups and special weapons.
- Features of the engine
- Gameplay Mechanics: Pillars; Save/Load Scheme
- Level Layouts
- User Interface
In addition we will attempt to document the Technical Design of features we have implemented so far, such as:
- Random Terrain
- Random Terrain object placement
- The Tank
Finally we want to have a task list and a Gantt chart.
As things stand we should be on target to hopefully achieve most of our goals.
Tuesday, October 14, 2008
Cluster Documentation
The gantt chart is completed and looks good, Mark was working on the network diagrams and they were looking good. I have started on the presentation and Terry was working on some of the documentation.
Wednesday, October 8, 2008
Revised Plans
For our first class of the new term Dhiren and I have revised the tasks schedule (the new version of Milestone2_Tasks.xls is on the share in the Programming Documentation folder), and discussed future plans. We have also talked Tim into doing some graphics work for our in-game interface (the HUD) and clarified how much time remains before Milestone 2 & the Final Presentation.
Included in the new tasks schedule is a list of some potential documentation to be created. The list is divided into Game Design Documentation (GDD) and Technical Design Documentation (TDD). The new task schedule acknowledges completed work (multiplayer implementation - dedicated server functionality only), removes various unnecessary tasks, and formally adds documentation as a task for all members.
Finally in regards to my own first task of the base code I have been a bit uncertain on how to start as I do not recall if we defined the object that would be used as the base and the method the base will use to carry out it's functions (i.e. use a trigger object - though problems arise with drawing a trigger dynamically around a randomly positioned base). As such I would greatly appreciate being able to talk to the full programming team at the next Project class, if not before.
multiplayer
Only thing is when the tank is blown up a pink screen is displayed but thats ok because we are going to make a end game gui so when the tank is blown up a end game gui will pop up....
Dhiren
Project
What is a cluster?
How a Cluster Works?
Cluster Requirments
Types of clusters
Why we chose a high availability cluster
I do know there is still a few topics that still need to be covered as far as documentation is concerned. We would appreciate the networking guys if they think of any topics to let us know and maybe even write up about that topic. We will be working together with the documentation to ensure that it comes out exaclty how we want it, after all 5 heads are better than 1.
I am also wanting to get someone on starting to create the presentation. time is running out and would like to have everything ready at least 2weeks before the deadline so we have some time for touching up and practice.
The cluster does not look like it is going to be able to run the game virtually which is a bit dissapointing but as Brett said the other day, its a project managment class and not a project class. We need to have the documentation and presentation of our stuff done even if the cluster wont manage to run the game.
We will also be creating a network diagram of how the proposed network would look and where the servers would be. It would be great if Lee and Matt could create a network diagram in viso to show the servers they have created and were they would be placed in the network. The diagram is going to be a bit complex so we will have multiple diagrams to show all the different angles.
Thats enough of a novel for now. Hopefully this term we can pull this off.
Who really likes shopping?
Quick.Cart is 200% easier, quicker and better looking then phpShop, even before I edit it. It doesn't rely on a mySQL backend, just PHP, which I like. Thanks to this setup was a breeze, and I have had no notable errors as of yet. Here is a quick view of what the shop looks like at the moment, before any styling, etc. has been done.
Tuesday, October 7, 2008
Monday, October 6, 2008
Wednesdays
the actual time is
1:00 through till 5:00pm
NOT Tuesday anymore - so you can sleep in ;)
Sunday, October 5, 2008
Term 2
White Market Goods
On a side note; I have also incorproated a test forum onto the site using phpBB. Once again, if I have time I will try to make a custom theme that ties in with the site.
Until next time...
Lee
Monday, September 29, 2008
Milestone 2 - 18/11/08
Exactly what milestone 2 is and when it will take place have yet to be finalised. However it is known that the final presentation at the end of the semester is to be Milestone 3 and that a rough plan exists to use the two weeks before Milestone 3 as preparation time for the presentation. As such Milestone 2 should be expected sometime around the Eighteenth of November, 7 weeks into second term (assuming the presentation will take place on the Ninth of December in the second last week of semester; second last because the last week is usually reserved for catch up).
28 hours of class time minus 8 hours for planning, discussion, and other miscellaneous tasks leaves little time to achieve our goals. Before the term break the programming team assigned prioritised tasks, with estimated work time, to each member. Below is the working task list:
- Implement multiplayer - 1 hour
- Light Tank Model - 6 hours
- Light Tank Code - 3 hours
- Total: 10 hours
- Base Code 3 hours
- Power-up Code 6 hours
- Power-up Model 3 hours
- Upgrade Power-up Models 12 hours
- Refine Power-up System 12 hours
- Total: 36 hours
- Implement Multilayer 1 hour
- HUD Graphics 6 hours
- HUD code 6 hours
- Total: 13 hours
- Base spawning code 12 hours
- Scoring 12 hours
- Total: 24 hours
As seen above the time for assigned work is not completely balanced, however it is important to note that the estimations for the time required for most tasks was made optimistically and it there was an unspoken agreement to not place too much on the schedules of all members so as to allow those members to be able to deal with unexpected issues that may arise. Already since this plan was created a previously overlooked task has arisen; this task being the loading and saving of player data from an external database. Alternately it is notable that some of the above tasks are complete or nearing completion.
At the commencement of the new term it would be advisable to have a meeting involving the entire class in order to restate our goals, refine the tasks required to reach them, and give members a better understanding of what others are doing and how that may relate to their own work.
Thursday, September 25, 2008
Milestone One Presentation
MiniTanks was well received and the team would like to thank those who have already provided very constructive feedback and welcome any form of input (however large or small) that people may have.
Now for an update on the all important!
Have spent the better part of Tuesday afternoon wrestling with a Slideshow hosting website. I am 80% sure that it is working now so should have the PowerPoint from the presentation up and running shortly for you viewing pleasure.
Tanks are coming along nicely, the light tank is now ready for export and most of the scripting is finished.
This brings us to a grand total of 3 tanks -and yes I still count my floating box as a tank. From what I have seen so far the Light will be a much easier beast to tame than the Heavy; those animated tracks are an absolute nightmare that make elm street looks like sesame street!
All going well (but when does that happen?) we will have a rather sizable chunk taken out of Milestone Two by the end of next week.
-J
Project Management
It was generally agreed that there had been problems with the teamwork within the group, with members working without a clear understanding of what other members of the team were doing and how it related to their own work. In order to make better use of the time remaining it was proposed that a greater focus be placed on the management of the project.
This proposal revealed the core problem the networking group had; a lack of understanding about the true purpose of the class. I believe that this class is about Project Management and as such the focus should be on working efficiently as a group and creating documentation; rather than producing results. Naturally I assume that by placing greater emphasis on management the work produced will be of a higher quality and more in line with the goals of the project.
Tuesday, September 23, 2008
Cluster Information
http://technet.microsoft.com/en-us/library/cc805802.aspx
mongoose + vmware + games =
but dont worry, i have manage to run CS 1.6 in vmware and it works really well, and its playable and i managed to make in to a dedicated server and it works well
so after that i thought i would test a slightly better game
so tried Q3A but wasn't successful in getting the single player to work, so i tried setting it to be a dedicated server, and it works.
ill chat Calvin and Mark about it later on this week
cheerz
Game Server 2003
It came up with the error of DirectX not being installed.
Upon installation & running the batch file again, the dos command interface went "crazy", showing Brett, Terry , Travis & myself that the game should run on Windows Server 2003.
We have now successfully ran a 4-node cluster but are unable to have the game operate due to the cluster being virtual & successfully ran the game on a physical Windows Server 2003.
The next step is to show that the game will be able to be played on client computer/s, then the cluster can implemented on physical nodes in a real network.
testing game
More Info will be posted at a later stage .
Monday, September 22, 2008
Mongoose Update
Iv got Nagios up and running with out any problems.
iv fownd a few plugins for Nagios, to give us a better way to monitor our cluster
ill be attempting to install it over the holiday.
Firewall--
In order to protect out server ill be impementing a Firewall that will be based on IPCop.
its based on Linux, its been highly rated in the Linux world for its security.
Doc--
And with the documentation thats in note pad atm, over the holidays ill plan the structure of the document.
cheerz
Game on Cluster
From this, we shall try & run it in multiplayer. When we have got this work, we can transfer it onto a working cluster.
Milestone 1 Presentation
Presentation
Next time i will make sure it a lot longer than what i did!! Good job to them who spoke well and showed our game and what it was really about etc!!
Dhiren Adatia 23/09/2008
First Milestone: Complete!
Now that we have a firm base on which to build we will begin working on gameplay and server communication issues. Pending tasks will include the following:
- Creating models for the different types of tanks
- Writing code for the different types of tanks
- Creating models for power-ups
- Writing code for the power-ups
- Creating models for bases
- Writing code for bases
- Writing code so a game can be won
- Setting up different game types
- Multi-player implementation
- Assisting the networkers with issues for communication between the server, website, server game, and client game
- Finalisation of menus and load screens
- Implementation of a HUD
- Creation of mission files for each planned level (e.g. textures, objects, spawn points, weather conditions)
- Writing any necessary code for each level (e.g. traction physics, terrain generation settings)
A final note regarding the networkers presentation:
From what I remember of the goals they set, all were achieved (even if their presentation of their achievements was somewhat lacking).
Presentation
Part of the feedback received and part of what i noticed is that as with a lot of these showcases there is a lack of confidence in those that spoke. Being able to sell yourself with confidence, without resorting to 'blaming' others for mistakes, is a big part of public speaking.
A little bit more preperation, being a little positive, and noticing the acheivments and acknowledging the challenges you are facing will get you all there in the end.
Presentation
Should be happening
calvin , mark , and Terence have been working on it.
more info to follow shortly
GUI update
This weekend with the GUI so far this is what it looks like...It's only a draft so obviously the final look will be different.
I still need to include the minitanks logo i have will do that tomorow in class. Also get more screenshots of the game and the tank models when they're all done to get a better background for the gui.
Dhiren
Sunday, September 21, 2008
Cluster D-day
Hold on guys we'r almost there. I can see good progress with the networkers and the programmers seem to be on a role....!!!
Keep it up guys!
Tuesday, September 16, 2008
gui
I just need to get a hold of the mini-tank logo and a picture of the tank or maybe a screenshot of game during gameplay.
Monday, September 15, 2008
Dynamic Terrain Textures
I will attempt to test the function later this week and hopefully will be able to integrate Dynamic Terrain Texturing using a single texture into the Alpha Demo later this week. Once Dynamic Terrain Texturing using a single texture is working modifications will have to be made to apply however many textures are required for a mission using necessary filters (e.g. Apply by Height).
Sickness
See you next week,
Lee
Monday, September 8, 2008
Trees!
A realistic screenshot with 2000 trees.
A unrealistic screenshot with 15000 trees.
Close up
Terrain Texturing
The new method required that I map the functions run when terrain textures are applied manually. There are two major actions that must be carried out in order for textures to be applied, first the texture must be loaded and then it must be applied. By stepping through the script as the game runs I have determined the functions run, the important lines of script they run, and the expected formats for variables.
Using what I have found I should be able to create a function to run at Mission Start that applies a texture to the terrain. Once this is achieved it should be relatively simple to add fucntionality to apply multiple textures at different locations.
No Tanks I'm Full
Will be using the tank pack as a proxy model until I can get this sorted out :S
-J
Website Development
Good News???
test-web-Server
Just letting you know that Lee and i have build a test Webserver software specs:
MySQL
Apache2
PHP
PhpmyAdmin - (this sofware is to monitor the server)
Thursday, September 4, 2008
Tank Pack Update
Currently implementing the changes, which in itself is a laborious task, as our engine is vastly different to the one the Tank Pack was designed for.
I will be looking at the models to see what changes need to be made to ours in order to use this awesome resource.
-J
Monday, September 1, 2008
Server
ill be using :
Ubuntu Server 8.04
Nagio 3.x
cheerz
Models into Torque
With This step acheived it becomes a series of steps; model, texture, set-up, export, engine. Which makes it a little easier for the Art-Folks like myself to create a pipeline of work.
Gui splash screens
This was done by looking on www.garagegames.com searching for SplashScreens.
Dhiren
Terrain Texturing
Unfortunately the method used for storing information in variables is similar to that used in the 'Terraform Editor' which prevented me from using more than one algorithm to modifiy the terrain. This problem is further compounded by the fact that the first line values accepted by variable in question is simply the path to the texture and its identifier. There is a possibility that this information is passed as bitmasked data structured in such a way that binary addition of different data results in a unique number. I will carry out some tests to determine if this is true, if not the only possible work around will be to have a single terrain texture per map and for each map to be a different mission.
Clustering
what been happening
Document -
I've been looking up for some, applications/Software that would be sufficient to the Cluster
Later on too night ill be setting them up and testing them with a test cluster the next day.
cheerz
Sunday, August 31, 2008
Clustering Decision
Windows 2008 Server in very heavy in the use of hardware so we are not going with this OS.
Wednesday, August 27, 2008
Cluster
I will let you know of any luck with this.
Monday, August 25, 2008
GUI
(Dhiren Adatia)...Dizzy
Milestone Approaching
I'll let the guys talk about what goals they are aiming for for the milestone. Make it in your calander and come by and take a look.
Terrain, The First Milestone and Game Structure
We have random terrain being generated at the start of a mission, although it only uses the simplest methods of the Terraformer since there appears to be no information on how to format the variable information when using multiple terraforming methods. This isn't really a problem though as there is very little noticable difference when the extra methods are used to terraform the terrain.
Placing objects on the map such as bases, foliage, rocks, etc. is my next task. Placing non-interactive objects should be easily assomplished using the shape replicator and using a suggestion from Jordan bases and other interactive objects will be placed at markers scattered around the map.
The First Milestone
The generation of random terrain at mission start has been my primary goal for the first milestone. Since this has been achieved I can focus on attempting to place objects on the and to texture the terrain appropriately. I will approach the remaining tasks for the random generation of maps by firstly dealing with texturing the terrain, then placing static shapes, and finally placing interactive shapes.
Game Structure
We've decided that levels will be run on the server and at mission start a new terrain with objects will be created. This means that several copies of Torque will have to run on the server as the multiplayer host for each level we are running. These copies should be suitably customised for there purpose so as to not waste resources on the server.
Wednesday, August 20, 2008
Clustering
Monday, August 18, 2008
Terraformer Script
Cluster
Maximus 2009
Tim now has two tanks made, I helped by adding a grunt, snort and cough of encouragement every so often.
And really there are three tanks if you count my super hovering box of doom and of course you would; so we have three tanks! Hooray!
The next step is to get these bad boys ready to export. I may have renders ready for the models, but that greatly depends on how much I want to see screenshots in game.
Oh and we have upgraded to Max 2009, some neat new features from 9 that can be seen at a glance so most likely many more.
Terrain
More on upgrades
I have made a small table of the tanks and how the points system are. This is only a rough table as the documentation isn't finished yet. The final ratings/points system will be updated towards the end of the project once the game is completed.
small outline of the points system...
When the tanks accomplish their missions, their ratings will then increase above 10 giving them a higher advantage in the game. Winning the medals and working their way up to the highest will increase the tanks ammo, speed, manoeuvre, and damage levels.
Cluster
Minitanks Art
Monday, August 11, 2008
Oh the pain! Oh the humanity!
Letting you know that I am bed bound with a head cold, but will try to make it a little later today.
-J
Generating the terrain through C++ is a more efficient method, however it would require more time than we have to implement the code in a manner that does not cause fatal errors in the engine.
Torque Script on the other hand is less efficient but may be implemented in usable form with little likelihood of fatal errors occurring. There is also the added benefit of providing access to the Torque Terrain Editor’s random terrain generation system.
As such I will attempt to implement random terrain generation through Torque Script. Hopefully this will be an easy task, thus allowing more time to focus on the more difficult aspect of generating passable terrain with level areas for the placement of bases.
Tank Designs & Desert Terrain Details
We aim to get the one terrain set working and at least 4 tanks and 4 weapons.
The Games Crew will spend time developing the gameplay balance.
Look out for future posts.
Saturday, August 9, 2008
Starting the webpage
Thursday, August 7, 2008
Clustering -
so at this point it doesn't look like is possible to have a 4 node cluster
Wednesday, August 6, 2008
Clustering In The Unknown
I shell atempt it over the weekend.
Clustering
Tuesday, August 5, 2008
Things that make you go... BOOOM!
J-
Monday, August 4, 2008
apps
is log me in .
So far.....
different health bars which can be used.
There will be more added to the documentation....
Dhiren
Game Concept
Introduction
Mini Tanks is a third person vehicle combat game for the PC that uses the powerful Torque Game Engine Advanced to allow players to battle it out in different ways in an open environment using cartoon tanks.
Background
Mini Tanks features a variety of multiplayer game types similar to those found in games like Halo, Unreal Tournament 2003, & Battlefield 2 with Mario Cart type vehicle combat. Mini Tanks is built using the latest version of the powerful and flexible Torque Game Engine Advanced which has produced games such as Think Tanks, Minigolf Mania, and Marble Blast Gold.
Description
Playing Mini Tanks you start out by choosing the default heavy tank from the built-in tanks. Selecting the deathmatch map you and your team set out from your base towards the enemy with the intent of destroying all members on the opposing team.
As you move across the battlefield power-ups parachute in from planes flying overhead. Collecting a speed power-up you head towards the enemy base in order to wipe them out. Suddenly a group of 3 enemies appear on your radar, they must have been using a jamming power-up. Maybe it wasn’t such a good idea to go off on your own. Running isn’t an option they’re using light tanks and are much quicker than you are; time to fight.
Picking the lead enemy you fire your heavy canon. Direct hit the lead enemy has taken heavy damage and the explosion caused by your projectile has caused light damage to the other two enemies. No time to relax though they’re in firing range and have split up. Their light guns aren’t doing much damage per hit but their high rate of fire from three enemies is quickly chipping away at your health. Backing up you fire a second shot destroying the heavily damaged enemy, half your health is gone, and you’re moving slower all the time. You might not survive this fight.
Taking cover behind a rock formation you briefly avoid taking fire from one of the enemies as you line up the other enemy and fire another shot. NO, you’ve missed and the second enemy is back raining fire down upon you. It looks like your not making it out of here, time to go down in a blaze of glory.
Charging forward you ram one tank while firing another shot at the other. Now it’s one-on-one but you’re almost out of health, you can barely move so ramming your nimble opponent is out of the question, and your heavy canon won’t reload in time.
Suddenly a missile streaks past you headed straight for the enemy. The enemy tank dodges sideways but the missile matches the movement and collides in a spectacular explosion that completely destroys the enemy.
You’ve been saved. Turning around you see a group of your allies headed past your position. You offer your thanks before limping back to base for repairs.
Key Features
• Exciting multiplayer vehicular combat: Fun combat between cartoonish tanks with surprising depth.
• A variety of game types -
o Deathmatch: Players fight it out to the last tank standing.
o Team Deathmatch: Teams of players battle to be the last team alive.
o Capture the flag: Players battle in teams to capture a flag and return it to their base.
o Take and hold: Player teams battle to take over and hold on to a base.
o Combat racing: Players race and fight to be the fastest around a track.
o Assault: Players attempt to hold onto their base or take the enemies base.
• Randomly generated terrain: Before each battle begins the map terrain is randomly generated.
• Player created guilds: Players can band together to form their own group
• Exciting unlockables: Players earn points for winning games and kills scored, which can be used to unlock new tank parts.
• Awards: By achieving certain goals players can receive awards such as medals and special tank parts.
Genre
Vehicular combat.
Platform
Primarily Mini Tanks will target the PC but if time allows a port of the game to Xbox 360 will be attempted. Mini Tanks is a multiplayer only game so a network connection (e.g. internet) will be essential.