BANDITANKZ!
Development Time: In progress
Team Size: 2 (initially 3)
My Role: Programmer / Designer / Audio Designer
Engine & Language: Unity / C#
The initial version of this game was created by me and two fellow students during a 38-hour Game Jam arranged by the games association LVL at Södertörns Högskola. Since then, it's been further developed by me and one of the initial co-creators during our spare time as a project of passion. We're currently working on integrating tank customization and online multiplayer functionality, which we're incredibly excited about!
The single-player mode of BANDITANKZ! is all about defeating waves of enemy tankz out to kill you. The more waves you manage to survive, the more tankz you'll have to face in the next wave. The quicker you defeat a wave, the more points you get; contributing to the retro 80's arcade feel we're looking to achieve in the game.
WaveSpawner
Special Attacks
To help you in your quest to survive the endless onslaught of enemy tankz, you can collect coins spawning at certain locations, which you may then use to gain random powerups. These powerups range from healing or temporarily shielding yourself to deploying pulse mines and launching missiles, which contributes to varied and exciting gameplay!
OPTIMIZING EFFICIENCY AND IMPROVING FRAME RATES
Virtually every object being spawned during runtime in BANDITANKZ! implements the IPoolable interface, which allows for the storage of objects in pools of specified sizes which are created at the beginning of the game and managed throughout the game by PoolScripts. By utilizing these pools there is no need to continuously instantiate and destroy objects during runtime, which serves to significantly improve the game's overall performance.
FLEXIBLE AUDIOMANAGER
Since Unity can only handle a certain amount of active AudioSources at any given time before the audio quality starts deteriorating, a separate object pool in the form of an AudioManager was constructed for pooling AudioSources. As opposed to the dynamically sized object pools described above, the AudioManager prevents new sounds from being played whenever the limit of active AudioSources is reached.
PoolScript & IPoolable
AudioManager
BANDITANKZ! is still a work in progress, and as such not all features are yet fully implemented. The following features are currently being developed, but I'm still excited to briefly discuss them here!
TankCreation
Manager
GetTankStat
In BANDITANKZ!, players may choose to build their own tank from a variety of different bases and turret towers. In addition to looking different, bases and towers have certain stat-values tied to them stored in an XML-database, allowing you to optimize your tank for the way you want to play. Whether this means having a higher movement speed, quicker fire rate, more health or just prettier looks is completely up to you!
VARIOUS PVP-MODES FOR ENGAGING MULTIPLAYER GAMEPLAY
While still in the early stages of development, several online multiplayer modes are currently being integrated into BANDITANKZ!, including Deathmatch, Team Deathmatch and Battle Royale modes. Stay tuned for more updates on these!
To me, music and other audio is integral to creating an enjoyable and immersive gaming experience. In BANDITANKZ!, a lot of effort has therefore been put into creating audio that enhances the retro arcade feeling we strive to convey to the player.