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Design document for:

Tank Battles
Shooter, artillery, arcade game

All work Copyright ©2015 by KovDimaY Production 


Written by Dmytro Kovalenko
Version #1.00

August, 2015

-1-
Table of Contents

TITLE PAGE .........................................................................................................................................1

GAME POSITIONING .........................................................................................................................4


Description .............................................................................................................................. 4
Genre ...................................................................................................................................... 4
Platform .................................................................................................................................. 4
Player Modes........................................................................................................................... 4
Time Interval ........................................................................................................................... 4
Audience ................................................................................................................................. 4
Rating ...................................................................................................................................... 4
Purpose ................................................................................................................................... 4
Competitive Analysis .............................................................................................................. 5
Worms (series) .................................................................................................................................5
Atomic Cannon ...............................................................................................................................6
Pocket Tanks ....................................................................................................................................6
Differentiation ......................................................................................................................... 6

GAME DESIGN.....................................................................................................................................7
Philosophy............................................................................................................................... 7
Backstory ................................................................................................................................ 7
Game World ........................................................................................................................... 8
Characters .............................................................................................................................. 8
Left Tank ..........................................................................................................................................8
Right Tank .......................................................................................................................................9
Mechanics/Rules ................................................................................................................... 10
Single player .................................................................................................................................. 10
Multiplayer .................................................................................................................................... 10
Challenges ............................................................................................................................. 11
Game Balance ....................................................................................................................... 11
Characteristics of the tanks ............................................................................................................ 11
Damage ......................................................................................................................................... 13
Artificial Intelligence...................................................................................................................... 13

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GAME OBJECTS ................................................................................................................................ 14
Tanks and Bullets .................................................................................................................. 14
Tree and Explosions .............................................................................................................. 14
Interface ................................................................................................................................ 15
Main Menu..................................................................................................................................... 15
Levels............................................................................................................................................. 16

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Game Positioning
Description
This game is very simple, but very fun to play. There are two modes in this game - single
player and for two players. The main goal is to destroy an opponent before he has destroyed you.
In case of a single player mode, role of the opponent plays simple but effective Artificial
Intelligence (AI) that makes this game interesting to play even for one player.

Genre
It is artillery - 2D shooter with some elements of turn-based strategy; a kind of arcade games.

Platform
Actually, I do not have any other platforms except Windows 7 (x86), so I make all my games
for Windows. I think it must run on any kind of Windows.
All packages such as XNA and .Net Frameworks are included in SetUp file.

Player modes
This game has two modes: “single-player” and “two players” modes. There is an enemy with
a simple AI in the “single player” mode.

Time interval
It is a real-time game if the “single player” mode is running, with some time delays for
reloading. But “two players” mode is turn-based, where player has 30 seconds to do his action
and after that his opponent has also 30 seconds to act.

Audience
This game will be interesting for all boys and men from 10 to 60 years old. Also, everybody
can use it to burn out some free time with fun and without difficulties and brain forcing to relieve
stress and tension.

Rating
I think this game can obtain «E10+» («Everyone 10 and
older») or even «E» («Everyone») because there is no any kind
of inappropriate or objectionable content. There are only
shootings and explosions, but all that is made in a cartoon style,
so there must not be any problems with that.

Purpose
This game was created to practice all programming knowledge that I learned in a course
"Beginning Game Programming with C#" (https://class.coursera.org/gameprogramming-002).
It is the third game that is done from my own scratch. It has my ideas, my graphic, my code,
my sounds (of course pictures and sounds were downloaded from the web, but I was searching
them, I have modified them using Photoshop and sound redactors and so on, while I get this
game completely done), etc.

-4-
Competitive Analysis
There are a lot of similar games on the web, but most of them seem to be made by people who
do not care about quality. Because art, balance, sounds, gameplay end etc. look and feel strange
and disgusted. But there are also similar games that are much more complex to make such game
by one person. Such games are hard to master for very old or very young people. In my game I
tried to take ideas and basic mechanics and make something very small and simple, but
interesting and high-quality at the same time.
Some of the most interesting of similar games can be found below:

Worms (series)
URL: https://en.wikipedia.org/wiki/Worms_(series)
Worms is a series of artillery strategy computer
games developed by British company Team17.
Players control a small platoon of worms across a
deformable landscape, battling other computer- or
player-controlled teams. The games feature bright
and humorous cartoon-style animation and a varied
arsenal of bizarre weapons.
Each player controls a team of several worms.
During the course of the game, players take turns
selecting one of their worms. They then use
whatever tools and weapons are available to attack
and kill the opponents' worms, thereby winning the
game. Worms may move around the terrain in a
variety of ways, normally by walking and jumping
but also by using particular tools such as the
"Bungee" and "Ninja Rope", to move to otherwise
inaccessible areas. Each turn is time-limited to
ensure that players do not hold up the game with excessive thinking or moving. The time limit
can be modified in some of the games in the Worms series.
The Worms series is particularly notable for its extensive variety of
weapons. With each new game that is released, new weapons are added,
though many were removed in the 3D versions for gameplay reasons. As a
result, the 2D series has accumulated 60 weapons, and the 3D series 40
weapons.
The weapons available in the game range from a standard timed
grenade and homing missiles to exploding sheep and the highly
destructive Banana Bomb (possible reference to the weapons in Gorillas
game), both of which have appeared in every Worms game so far. More
recently, the Worms series has seen weapons such as the iconic Holy
Hand Grenade, the Priceless Ming Vase and the Inflatable Scouser.
I think that this series is the best kind of artillery games. It is my dream
to create something as much grate as Worms.

-5-
Atomic Cannon
URL: http://www.isotope244.com/atomic_cannon_pocket.html
Atomic Cannon is a fun arcade game that is easy to learn but difficult to master. In this
strategic tank artillery duel you battle against computers or friends on 25 different landscapes.
Players take turns aiming and firing at each other with over 100 weapons of mass destruction
including nuclear bombs.
Player can blast an enemy with a vast array of
weapons. Some weapons create landmasses you can
use to your tactical advantage to hide behind as cover.
The arsenal is outfitted with numerous types of
weapons including guns, bombs, missiles, rockets, and
nukes.
The landscape is randomly generated each round
and can be destroyed in real time for real scorched
earth.

Pocket Tanks
URL: http://www.blitwise.com/ptanks.html
The point of Pocket Tanks is to use various
weapons to attack the other player's tank. Each
hit scores a certain amount of points, which
varies based on the weapon and proximity. At
the end of 10 volleys, the player with the
highest points wins.
The game features a fully destructible
environment, which allows player to put
themselves on pedestals, in tunnels, or
bunkers, allowing for the probability of
strategic play. Pocket Tanks supports weapon expansion packs, players can have up to 320
different weapons total. For the PC version, there are 30 Expansion Packs available to download
on the web page.
Network play was made available in the v1.3 release.

Differentiation
This game was created with only one encourager - fun. It does not have money as goal, so
developer is free to do what he want. Balance does not try to make player crazy and force to pay,
there are no annoying adverts and marketing offers. Nobody told me what and how I have to do,
it is my clear creativity, I have put my soul into this game. So I think it is main difference of this
game from commercial ones.
Also, I am very hard-working, accurate and attentive to details, so my game has very nice art,
sounds and does not have bugs and errors. My game is simple, but not boring because of well-
elaborated gameplay.
One more differentiation aspect is that game is simple enough to be understood by very young
or very old people so they can play together and have fun. Nowadays it is very important to have
time altogether in a big family, children and parents, grandparents and their grandchildren.

-6-
Game Design
Philosophy
We live in a world full of hate and violence. In humanity’s history, a huge number of wars
there was on the Earth, which killed an incredible number of people. Sometimes a war began
because of trivial reasons; sometimes the reason was significant. However, in most cases, behind
all the death and suffering of ordinary soldiers stood a several people who had the power to
compel to fight the whole state or country.
One of the most terrible wars occurred about 75 years ago. This war touched many countries,
but Ukraine (where I was born and raised), Belarus and Poland have been the most affected. This
war has the name The World War II. I've heard a lot about this war from my parents, teachers,
from people who were directly involved in the fighting. Every time I was scared to hear about
the nightmares, which people have gone through. It seems that people begin to forget that there
is no more terrible thing in the world than the war. This game is designed to remind about the
war and how did it look during those days.
The military music of those times, rich realistic sound of gunfire and explosions are used in this
game. Moreover, location's atmosphere coincides with the one that is usually described in the
books, in the movies and in the narratives of eyewitnesses. However, this game has not
constructed to show the horror of the war. Thus, the game briefly recalls about a war and at the
same time, it does not injure the child's psyche, making the game accessible to a wide range of
players.

Backstory
A long time ago, a military tank was able to make a difference. The weapon was not as
perfect as it is nowadays. Therefore, tanks were like a miracle and became one of the most
serious powers in battles. The most devastating battles were when tanks have clashed on the both
sides. Not surprisingly that the government of each of the fighting parts wanted to make the best
tank, which would be invincible.
The Americans played a special role in the Second World War. They were always trying to
prove their superiority in military affairs, but at the same time, they did not want to sully their
reputation by losing money and people. The United States actively developed their military
technology, while the Europe was gripped by the military action. One of the developed
technologies was a conception of the new military tanks. But it is not interested to test tanks at
the polygon: the developers would like to see their offspring in real combat conditions.
Therefore, Americans have secretly sent their latest developments to test their performance in
real combat conditions.
The same thing happened this day. Only one tank kept in a line in the German positions after
a devastating battle with Russians. The crew of the tank wanted to hide itself in a hurry in the
forest and wait for reinforcements from the allies. However, the American novelty, a great heavy
tank with unprecedented caliber of the barrel, which will officially be presented to the world
only a few years later, found the German tank and started a pursuit. When the Germans noticed
that there is only one tank that persecutes them and they do not have other places to escape and
hide, they decided to fight back. Let the duel of tanks begins...

-7-
Game World
It was 1942 of our real world, World War II was in full swing. Despite considerable losses,
Germany and its allies stopped a major Soviet offensive in central and southern Russia, keeping
most territorial gains they had achieved during the previous year. The Germans split Army
Group South into two groups: Army Group A advanced to the lower Don River and struck south-
east to the Caucasus, while Army Group B headed towards the Volga River. The Soviets decided
to make their stand at Stalingrad on the Volga.
The first Americans arrived in England in January - 'Over paid, over sexed and over here' as
the gripe went - and in North Africa Field Marshal Erwin Rommel's Afrika Korps began their
counter-offensive, capturing Tobruk in June.
In the Pacific, the Japanese continued their expansion into Borneo, Java and Sumatra. The
'unassailable' British fortress of Singapore fell rapidly in February, with around 25,000 prisoners
taken, many of whom would die in Japanese camps in the years to follow.
The second half of the year also saw a reversal of German fortunes. British forces under
Montgomery gained the initiative in North Africa at El Alamein, and Russian forces
counterattacked at Stalingrad. The news of mass murders of Jewish people by the Nazis reached
the Allies, and the US pledged to avenge these crimes.

Characters
Left Tank (T30 Heavy Tank)
The T30 was developed for the American Army
during the latter stages of World War 2 to counter
the appearance of German Army heavy tanks during
Nazi Germany's "last gasp" in 1945. The T30, along
with the similar T29, followed behind the T28 Super
Heavy Tank development. While the T28 was
essentially more akin to a self-propelled gun, the
T30 and T29 designs utilized a turreted layout and
were much lighter than their four-tracked forerunner
- however still heavily armed and armored.
The T30 made use of one of the largest guns ever fitted to an American tank - this being a
155mm T7 L/40 main gun. The main gun was fitted into a fully traversing turret protected by
slab sided surfaces with rounded edges, giving the entire tank a rather high, however necessary,
profile. The barrel was capped at the muzzle with a baffled muzzle brake to content with the
main gun's recoil.
The T30 weighed in at roughly 145,000lbs (72.5 tons). Her length was listed at 37 feet, 11.5
inches with a width of 12 feet, 5.5 inches and a height equal to 10 feet, 6 inches. A crew of six
would have managed her various critical stations on the battlefield had she ever gone into
production and operational service. These crew positions would have encompassed the tank
commander, driver, two loaders, a gunner and a bow machine gunner. The two loaders were
needed to operate and maintain the special loading function concerning the large 155mm
projectiles - each weighing in at 98lbs. One loader managed the integrated crane responsible for
maneuvering each shell into position while the other operated the rammer responsible for
moving the shell into the firing chamber. Armor protection across all facings of the tank ran from
25mm (0.98 inches) to 280mm (11 inches) in thickness.

-8-
Right Tank (Panzer IV)
The Panzerkampfwagen IV (PzKpfw IV),
commonly known as the Panzer IV, was a
German medium tank developed in the late
1930s and used extensively during the
Second World War. Its ordnance inventory
designation was Sd.Kfz. 161.
The Panzer IV was the most widely
manufactured German tank of the Second
World War, with some 8,500 built. The
Panzer IV was used as the base for many
other fighting vehicles, including the Sturmgeschütz IV assault gun, Jagdpanzer IV tank
destroyer, the Wirbelwind self-propelled anti-aircraft gun, and the Brummbär self-propelled gun.
The first mass-produced version of the Panzer IV was the Ausführung A in 1936. It was
powered by Maybach's HL 108TR, producing 250 PS (183.87 kW), and used the SGR 75
transmission with five forward gears and one reverse, achieving a maximum road speed of 31
kilometres per hour (19.26 mph). As main armament, the vehicle mounted the short-barreled,
howitzer-like 75 mm tank gun, which was a low-velocity weapon mainly designed to fire high-
explosive shells. The main weapon and coaxial machine gun were sighted with a
Turmzielfernrohr 5b optic while the hull machine gun was sighted with a Kugelzielfernrohr 2
optic. The Ausf. A was protected by 14.5 mm of steel armor on the front plate of the chassis, and
20 mm on the turret. This was only capable of stopping artillery fragments, small-arms fire, and
light anti-tank projectiles.
In April 1941, production of the Panzer IV Ausf. F
started. It featured 50 mm single-plate armor on the
turret and hull and a further increase in side armor to 30
mm. The weight of the vehicle was now 22.3 tones,
which required a corresponding modification of track
width from 380 to 400 mm to reduce ground pressure.
The wider tracks also facilitated the fitting of track shoe
"ice sprags", and the rear idler wheel and front sprocket
were modified. The designation Ausf. F was changed in
the meantime to Ausf. F1, after the distinct new model,
the Ausf. F2, appeared. A total of 471 Ausf. F tanks
were produced from April 1941 to March 1942.
The Panzer IV was originally intended to be used only on a limited scale, so initially Krupp
was its sole manufacturer. Prior to the Polish campaign, only 217 Panzer IVs were produced: 35
Ausf. A; 42 Ausf. B; and 140 Ausf. C; in 1941, production was extended to Vogtländische
Maschinenfabrik("VOMAG") (located in the city of Plauen) and the Nibelungenwerke in the
Austrian city of St. Valentin.
The Panzer IV was the only German tank to remain in both production and combat
throughout World War II and measured over the entire war it comprised 30% of the Wehrmacht's
total tank strength. Although in service by early 1939, in time for the occupation of
Czechoslovakia, at the start of the war the majority of German armor was made up of obsolete
Panzer Is and Panzer IIs. The Panzer I in particular had already proved inferior to Soviet tanks,
such as the T-26, during the Spanish Civil War.

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Mechanics / Rules
Single player mode
In the single game mode a player controls the left tank. Management of the tank consists of
the horizontal movements of the tank, changing the angle of the cannon and the force (the initial
velocity of the projectile). The tank is controlled by a keyboard, buttons and all the actions are
listed in the table below:
Action Key
Move left 
Move right 
Cannon up 
Cannon down 
Increase power E
Decrease power Q
Fire Space

 The tank on the right side is controlled by a computer using a set of simple algorithms, which
are similar to the simplest artificial intelligence.
 Both tanks have the same amount of lives. Some part of the amount is taken away, if the
projectile hits the tanks or explodes close to them.
 The purpose of the game is to destroy the opponent's tank before to run out of the own lives of
the player.
 Tanks can shoot constantly, but there is a delay (i.e., recharge), which takes 5 seconds for the
tank on the left hand side and 3 seconds for the tank on the right hand side.
 A tall tree is situated in the middle of the gaming area. The projectile supposed to fly over this
tree. This ensures the firing in an arc that makes the game more interesting.

Multiplayer mode
Users manipulate the both tanks in the multiplayer modes. The first player controls the tank
on the left hand side, and the second player controls the tank on the right. Management is consist
of horizontal movements of the tanks, changing the angle of the shotgun and the force (the initial
velocity of the projectile) exactly as in the single player mode. The tanks are controlled by a
keyboard, buttons and all the actions listed in the table below:
Action Player 1 (left) Player 2 (right)
Move left A 
Move right D 
Cannon up W 
Cannon down S 
Decrease power Q <
Increase power E >
Fire Left Ctrl Space

 Both tanks have the same amount of lives. Some part of the amount is taken away, if the
projectile hits the tanks or explodes close to them.
 The purpose of the game is to destroy the opponent's tank before to run out of the own lives of
the player.

- 10 -
 A tall tree is situated in the middle of the gaming area. The projectile supposed to fly over this
tree. This ensures the firing in an arc that makes the game more interesting.
 Players shoot one by one. Each turn is limited in the time and consists of two phases:
o The shot. It is allocated 15 seconds for this stage, which are shown and measured in the
middle of the screen, at the top, with the appropriate color. During the allotted time, the
player can move freely in his part of the playing field and change the angle and power of
the cannon. As soon as the shot has been done or the time is over, the second phase of the
turn begins.
o The movement. It is allocated 5 seconds for this stage, which also counted on the top
middle of the screen, but in white color. At this stage, the player can move and change only
the angle and force of the shotgun. Shooting at this stage is forbidden.
 The player who will act first is chosen randomly each time with the same probability.

Challenge
In the single player mode the main difficulty is that the enemy is constantly moving while
playing. It is allowed to shoot only once every five seconds and a projectile flies on the long
parabolic trajectory. All these features make hitting the opponent tank a difficult task. The key to
success in this mode is the ability to predict the position of the opponent in the play area and the
ability to accurate debug your tools (select the angle and a shot power). In addition, every
recharging takes a little bit more time for the player than for computer, so the number of shots of
the computer is bigger than for player. It is also necessary to be considered in a single player
mode.
In the multiplayer mode, the opponent does not move during your shot, it becomes easier to
get in the target. At the same time, the opponent can change its position after each shot, so hit the
target is still not a simple task. In order to successfully defeat an opponent in two-player mode,
one needs to learn high-precision targeting. During each 15 seconds, which come to the end very
quickly, it is needed to remember the previous hit and be able to correlate the configuration of
tools due to the current position of the opponent. Moreover, one needs to be able to change its
position on the playing field efficiently to make more difficulties for an opponent in his settings
of high-precision targeting.

Game balance
All values that are used in this game were generated by my own feelings, by multiple
playtests and by a feedback from my friends who tried to play it on the first stages of
development.

Characteristics of the Tanks


 Velocity: speed of tanks is one pixel per tick of the program. It is known, that in environment
that I am using to create this game (Visual C# + XNA 4.0 Framework) there 60 ticks in one
second, so in one second it can move through 60 pixels. The length of the playing area is 550
pixels, so it takes about 9 seconds to get from one border to another.

- 11 -
 Health Points: all tanks have 1,000 health points. Usually, it is enough to withstand 5 to 10
impacts. The average gaming session lasts from 2 to 5 minutes, since there is a recharge
between shots and, moreover, there is some period of time between the shot itself and the
possible impact on the opponent's tank.

 Angles: tilt angle of the cannon varies between 0 and 90


degrees, so that it is more or less similar to reality. To be
more precise, the minimum angle is equal to zero degrees,
which corresponds to the horizontal position of the cannon;
the maximum angle is slightly less than 90 degrees and
equals 1.5 radians, which corresponds to 85.9437 degrees.
The rate of changing of the angle after pressing the button
equals 0.3 radians per second, or 17,189 degrees per second. Thus, it is needed almost 5
seconds to change the angle of the cannon from one extreme value to another. The cannon is
moving independently with the tank, so one can save time by changing the slope of the
cannon while moving the tank.

 Power: This game has ten levels of power of the cannon. The current strength can be seen on
the display, which is located at the top of the screen at the corresponding side of the player.
By default, it is level 5. In the game, each level corresponds to an integer from 0 to 9. This
number is used in the formula to calculate the initial velocity of the bullet: = 0.3 +
∗ 0.02. When the initial flight speed of the projectile is known, flight coordinates are
calculated using simple formula from school for calculating the trajectory of the flight of the
body, which is thrown at an angle to the horizon without any resistance. The number 0.001 is
used as the coefficient g - acceleration of free fall in the game.

Picture Power Initial speed


0 0.3
1 0.32
2 0.34
3 0.36
4 0.38
5 0.4
6 0.42
7 0.44
8 0.46
9 0.48

- 12 -
Damage
The process of calculating damage is
implemented without using collision rectangles
and collision detections at all. Instead of using
these features, I use a horizontal coordinate of
the center of the tank and the distance from the
center to the point of explosion. After that, the
formula calculates the value of the damage and
subtracts it from the tank's health. If the
distance from the center to the point of
explosion is more than 80 pixels, the damage is
not applied to the explosion of the tank. Also, damage can be made to the player by his own
bullets, if the player gets them in his affected area. The method of calculating the damage
schematically describes in the picture above.
The maximum value of the damage from the exact hit is 240 units. The approximate
distribution of damage is written out in the table below:
Distance 80 70 60 50 40 30 20 10 0
Damage 0 30 60 90 120 180 180 210 240

Artificial Intelligence
The movements on the field are made as follows: every three seconds a computer randomly
selects the direction of movement of the tank (with the 50% probability to the left or to the right).
Once the direction is selected, the computer simulates the pressing of "move left" or "move
right" buttons respectively. After the next three seconds, the direction is selected again and the
tank continues to move in this new direction. Thus, most of the time the tank is in motion (except
when it stands on the edge of the playing area), making it difficult to access the target.

The angle and the power of the tank shot is selected depending on the position of the tank in
the playing area. With these settings, the tank supposed to be able to get to the target by shooting
above the tree. The playing area for the computer's tank conditionally divided into three parts.
The closer tank is to the player's zone, the greater angle is needed to prevent touching the tree. At
the same time, the power of the shot should be less to prevent flying of the projectile far beyond
the screen. Conversely, the same conclusions can be made, when the computer's tank is far away
from the player's tank. According to this principle a computer calculation of action were
conducted. The computer action is smooth and they fully simulate key presses. A variety of
computer's behavior also is given by the randomizer, which is used for choosing the power of
shots. All classifications can be seen in the table below:

Position
Angle Power
From To
601 800 45 5, 6, 7
801 1000 60 5, 6, 7
1001 1200 80 5, 6, 7

- 13 -
Game Objects
Tanks and Bullets
The game uses two-dimensional drawn pictures of tanks with side view. Images were found
in Google: Left tank at https://goo.gl/fGsdqc, right tank at https://goo.gl/Vm0O7E. In order to be
able to control the tank's cannon, the pictures have been divided into two parts: a separate tank
corps and a separate barrel. In order not to be seen that the barrel and the corps are separated
pictures, the barrel was extended to 10 pixels and was hidden behind the tank. In addition, the
angle of the barrel is limited within 90 degrees, which absolutely does not affect the gameplay,
but even makes it more efficient.

Tanks do not make any sound during the movement, as well as during the change of the angle
of the barrel. The only sound that they emit it is the sound of the shot. The sound of a real tank
shot, which was cut from the video with military exercises and processed in one of the sound
editors, was used for this purpose.

A fireball plays a role of a projectile, which flies out of the tank's


barrel. It was decided to use exactly this picture, because it is well
contrasted with a dark background, as well as because it allowed simplify
my computations by ignoring the angle and the rotation of the projectile
during his motion with parabolic curvature. Since the size of the projectile
is very small, there was no reason to bother about real pictures of tank
bullet. It makes no sense, because it will not be seen anyway.

Tree and Explosions


A tall tree is situated exactly in the middle of the gaming
area, which prevents the straight shots and ensures the firing in
an arc. This tree is an insurmountable obstacle for the projectile
that are ejected from the tank barrel. The projectile supposed to
fly over this tree. In case of getting into the tree, collision
rectangles does not coincide with the image, but it coincides
approximately with the outline of a tree trunk (shape of this
rectangle can be seen on the picture to the right) that provides
more realistic penetration into the wood. Thus, it seems that the
projectile flying through the branches, but it explodes after the contact with a solid trunk.

- 14 -
Also, there are two types of explosions in the game. Both of
them are very entertaining and smooth because the sequence of
frames contains sufficiently many pictures. Both explosions
carried out in half-realistic, half-cartoon style, which is very
suitable for this game. One of the explosions used when the
bullet hits the ground. It is a kind of vertical explosion, and
looks like a real explosion of tank shells, which fell into the
soft soil. We see the flash of fire that moves upward, then a
dark cloud of smoke and flying particles of a ground at the
base. Moreover, a specific sound of the explosion allows
hearing a sound of falling down of blasting pieces of rock or
ground. A sound of the explosion is very rich and pleasant,
that makes any player want to shoot repeatedly.

The second explosion is used when the bullet contacted


with the tree. The explosion itself has a round form without
dark smoke and pieces of land. This explosion also has a
different sound, without sounds of flying pieces of rock or
ground. Both explosions look very nice and perfectly suit
to the game.

Interface
Main Manu

Interface of the Main Menu of the game consists of three buttons and a background picture of
two tanks. A background picture was found in Google on the page: http://fishki.net/41807-tanki-
voennye-illjustracii-155-foto.html
Buttons of the menu are fully interactive, visually react for aiming and click. There are three
states (inaction, aiming, press), a visual display of these actions one can see at the picture at the
top right.
A melody from the song "Svyaschennaya voyna" (The Sacred War) was used as the
background music in the main menu.
Link to video: https://youtu.be/yCQ0V85qvi0;
Link to the information from Wikipedia: https://en.wikipedia.org/wiki/The_Sacred_War;

- 15 -
Levels

Interface of the level screen of the game consists of:


1) Playing area of the left tank
2) Playing area of the right tank
3) Impenetrable tree
4) Indicator of a shooting power of the left tank
5) Indicator of a health power of the left tank
6) Indicator of a health power of the right tank
7) Indicator of a shooting power of the right tank*
8) Timer*
* - it means that these interface elements are visible only in multiplayer mode.

Level's window looks the same in both modes (single player and multiplayer mode). It is a
green hilly plain where player can see the mountains in the mist as the background. The sky is
dark blue, as it happens sometime after the sunset but before getting dark.
A tall tree is located in the middle of the gaming area, which separates the two play areas of
different players and become an insurmountable obstacle for the projectile, which are ejected
from the tank barrel. It is also worth to note translucent clouds that are constantly moving in the
background from left to right, making the atmosphere more realistic and a little bit gloomy.
There are health indicators of each player at the top of the screen above the playing areas.
They do not contain any numerical information, rather they are conditional indication of
changing an amount of lives of each player. The left player indicator has green color and the
right one colored in yellow. These colors were selected for better contrast with a background and
with each other.
An indicator of a power of a shot is always situated under the indicator of the health and
shows the initial velocity of the projectile. This indicator is interactive and changes instantly
when the player press an appropriate button. In a case of a single game this indicator does not
displayed at the right side of the gaming area, because it controls the computer, which does not
need it. In multiplayer mode, the player at the right has this indicator. Two indicators are

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absolutely the same and only difference is in color. As an indicator of health, the player at the
left hand side has an indicator in a green color, and the right one has an indicator colored in
yellow.
The timer is displayed only in multiplayer mode and is designed to count down the time that
remains the player for moving. This indicator is situated in the middle of the top of the screen
and contains only two digits. The color of the timer corresponds to the color of the player, which
should play now. For example, if it is turn of the player on the left hand side, then the timer will
count down the seconds in green color. When the time for shooting has expired, the countdown
begins to change the locations. At this time, the timer color changes to white. Thereafter, when
the player on the right hand side starts, timer color changes to yellow. There are no needs for
such timer in the single player mode, because shots are not limited by the time (except for the
delay to recharge).
It was decided to use sounds of nature (like noise of the forest with singing birds) instead of
music. The volume of these effects is low enough to be focused on explosions and shots.

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