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5. The guide does mention that if false, it will backtrack. It did. I saw it and ignored it due to my bias on how this logic node is visualised in the tools I used, so it is not as much the game's fault as it is mine. Although it would be curious to see which method is more obvious to people, when false backtracks or when false leads to the other option forward. 

7. Yes, I saw it, but it is more fun for me to look at the screen where stuff is happening and cheer for my tank rather then look at the corner of the screen and read what is happening :) 

8. Actually, I think your solution of just combining "fire" and "lead" into one node is a very good solution. It simplifies the work without loosing functionality, still give me the depth to set it up and setting it as 0 still allows me to "not use" it. 

9. Got it. In that case - suggest adding indicator to the shop that new stuff is unlocked. (Wild though - allow to purchase new logical nodes in shop)

10. By smooth, I mostly referred to tanks movement. That said, a lot of the jitter of the tank was caused by my own incompetence since my tank would have the logic of "chase if distance > 75" and "flee if distance < 50"  plus a cycle of 5 seconds of if no enemy move to map center or wander around. So that lead to the tank being frequently in the state of constantly switching actions. But as a real player instead of blaming myself for setting up an AI which forces the tank to frequently  change actions I blame the game :) 

NEW: btw - what is the best method to make the tank find another tank? I had relatively frequent cases when at the start of the match tanks will spend quit some time trying to find each other. And since there are no objectives on the map or areas to catch and wander, they wander aimlessly - they do sometimes struggle to find each other. 

5. As far as i know it operates the same way its just to the right instead of down. lets say you have ifenemy and it has two connecting lines from its output with ifrange>100 on top and a ifrange<50 under that, the ai will check the top branch first (>100) and if that is false it will check the (<50) and if that is false it will then backtrack to the next available branch up the tree behind ifenemy. setting up the logic had my head spinning for a while, so i understand lol.

7. that is fair. 

8. i will implement this, i think ill just make it like fire 0 by default and the description will tell you that you can input a number that will lead the target before firing, i think at one point i thought being able to fire without aiming would be useful but cant think of an application now...

9. oh, i could do that. 

10. i believe there is slight acceleration functionality but i may increase it to help smooth out the jerky driving. I do know that tank weights affect speeds and stuff, along with the engine stats, but it may not be noticeable enough, hard to tell unless you have two tanks driving along side each other. You can blame the game, i can take it. all for the effort of making a better product.

I am actively working on some stuff to alleviate the "cant find each other" problem. one solution especially for early levels is to use mapcenter instead of wander for enemy navigation. Also having more than one tank should help fill out the field and provide more vision on the map so less lost puppies. Somewhere at the midpoint the tanks start using COMS node which allows them to see their allies vision and make actions based on that (ie. tank 1 sees enemy, tank 2 vision cant see the enemy but with coms it will chase, or fire at the enemy based on tank 1's vision) penalty for coms currently is slower driving and slower ai node processing (how fast it makes decisions) 

Pushed update for most of the QoL stuff discussed here.