Tank Universal: beta demo (again)

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Thanks to all those who've downloaded the demo and for the feedback - very interesting/useful

Rigz

Hmm - a number of people don't much care for the controls.

My intent with the control scheme was that as it's a tank game and not a mouse twitching FPS, I wanted an element of 'deliberateness' in the aiming. This does mean that in close quarters, it's a slower matter (than an fps), to turn and aim.

Also, it is important that turret yaw is locked while the player adjusts gun pitch hence the RMB.

The inertia is so that the player can slew and aim without extravagant mouse movements (hence the inertia) and the player can(with good mouse control) make fine tuning for distant shots.

However, will look at tightening the inertia and how RMB/no RMB stacks up.

Agree that the power distribution needs more work and hotkeys for quick distribution. There's also a bug in there that allows you to go to 100% engines I've found - call it a debug feature ;-)


Midnight

Can you co-ordinate with the other tanks? Short answer is no, they do have some AI to stick close to the player but it's not overriding. One idea is 'reputation' i.e. gain enough reputation and you'll be more popular with your NPC teammates and more inclined to protect you. I'm undecided about adding teammate commands - I feel they can complicate a straight forward action game and if they're only done simply, they can seem kind of an afterthought/incomplete. Not sure. Perhaps something like Xwing Alliance's command options would be ok.

You do need to get to the blue hub to grab the blue key and take it back to your hub - so you'll have to deal to the inner turrets.

Agree, the exit/restart is too lengthy - need an option to escape the game immediately (and some optimisation no doubt)

'enter/hijack an enemy tank (can you?).' If a tank is empty then the answer will be yes (so in future levels you'll be able to enter a base and 'steal' a tank). Will look into why it crashed for you.


Dock

That's not good - did you try at a lesser res? Perhaps try deleting the TU.cfg file first to run from default settings. (Do any other Blitz progs crash for you?)

There is a 'pip' to the right of the target reticule that moves up/down but the idea of 'clicks' is one I'll investigate - thanks.


Andy
'1) Integrate both up/down and right/left into one..' - see above
'2) Make the cursor keys available for controlling the base of the tank..' - yep, key customisation needs to happen for the final game
'3) Make a visual cue to let the player know where he is looking in relation to where he is driving' - agree, although there's a red decal on the tankbase that gives some clue, and a turret direction indicator on the radar, there needs to be perhaps, a scrolling indicator along the bottom of the screen ('s...w...n...e'?)
'4) make the dampening of the turret turn adjustable'- agree, more customisatiopn options needed.
'5) Look into how efficiently you are using resources' - agree, need to tighten this up considerably

Dock
man after my own heart