Some of you have probably wondered what dwarf needs a tank for, or why there is "side-scroll shooter" in the game genre. The answer is simple - in addition to the defense against hordes of mobs, the game, since the earliest concept, meant to also include chasing the same hordes, running away as fast as they can. It was implemented in some form in the prototype with the old graphics, but no work has been done on it since then.
But now the time has come for me to shake off the dust from the old designs (and to trash them away, as they are horribly ugly and completely useless in the new conditions), and for Wilfred to finally show everyone who is the boss in this damn forest. And he will start, perhaps, from the nearest pile of rocks.
What exactly am I talking about is the movement of the tank in space and its interactions with inanimate objects - rocks, trees and other junk generously spawned in attack mode. Some objects can be easily dragged by tank to be eventually crushed, others will remain standing in place after a collision and if the damage wasn't high enough to immidiately destroy such object, the tank will stop as well. The tank itself also takes damage in collisions, so in order to carelessly crash through everything on its path, tank must be heavily upgraded. I've spent quite a lot of time trying to make interactions with objects more believable and interesting, taking into account many nuances and adding a number of hidden properties to objects and tank parts that affect their behavior in collisions, and most of this also applies to mobs. But I'll get back to mobs next time.
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