TANKZ is out now - a visual post-mortem!

We did it! After a very long day, broken builds and adding audio at the last minute (will we ever learn) we finally released TANKZ!
Combat-first prototype
We started out with a clear idea of making something that felt a bit like "Thronefall" - but we also really like tanks. You can see how we ended up with TANKZ.
GREYBOX PROTOTYPE
This first version of the game allowed us to: * Control the tank and auto-shoot at enemies * Build buildings (that did nothing)
Greybox prototype | Not-so-greybox prototype
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Designing the tanks
The tank - In Blender | The tank - In Unity (with modular upgrades!)
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MAKING OF THE CHUNKY WOBBLY TANK
We wanted to to make a game with chunky wobbly tanks shooting at each other, so a lot of time was spent designing them. We made them taller than they are wide and long so when animated with physics they really look like they're about to tilt over, which we thought was really fun. We also put a lot of effort in making shaders, materials and textures so that everything fit well together in this warm beach environment.
3 LESSONS LEARNED
- Build your game with a game controller in your hands from the start - makes playtesting it on yourself fast and feels like a nice break
- Physics is always a balance and potential timesink - it worked out well for us on the player tank, but for enemies we spent too much time trying to make physics work, and actually ended up scrapping it to make the deadline.
- Make sure your build pipeline works early (we had problems, ended up setting us back a bit)
TANKZ for reading, we hope you'll play our game! :joystick:

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