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Pizzamamamia

2
Posts
A member registered Oct 26, 2025

Recent community posts

based answer

Sooo.... lets begin with this comment just to set the background 

- Concept : perfect (for my taste and I assume for most military nerd that will eventually have this game in their feeds in youtube)

Execution : great for alpha

honestly I understand your struggles as a fellow game nerd who have gone through the pain of developing game that the alpha being this well built is quite an achievement. Great job mate!


Suggestions : 


AI

make the pathfinding just recognize the buildings as an immovable obstacle and make it pass through the breakable obstacles such as the trucks and debries : this game, expecially in the large map will require the pathfinder to go through alot of things on the road, which if it was not clustered with building, has also moveable objects such as trucks. 

It this was only the case, then the rockets given to the player is awsome and would not be a complaint, however, as the game progresses, the inclusion of dead tanks also become obstacles, which at the update 0.C, is not considered as a debrie according to the pathfinder. 

There are too many things that the pathfinder has to consider which makes the travel process a stress to manage even with the free draw mechanism

1. Make tank corpses registered as same as building as an obstacle that the pathfinder has to go around 

2. Make the breakable objects just invisible to the pathfinder: The struggle to make a formation with free draw or individual designation is a pain (However, if this is gonna be a mechanism, then I understand as the need for freedraw is quite crucial with the current state of the pathfinder)


Formations

One of the most interesting thing about this game is the importance of how the tank is with the other tanks. When I was starting to play the tutorial, I honestly thought the formations are just gonna be same as other RTS games, expecially CoH2, like how the front of the armour is stronger than the side (duh). However, I really appriciate the effort to make the tank really modular (includuing subtle jokes for each of the equipments was quite nice to read), but the inclusion of such stats for each part of the tank makes the importance of formation as high as fps games such as WOT or War thunder, which purely relies on the variety of tank structures and how those structures interact witht the environment. 

I would honestly recommend honing in the aspect with how the user interats with the formations not only for the platoon, but individual tanks in general as currently tank formations are formed from a predetermined condition tracker given to the AI

1. make a UI which shows the formation for the designated tank(s) permanently on the corner of the screen where the user can see and controle the designated unit(s) more percisely (zoomed in)

2. A formation maker for the user where the player can designate the formation of tank(s) when moving/in battle (I dont know which layer in the game this setting should be but I would suggest that it be with the unit maker)


Bug found: 

1. a tank does not shoot due to the barrel of the tank being stuck on a position and the setting being permanent - right click did not work (had to reset the game) 

couldn't replicated but it had to do something with shooting rockets and giving too many commands

2. Also had a bug where doing something with the keyboard and moving quickly though different UI levels to and from the unit module editior somehow got me two equipment on the same box. (I don't know how)


Mate, your game looks awsome in the current edition. I am quite sure that you have many ideas for your game already that you want to implement in the future and I am all for it. I wish my suggestions are at least not boring to read. If you came all the way down here have a good day mate.