[WiP] [Gameplay Mod] Micro Tank (2023 edition)

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[]Dot
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Joined: Thu Nov 05, 2020 12:43 pm

[WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by []Dot »

Here is my old gameplay mod from 2016... I decided finally to resurrect this project with much more improved code, getting rid of old and janky ACS+Decorate code and replacing everything with ZScript only since I have much more experience with ZScript then I did before. Also over time I will remaster all of the assets with better looking models and textures including PBR materials so that the models look even better. I just started working it once more after 3 years of inactivity, so I need some more time before I can showcase the good stuff.

<Description>
You're crewing a miniaturized tank... And the reason for that is unknown. All you know is you are stuck somewhere in a unknown territory full of hostile monsters and demons and your only goal is to survive their dangerous encounter. However despite being miniaturized you still retain your full power for a mythical reason which allows you to face on the dangerous monsters and demons, now grab your helmet and start the engine.

<Screenshots>
https://imgur.com/a/9WMDVVu
Video: https://www.youtube.com/watch?v=rB_eqin0ukY (made by The AndroidFerret)

<Download Link>
Version 1 (2023) (Stable): https://drive.google.com/file/d/1tWcTyu ... drive_link
Git Version (Unstable): https://gitgud.io/komet/micro-tank/-/tree/master/PK3

<Features>
-New and rewritten ZScript Shop Menu
The new ZScript shop menu that I have written contains much less bug and is much easier to expand over, as over time I create new assets so the shop menu will grow also.
-Working Turrets
I used Brutal Doom tank code for this.
-Different Ammunition types
You can load up APHE, HE and APCR rounds for against a variety of soft and hard targets.
-Basic resource system
All items are replaced by ore which is converted to credits. All credits are permanently saved so you will not lose your credit looting progress.

<TODO>
-Remastering all the new models with better looking ones
This is a long and tedious process. Over time I will make new ones and replace the 2016 versions.
-New weapons
I will spend great amount of time on this, I prefer quantity over quality but that doesn't mean that quality will suffer greatly. It just takes me longer time to introduce new weapons. As I work on the code and on the assets.
-New and remastered ammunition types
I will look over my old ammo and projectiles code and remaster them.
-Permament Upgrades
I need a feature where I can save much more types of variables into a YAML or any other data file format in order to add this feature. So that I can have a light RPG element into my mod.
Last edited by []Dot on Fri Aug 11, 2023 2:02 am, edited 3 times in total.
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Dr_Cosmobyte
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by Dr_Cosmobyte »

This seems interesting. Do you have any screenshots or gameplay videos to showcase it?
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[]Dot
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by []Dot »

Dr_Cosmobyte wrote: Thu Aug 10, 2023 9:56 pm This seems interesting. Do you have any screenshots or gameplay videos to showcase it?
Done. Will upload more screenshots soon.
Starman the Blaziken
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by Starman the Blaziken »

I think I will see how this mod plays more, but I do like the model usage as far as I have played a bit for.

But a big I want to report on for now is the lack of proper HUD sizing, as I play with a larger HUD size and the main HUD for the mod gets a bit too big for it. Maybe the mod could make use of the other binds GZDoom uses like the zoom, reload and all that seeing that this mod has a bit of a handful use of binds to fit them all comfortably.
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[]Dot
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by []Dot »

Starman the Blaziken wrote: Fri Aug 11, 2023 11:47 am But a big I want to report on for now is the lack of proper HUD sizing, as I play with a larger HUD size and the main HUD for the mod gets a bit too big for it. Maybe the mod could make use of the other binds GZDoom uses like the zoom, reload and all that seeing that this mod has a bit of a handful use of binds to fit them all comfortably.
I have already a new ZScript HUD code which may work better but I don't own any other monitors to test my new HUD with, so I may have to fix it. I am in the process to fix the code first and doing some polishment of existing content before adding new ones.
Starman the Blaziken
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by Starman the Blaziken »

[]Dot wrote: Fri Aug 11, 2023 4:11 pm
Starman the Blaziken wrote: Fri Aug 11, 2023 11:47 am But a big I want to report on for now is the lack of proper HUD sizing, as I play with a larger HUD size and the main HUD for the mod gets a bit too big for it. Maybe the mod could make use of the other binds GZDoom uses like the zoom, reload and all that seeing that this mod has a bit of a handful use of binds to fit them all comfortably.
I have already a new ZScript HUD code which may work better but I don't own any other monitors to test my new HUD with, so I may have to fix it. I am in the process to fix the code first and doing some polishment of existing content before adding new ones.
Alright. I will let you know if it is improved between both by then when it comes out. Also I like the goofy use of Freedoom Guy's head with the helmet on. :)
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[]Dot
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by []Dot »

Starman the Blaziken wrote: Fri Aug 11, 2023 8:01 pm Alright. I will let you know if it is improved between both by then when it comes out. Also I like the goofy use of Freedoom Guy's head with the helmet on. :)
I have some personal issues to take care of first, which limits my time on how much I can work on this mod but I can guarantee this mod will be supported again, for at very least when it comes to bugs. When somebody makes a bug report I will note it and fix it as soon as possible.

>Keybinds
Once I merged my other GZDoom weapon mod code into Micro Tank codebase I will need to do some serious code cleanup first before I start working more, because I want to make sure my code is readable. Then I will look if I can make some more GUI stuff that aid's the player, I need to still learn if I can code the GUI so that it supports the mouse too instead of being keyboard only, so then I can start simplifing the controls more without having to cut back on features because I already cut away 2 big features of this mod, which is structure building, ore mining and bridge building.

>Features
So there is instead ore drops and ore item replacements instead of having to do manual work of ore collection, morphing to marine to make sure the maps are 100% playable in theory, and no structure building because it didn't added anything to gameplay and Doom is really not the game to add features similar to Battlezone or Uprising. Instead of adding more features I will focus more on making the quality both code wise and model asset wise much higher than I ever did before. This takes time but it's worth it.

>Freedom guy sprite
A guy named Velgar if I remember it right did the sprite edit for me.
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Leon_Portier
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by Leon_Portier »

Very nice, can't wait to see the full version!
EmotionalWizard
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Re: [WiP] [Gameplay Mod] Micro Tank (2023 edition)

Post by EmotionalWizard »

Pretty good mod! Only issue is that I don't know how to perform repairs. I could beat the first map of Sunder like this, but by the end of it, I was down to 700 HP.

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