I’ve recently added checkpoints spaced out between the rooms of the level. This allows players to move around more quickly during the later parts of the level when they are trying to complete objectives before fighting a boss.
This is more gameplay footage from TankShot Commandos. Currently I’m working on cleaning up the project repository, upgrading models and graphics, and adding the player classes. In addition, the player inventory now stores items on the server and pulls them down, allowing the player to choose what weapons to use when they get in the game.
This is the MIRV rocket. It’s an equipment item that goes up in the air over where the player clicks, and then splits into multiple rockets that rain down simultaneously.
This is the plasma shot, it moves at high speed, and does large amounts of damage, but takes a long time to recharge in between shots.
This is the first building that I’ve implemented in the Unity 5 version of TankShot. The tank factory creates basic rocket tanks every 10 seconds.
This is an AI tank that runs around trying to burn you with a flamethrower.
I’ve been doing quite a bit of work on the UI for TankShot, here is an example. This is the current incarnation of the title screen.
This is an example of a door that has been blocked by an obstacle that requires a key to get through. The color of the door corresponds to the key needed to open it.