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A jam submission

Claws Of SteelView game page

Prototype vehicle controller (featuring a little bit of jank)
Submitted by xyz___z (@xyzzerxxx) — 2 days, 23 hours before the deadline
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Claws Of Steel's itch.io page

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Developer

Update: I've fixed most of those issues with the new .zip, including adding quality presets for people who have not-so-good PCs.

(+1)

https://www.twitch.tv/videos/2616331252

Funny russian labels. Astonishing level of detail on the tanks, damage model for shooting enemy tanks is impressive, but also feels a bit weird - tried shooting the missile storage on the back of the tank, only to have the projectile not go through.

But interior is amazing. Great stuff!

(1 edit) (+1)

Seeing the cartoon furry characters in a super-realistic tank interior made me laugh. The game looks really well made and I'm looking forward to playing a mission with enemies in it. I love the details of the tank such as being able to designate targets as the commander.

Submitted(+1)

Love the way the tank feels to romp around in, the spingyness of your gunner's view while you're driving around and getting jostled by the terrain feels really juicy. I really like the damage model you have, it's more similar to War Thunder or GHPC than just straight health bars, which is something that always irked me a bit in other tank games. The interior looks great, the sounds a good as well, and I like the gameplay friction that comes from you being the commander and not just a extratemporal being magically in control of all of the crew's functions. I also appreciate a lot of the functions on the tank being contextual buttons you can click around the interior- it's a little clunky to get used to as first, but you end up not having to memorize a shopping list of hotkeys to do stuff in the tank, and it's more immersive to boot, I found myself looking around the interior of the tank looking for the turnout buttons, almost like I was looking for the button to open the hatch lol.


Great stuff, looking forward to what comes next. Tankchads eating good this DD.

Submitted(+1)

Holy crap, so as somebody who has written multiple tank controllers I was so curious to see this one. It's a lot simpler than it looks (this is a good thing), but also really immersive by virtue of the "clunky" controls and having to do every command of consequence other than driving through the restrictive interior view. There's a lot of polish to smooth out bugs with going between all the different modes and views, but fundamentally this feels really solid as a lite tank sim. Below are my notes as I was playing the game:

- Holy crap what an interior
- Yeah the furry crew members are not for me, also you can look down and see your neck hole
- Not sure what I did, but after firing (I was looking into the sight, but then left the sight) I got the camera on the gunners position stuck and couldn't rotate it anymore after watching the reload mechanism. Switching the crew positions didn't restore the gunner camera control. Had to restart scene with Tab.
- Clicking to look at different optics is insanely cool, but some of the optics have a really obvious "render target" look to them. Some of that is going to come down to raw resolution, but there are some neat things you can do with shaders to make it look less "render targety". E.g. when not aligned, it gets blanked out and looks black.
- Hide body mesh only kinda works. Some characters become floating heads, others don't disappear at all
- The sounds are awesome.
- No way to turn out of the hatches?
- Movement with the tank always feels like my input is being interrupted. It might be all my different controllers conflicting? Re-ran the game with HIDHide. Seems better, but still juddery movement. Not sure what's causing that or if it's intentional (gear changes?), because turning in a tank is hard
- There's a big delay between WASD input and something happening, again not sure if intended or not, or what's causing it
- I mentioned this before, but there's something very wonky with how the wheel suspension looks. The wheels move backwards and forwards in a way that doesn't look natural.
- Movement of the track itself is great
- Visuals aside, the physics of the suspension feel great
- Antenna has motion! This is very good! Very important!
- Voices should default to on, unless I accidentally turned it off without noticing?
- Oh, so that's where the delay in movements was coming from. That was issuing move orders from the TC. 
- Okay this explains a lot. I switched to the drivers position and driving is now much faster. It's also really cool seeing the animations of the brakes and pedals, this is explaining a lot about the movement to me.
- Still sad I can't seem to turn out
- Oh wow the War Thunder X-Ray camera, that must have been a lot of work
- Not sure what's happening but I keep putting the camera in a weird way where it won't rotate
- Ordering turret rotations and fire commands from the TC position seems the most reliable way to move the turret. In the gunners seat the turret doesn't seem to move vertically anymore?
- Thinking about it, there's actually very few controls in here, which I like a lot. It looks a lot more complicated than it is, and instead the mechanics of ordering things around as the TC with kind of awkward equipment goes a long way in making this feel very simmy and immersive
- No coax gun?
- The hit effects on the Abrams are so cool, with the engine burning and then the ammo cooking off through the blowout door
- Definitely looks like some kind of "compression" going on with the rounds with regards to their speeds and drop. Not a problem, it keeps tank combat shorter ranged and more interesting, just a note.
- God damn the animation for the shell reloading
- I don't know if there's actually an ammo count, since there's no display I could find for one.
- I keep wanting to point at something as the TC and then tell the driver to move to that position
- Third person rotation controls interfere with the TC pointing command
- The little caps getting thrown out the back when firing is so fun
Submitted(+1)

I don't into tank sims, but this was a fun experience. Well, after I realized I just had to use the commander. I found it also made more sense after activating the voice lines, adds context to the slightly unresponsive actions. And the way it's made, I feel like this would work better as a co-op experience.

I wasn't a fan of having to press a button to then be able to press the floating UI, but regardless having a free look is neat. Movement felt not so nice, doesn't help the terrain is terribly bumpy. And the shot cam was cool, though it'd be more informative if it also displayed the state of the armor plating(if that's a mechanic).

Keep up the good work, hopefully there's more gameplay next time.

Submitted(+1)

Obviously a very barebones prototype but i really like the depth of simulation both in the tank and when hitting enemy tanks. One thing i'll say is i did not expect the tank to flip around so easily when running into the pile of boxes. whatever the physics settings are there should probably be changed to prevent the tank from flipping over like a GTA car lol

Submitted(+1)

Early build so not too much to say. Please add some basic options for general volume and FPS limiting next time.

Seems a little clunky to individually control crewmen I don't see why the player would need to play anyone other than the commander. 
Having to use the cursor is an unnecessary extra step every time you want to take an action. A "look at a prompt and press the use button" system would be much smoother.

Looking forward to seeing how a proper mission plays. 

Submitted (1 edit) (+1)

tnak go boom!!

i dig it. only thoughts are the tank turning controls are weird in a way i dont like

i get that it's early but ill still explain:


EDIT: player error. i was playing as the commander and not the driver. working as intended!

there's a turning threshold - tapping A/D does nothing, but holding either will do nothing for about 0.5 seconds, at which point the tank begins to turn. i get that tanks are heavy and fat and slow to turn - but in this case it feels like an input is being ignored, and when the threshold passes (you held a key long enough) - you suddenly turn much faster than anticipated. i don't know shit about how tanks should move, i just thought that was kinda weird and sluggish (in a 'no control responsiveness' kind of way)

keep it up!