russian350

Tank Time - A 3D Board Game

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       Tank Time will be an orthographic turn-based strategy game, making use of both cards and units. Players will be able to play units and cards over the course of a turn to achieve victory, which is defined differently based on the game mode. Total elimination of all opponents will always result in victory.

       This is based on a physical board game I helped design a few years ago. Now I'm writing it as a playable video game. I will be making weekly updates to this thread on my progress in the game creation once I begin actual development. Advice, feedback, and any assistance you can offer would be much appreciated. I will be publishing this to Mac and Windows at the very least. As I currently have no concept art or basic design created, I can't post any teaser images or footage, but I will have some up by the time I begin actual development.

       I'll be using Unreal Engine's blueprint system to do my work and any advice pertaining to it is more than welcome.

 

       Thanks!

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Here's my progress thus far:

       I began building some of the basic functionalities of the game. I initially ran into myriad difficulties as it's been nearly two years since I touched Unreal Engine. Most of the time between September 14 and now was spent relearning the program. I was able to find most of the image files used for the original board game, which greatly reduced my workload.

       I also created a few boards using pieces of the original board file (kind of lazy I know, but it was there and it'll do for now).

638a4e193ee57_2022-11-0313-06-59_Moment(3).jpg.ec150bc15efb6ccf5de3ebc237d6d963.jpg 638a4dc507e72_Screenshot(13).png.c425c258813f93e0408b8d6c1adf0b56.png638a4dc568bf8_Screenshot(14).png.696aa0444c6de7296283327ddfe1d838.png

Above are the pieces I used, along with the maps I created using them.

 

Below are some of the cards used in the game. My next step will be creating the card mesh and the map meshes so they can be implemented into the game. My goal is to have those meshes and the basic functionality done before Christmas if possible so I can get to fine-tuning the program, fleshing out the UI, adding animations, and creating menus after the new year.

638a4a91c8625_CorelDRAWBoardGame-TankCards(Back).jpg.40a223f1141c82ff91e87a93d8c8a55c.jpg638a4c66a4c26_Attack(Red).jpg.22a0847cfc597ae7dbfd11bc91070736.jpg638a4c689e501_DefenseCardBack.jpg.d5eb29d92b02183c2c7edaeea9f15880.jpg

638a4a914f4ba_CorelDRAWBoardGame-TankCard1.jpg.f9def6f40f66333968f2dabefe8b0ca9.jpg638a4c679b0ee_BasicAttackCard6.jpg.7a08bc289f6d68aedf7565c0c83e1aac.jpgBackfire.jpg.722979b02210494c629167ff1f124ddd.jpg638a4c6928fb0_MissedShot.jpg.fcab9a2e772ae844f6601a10a1a0ac50.jpg

 

 

As I don't know the program as well as I'd like, I'm still more than grateful for any help anyone is willing to send my way. Please, if you have any advice pertaining to Unreal Engine or general modeling tips, they would be much appreciated and I will most likely use them.

 

Thanks again, and I hope to be posting much more regularly now that I've got some movement going on this project.

 

 

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Quick Update:

       I've been working on some of the gameplay features and I finished the main menu and game creation. I've been stuck on card display issues (i.e. making it possible for the player to look at and read their cards) but can't seem to get Unreal to cooperate. Below are pictures of the main menu and my code for the card movements. Again, any help would be greatly appreciated.

MainMenuScreenshot.thumb.png.1bbd0a6ad03e8f67b3544ef1b0a37cb8.png

The Main Menu

CardAttackWorking.thumb.png.ffef7b447934bb09acf7aebb7fb99eaa.png

This runs when each card is spawned. It has thus far worked perfectly.

CardAttackNotWorking.thumb.png.65072cf90276934291098b01175ff3d8.png

This is supposed to run when a player clicks a card that has spawned. It hasn't been called because of some error in the player blueprint.

PlayerBlueprint.png.68d1c9f007bbe19703a08c4eb9b2de57.png

This is where all my problems have been happening.

CastAll.thumb.png.83ea921a1d6b1956f234d7c2359bf5d7.png

This is what the Cast To All Attack Children node does.

The Player blueprint creates a line trace from the mouse straight down when the player clicks. The hit results from this line trace are used to determine what action to perform, so in theory, the card that was clicked should move to a new position (which it does not do) when the player clicks it.

 

I really don't know how to fix this problem and any help would be very much appreciated. Thanks for reading this post and sorry I'm so late in adding to this thread.

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