Explode each other in ballistic tank-on-tank combat!
- arrows to aim turret, move tank, and select weapons
- x to change mode between aim/move/select
- z to fire when in aim mode
About the game:
I've spent the last two days working up something I've wanted to do for a long time: a little homage to the greatest competitive ballistics PC game ever made, Scorched Earth.
And so: Scorched 8!
Right now the basic game stuff is there: random terrain, gravity, wind, a variety of munitions, murdering your friends, bleep bloop sound effects, etc.
There's a lot more that could go in -- terrain style selection, tank shields, gravity for dirt, weapon buying at round/game start, war/death cries, etc -- but I'm pretty happy with this as a skeleton. There's enough there blow each other up with already, at least.
Yeah, there's basically zero balance work so far -- the wind at Breezy seems a little light, and on Strong and Gale is super hardcore. And the allocation of special weapons is pretty much pulled out of a hat.
That's one thing that I'd like to think about a little more -- how to make weapons selection stuff a little less fiddly. Limited buttons definitely creates an issue that Scorch with it's PC-centric whole-keyboard approach didn't have.
One thing I'm considering there is merging the Drive and Weapon Select modes so it's just a matter of toggling between Aim with power/thrust on u/d and l/r arrows, and Select/Drive with driving on l/r and weapon select on u/d. Makes for less cycling through boop boop boop every time you need to tweak something.
I should also keep showing the selected weapon even when not in weapon-selection mode -- maybe up in the UI as an icon, maybe hovering over the tank.
A deaths' head would be easy to add (sub-shells are just part of a shell's definition that for most of the weapons is set to 0 with the current complement), but stuff like napalm or rollers or drillers will require a bit of extra logic. I'll definitely give 'em a shot when I get the chance. Also want to add the whole shopping screen, though I think I'd better keep it a little minimal compared to the actual Scorched Earth complement and process, which was pretty dang silly and fiddly.
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