
Let's jump right into the development plans for Tank Survivor.
Gameplay (system)
This is the part that I am good at, and it will also be the part that takes priority and takes up the most time. I will implement/improve the following systems:
Monster system (to be improved)
- Increase the types of monsters, planning to increase them from the current 4 to 8 types
- Added remote/siege type monster abilities
- Strengthen the monster's mechanism through waves and levels, and gradually increase the challenge
- Optimize the attack AI of monsters, no longer get stuck in groups
- Increase the number of monsters on the same screen
Tank system (to be improved)
- Improve the numerical difference design of tank components (such as the shooting interval of the main gun and machine gun)
- Display the numerical difference of tank parts in the garage and shop
- Distinguish the performance of different types of artillery shells (armor-piercing, high-explosive, impact range)
Camp system (to be improved)
- Redesign building functions
- Added design of resource-based buildings
- Let the upgrade of buildings bring benefits to soldiers
- Optimize the attack AI of soldiers, no longer bunching up and getting stuck, and can intelligently allocate targets instead of everyone attacking the same enemy.
Defense system (to be implemented)
- Achieve the ability to adjust the position of soldiers between attacks (arrangement system)
- Implemented new defense category in the camp building tab
- Implement the arming of the watchtower
- Implement grenade support in the camp
- Implement wall upgrades
Strengthen the system (to be improved)
- Add enhanced cards related to fixed-point defense (such as watchtowers), tanks, and tank weapons
- Add legendary level enhanced cards
Offensive system (implemented after official release)
- Added a monster camp, allowing players to lead troops to attack. After the attack, there will be a large amount of silver coin rewards (used to unlock external rewards)
In-depth design of combat system (to be decided)
- Add attack and defense types, and design the restraint relationship between them
Feedback (to be improved)
- Added text feedback for soldiers triggering critical hits
- Add text feedback for soldiers triggering beheading
- Add soldier status feedback (such as: the last magazine)
- Increase soldier action feedback (such as: reload/instant reload/2x reload)
- Tank kill text feedback
- Tank killstreak feedback
- Tank impact feedback
- Monster killed/death feedback
Image
This is the part I'm not good at. Improvements mainly come from outsourcing or help from friends.
Image assets (to be improved)
- Add store display image of tank parts
- Redraw the cover image of the game
- Redraw the game loading interface diagram
- Re-upload game screenshots
- Redraw the avatars of soldiers in the recruitment interface in the game
Special effects assets (to be improved)
- Add tank explosion special effects
- Modify tank weapon shooting/explosion special effects
Screen (to be improved)
- Improve the tube card shooting and add more scene details
- Replace shaders and use cartoon style rendering or realistic style rendering (to be decided)
Sound
This is the part I'm good at. There are some sound effects that I can sample myself, but most of them still have to buy other people's works.
Music (to be implemented)
- Add main interface music
- Add rest stage music
- Add battle phase music
Sound effects (to be implemented)
- Added soldier sound effects (recruitment/movement/attack/death)
- Add monster sound effects (birth/movement/attack/death)
- Add weapon sound effects (launch/explosion)
- Add menu sound effects
Optimization
Mainly optimization for CPU and GPU usage
CPU optimization (to be improved)
- Optimize AI scripts to reduce the amount of processing operations per frame
- Perform surface reduction optimization and replacement of the model in the scene to reduce the amount of processing operations per frame
GPU optimization (to be learned)
- Knowledge blind spot, need to consult more classics.
Other plans
Controller support
The game plans to add support for controller players, and the final effect will be to run correctly on the Steam Deck.
Tutorial level
The game will add tutorial levels, it may be a large tutorial level, or it may be a set of small tutorial levels, but there will definitely be one. The format of the tutorial will ultimately depend on the content of the game.
The completion of the tutorial level is an announcement that the game will be officially released soon. Otherwise, the game will remain in the EA stage.
