Wow cant wait to play this game!
Joe
We’re still hard at work on implementing the combat part of Diesel Tactics (the ‘game’ part of the game!), but here’s a new splash screen for T-Go Co Games!
Also, this is the icon we’re currently working on. What do you guys think?
Thanks!
We’ve finally got the first rendered backgrounds implemented in Diesel Tactics, as well as the different mission types all up and running!
We plan on having the ground of our maps actually being composed of individual grid squares each with their own terrain image combined to create the ‘floor’ for the units, so don’t worry about the current look of ground itself!
So with that in mind, here’s how starting deployment looks like in Diesel Tactics:
Here are some images of some deployed troops. I’ll mention that the units aren’t quite finalized yet and they aren’t at their final scales!
These are what the models for the terrain pieces in the cityscape map look like:
Here are the same kinds of terrain in the snowy forest map:
The ammo depot with the flag is a mission objective, the trees making the copse are light cover, the tree stump is impassable terrain, and the snow covered metal tent is heavy cover!
What do you guys think?
The maps are all implemented now (though the art is not finalized!) and most of the terrain elements have been made, so we’re down tweaking scales and textures now, but almost all of the art and animation is done!
Again, the textures are not finished (especially the floor texture!), but I wanted to share some in game shots with everyone. Also note that the unit scales are not final and the units will be bigger and more spaced out in the final build!
These two images are of the same game with troops in (roughly) the same position, with the camera at different angles. I think that units moved under cover (like the motorcycle here) look really cool and make it obvious they are in cover!
Here’s a similar unit layout with the camera pulled back. The ‘Move Your Units’ sign pops up at the start of the movement phase.
Finally, here’s a look at moving the HT-A4 “Big Willie” Heavy Armour unit. The visuals for highlighting tiles is going to change as well, but here we’re showing invalid spaces in red, normal move spaces in blue, cover spaces in yellow, and run moves in purple with double arrows.
Let me know what you guys think!