Tank Craft

Tank Craft

Tank Craft is a roguelike game that I developed in collaboration with a game artist and 4 game designer.

I took responsibility for building the game from the ground up, including implementing a variety of weapons, enemies, and diverse environments for the levels.

Employer

Year

2024

Genre

Rogulike

Concept

Concept

In Tank Craft, the core mechanic revolves around surviving through a series of rooms across various worlds in an effort to conquer them. Along the way, the player faces off against melee and ranged soldiers, as well as tanks, while dodging traps. Defeating enemies earns coins, which can be used to purchase new weapons and strategically place them on the player's Tank Grid.

In Tank Craft, the core mechanic revolves around surviving through a series of rooms across various worlds in an effort to conquer them. Along the way, the player faces off against melee and ranged soldiers, as well as tanks, while dodging traps. Defeating enemies earns coins, which can be used to purchase new weapons and strategically place them on the player's Tank Grid.

Concept

In Tank Craft, the core mechanic revolves around surviving through a series of rooms across various worlds in an effort to conquer them. Along the way, the player faces off against melee and ranged soldiers, as well as tanks, while dodging traps. Defeating enemies earns coins, which can be used to purchase new weapons and strategically place them on the player's Tank Grid.

Challenges

Challenges

I collaborated with four game designers in this project, which made the work environment quite structured and demanded frequent changes for testing. To streamline the process, I developed the game to be highly dynamic and modular, allowing the designers to easily adjust, add, or remove features on short notice

I collaborated with four game designers in this project, which made the work environment quite structured and demanded frequent changes for testing. To streamline the process, I developed the game to be highly dynamic and modular, allowing the designers to easily adjust, add, or remove features on short notice

Challenges

I collaborated with four game designers in this project, which made the work environment quite structured and demanded frequent changes for testing. To streamline the process, I developed the game to be highly dynamic and modular, allowing the designers to easily adjust, add, or remove features on short notice

How I Fixed it

How I Fixed it

How I Fixed it

To solve the issue, I created a ScriptableObject that holds the layout of the tank in a 2D matrix format. This data is then applied to a GameObject using a Grid2D component, which spawns blocks according to the structure defined by the matrix.

Next, I used a custom component, called "Equations Container," to manage the tank’s stats. This container takes an input, such as a ScriptableFloat or a fixed value, and evaluates it against a pre-configured list of equations. For the tank, the input was dynamically linked to the player's current level, meaning that the tank's difficulty scales based on the player's progress.

ps: Equations Container is a custom tool I've built using Odin Inspector, you can check it and mote tools I've made from here

In this setup, I used a Linear Incremental Equation to control how the tank’s stats increase in relation to the player's level, ensuring smooth progression and balance in gameplay.

With this, it's quit easy to generate a Tank with it's own layout and it's own stats and centered

to the Tank object so it can move and rotate correctely