Tanx Post

Last For-Class Release Binary

(Meaningful change:  Level/Player Select)

The plan for Tanx has always been to create a fast paced kinetic game that is easy to pick up.  I have a great fondness for physics and find that simple physical interactions can be incredibly pleasing.  There is a subtle joy in being able to knock something around.  In my opinion, there is an even greater joy in knocking your friend around.  The goal was to make a game that players could intuit naturally based on prior knowledge of physics, but that a thinking player could excel based on knowledge and manipulation of the physics system.

Generally, I spend a longer than average time in pre-production, trying to set up systems that allow for easy expansion.  I think as a result of this, I have created several socketable components that I can (and am currently) using in other projects, but the overall pace of the project suffered.

Right

  • The physical interaction went well.  The kinetic feel of the game is about exactly what I was hoping for.
  • The systems I put in place, and the little helper classes I developed, such as the Quaternal Smoother, and the Particle Manager have been useful in several different applications now.
  • XML levels/Projectiles/Weapons allow for fairly quick editing of content.

Wrong

  • I didn’t go all-the-way on the XML serialization, and some things still need to be referenced in the game code, making it not truly expandable through content.
  • No Level editor means that levels are fairly mathematical.
  • The slow-start lead to a less-polished game than would have been ideal

In retrospect, some choices I made to do things “correctly” may have taken longer than just getting them done.  In the context of a deadline, the result is a less finished product than could have otherwise been achieved.  As a base for future projects, however, I feel like this game has been a very worthwhile effort.

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