The game primarily featured projectile-based combat, which often led to engagements taking place at long range. While this element worked well, the team sought additional moments that encouraged players to engage in close proximity.
Action
A boost mechanic was already in place, allowing a tank to accelerate for a short burst of time. The team explored repurposing this feature as a collision-based attack, enabling damage to be dealt upon impact. To support this concept, an artist added a front-mounted mesh resembling a blade on a snow plow, visually signalling its function as a tool for pushing obstacles or opponents aside. This is demonstrated in the image illustrated above.
Result
Playtesting showed that the adapted boost mechanic felt natural to use and created a heightened sense of excitement during close encounters. This change successfully encouraged more direct combat and intensified player interactions.
The team initially planned to display player names above tanks during battles. However, this became impractical due to time limitations. A suitable alternative was needed, as competitive games often rely on clear player identification.
Action
Rather than entering names manually, each player was assigned a distinct shape displayed above their vehicle. This allowed others to quickly recognise which tank belonged to each competitor.
Result
Although the sense of recognition was not as immediate as seeing a name, the system proved to be an effective compromise. Players began referring to each other by their icon during matches, often using this as part of playful taunting. Once the match concluded, they would connect each icon to its respective driver to discuss the outcome.
In the early development phase, there was uncertainty over whether omnidirectional movement was best suited for a hover tank. Many successful vehicle combat titles, such as Vigilante 8, relied on forward acceleration as the primary method of movement. A practical approach was needed to determine which system would provide the most engaging experience.
Action
The Unreal Engine 4 default drivable car asset was modified to create both directional and omnidirectional movement options. Its visibility was disabled, and a tank mesh was placed over it, as shown in the image above. This was done to avoid personal bias. Playtesters tried both versions to evaluate how each felt.
Result
Omnidirectional became the preferred option because it closely mimicked how a real tank moves in its environment. It was also much easier to manoeuvre compared to directional movement. Players reported that while controlling the vehicle with the car controls, they often passed opponents too quickly, requiring long turns to reposition themselves, which interrupted the flow of combat.
At times, players had difficulty locating one another. The team needed to develop a method to help players find each other more easily.
Action
One designer proposed adding a trail of light that emitted from the rear of each vehicle and gradually faded over time. The team reviewed the idea and approved it, as it was simple to implement and could potentially solve the problem.
Result
Players quickly learned to follow the vibrant light trails within the level, which guided them toward opponents. The mechanic was easily understood and effective.
A heavy tank was planned for the final version of the game. The three-dimensional art asset was complete and there were recorded lines of dialogue for the vehicle’s artificial intelligence voice. However, due to its awkward shape, collision issues arose when moving it around the level. The team needed to decide whether it could be adjusted to stay in the game or if it should be removed entirely.
Action
The team held an open discussion. It was concluded that refining the tank’s movement mechanics and adjusting gameplay balance would take too much time, which was better spent polishing the existing light and medium class vehicles. Removing the heavy tank was deemed the best option. As a compromise, pictures of the asset and the recorded dialogue were included in the Extras section of the front-end interface to acknowledge the work completed.
Result
More time was dedicated to improving the existing tank classes. The medium tank was redesigned to serve as the heavy class, contrasting with the lightweight vehicle that already existed. The Extras section in the front-end interface gained notoriety during the project’s reveal at Vancouver Film School’s Pitch + Play presentation, as it showcased interesting pieces of information about the game’s development.