The maps are all implemented now (though the art is not finalized!) and most of the terrain elements have been made, so we’re down tweaking scales and textures now, but almost all of the art and animation is done!

Again, the textures are not finished (especially the floor texture!), but I wanted to share some in game shots with everyone.  Also note that the unit scales are not final and the units will be bigger and more spaced out in the final build!

These two images are of the same game with troops in (roughly) the same position, with the camera at different angles.  I think that units moved under cover (like the motorcycle here) look really cool and make it obvious they are in cover!

Here’s a similar unit layout with the camera pulled back.  The ‘Move Your Units’ sign pops up at the start of the movement phase.

Finally, here’s a look at moving the HT-A4 “Big Willie” Heavy Armour unit.  The visuals for highlighting tiles is going to change as well, but here we’re showing invalid spaces in red, normal move spaces in blue, difficult terrain is in yellow, and run moves in purple with double arrows.

Let me know what you guys think!

We’ve finally got the first rendered backgrounds implemented in Diesel Tactics, as well as the different mission types all up and running!

We plan on having the ground of our maps actually being composed of individual grid squares each with their own terrain image combined to create the ‘floor’ for the units, so don’t worry about the current look of ground itself!

So with that in mind, here’s how starting deployment looks like in Diesel Tactics:

Cityscape Deployment Zone

Here are some images of some deployed troops.  I’ll mention that the units aren’t quite finalized yet and they aren’t at their final scales!

Cityscape Deployed Clockwork Wasp

Cityscape Deployed Big Willie

These are what the models for the terrain pieces in the cityscape map look like:

Cityscape Terrain Pieces

Here are the same kinds of terrain in the snowy forest map:

Snowy Forest Terrain Pieces

The ammo depot with the flag is a mission objective, the trees making the copse are light cover, the tree stump is impassable terrain, and the snow covered metal tent is heavy cover!

What do you guys think?

We’ve updated our Diesel Tactics galleries with a new ‘Icon Concepts’ gallery!  It has all of our concept and WIP images for the icon we will be using for Diesel Tactics on mobile devices.  You can see the full gallery here!

 

Here’s the current front-runner:

 

Icon Concept (Higher Res)

Icon Concept (Higher Res)

 

We’ve also made a new splash screen for T-Go Co Games for Diesel Tactics with a slightly rusty/steampunk look to it!

 

T-Go Co Splash Screen for Diesel Tactics

 

For a while now we’ve been implementing and testing Diesel Tactics combat on a featureless grid board, seemingly floating in a sea of grey nothingness.  Now, as awesome as the gameplay itself is, it can be a little off putting to see these unit models looking better and better while the world they live in remains the same strange, barren battlefield!  Well, technically we have been using plain cylinders of differing heights to represent different terrain types, but even that fails to spice up the battle screen!

 

Finally, we’ve had time to get to work on the game’s backgrounds and terrain objects, and a lot of it already looks really good!  It adds a lot to the game to get a feeling of where you are fighting and what you are fighting for, so it’s great to start seeing the world that I’ve been picturing in my head for these many months finally come to life!

 

You can see the everything that we’ve made so far in the Diesel Tactics Maps WIP Gallery, though as the name suggests everything is still a work in progress.

 

Here’s a couple samples for you to check out:

 

Cityscape WIP

Cityscape WIP

 

Factory Terrain Objects

Factory Terrain Objects

We’ve finished up the last of the unit animations today and here’s the animation reel of our final unit, the Jagdpanzer “Wolfsspinne” (aka The Spider Tank)!

We’re working on the backgrounds and cover elements now, which are thankfully static elements so they shouldn’t take us as long to do!

We have some more smaller things to do art-wise (like mission objectives and weapon effects), but we’re getting very close to having a pretty looking game!

We’re very close to being in beta now, with the game being playable but not quite all the game elements in place, so I’m hoping we can have some in game videos soon!  I just don’t want to show the game off with so much placeholder art!

Hey everyone!

 

We’ve put together some images of the units from Diesel Tactics on a gridded board to give you an idea of the scale of the units compared to one another and roughly compared to the board.

 

Here’s our first take at the scales:

 

Diesel Tactics Unit Scales

First Attempt at Scaling the Models

 

Based on feedback from social media and forums we slightly increased the size of the Jagdpanzer “Wolfsspinne” (the Spider Tank) and slightly reduced the scale of the Streitwagen-Kommando (motorcycle) units.  Note that in both images the motorcycle rider and passenger have not actually been positioned, so that’s why it looks slightly odd!

 

The updated scales:

 

Updated Streitwagen-Kommando and Jagdpanzer "Wolfsspinne" Scales

Updated Streitwagen-Kommando and Jagdpanzer “Wolfsspinne” Scales

 

 

I think these guys looking great and the scale seems just about right to me.  What do you guys think of all the units?

Hey everyone,

We’ve got another unit animation video reel from our animator Germán Gaussmann for you guys today!

This time the video is of the Clockwork Wasp vehicle from the Usonian army. This helicopter (or sometimes called ‘heliclawpter’ due to it’s hanging claw that snatches units up from the battlefield!) can zoom around the battlefield ignoring terrain effects and enemy units to engage whatever target it pleases!

Armed with twin-linked heavy machine guns, this unit is simply devastating to enemy infantry! In close combat it’s also capable of fighting back with it’s massive claw that can pick up and crush hostile soldiers in it’s pincers!

Mobility and firepower, these machines are available in limited quantities, but effective use of them can determine the outcome of an engagement!

Check out the Clockwork Wasp in action!

Hey everyone,

Germán Gaussmann, the amazing animator for Diesel Tactics, has put together a sweet animation reel for the Conveyable Matter Liquefier Specialists unit from the Usonian army and I’m showing it off today!

These guys are a particularly devastating offensive unit against other infantry squads because their flamethrower attack hits all members of the enemy unit!  Most units have 3 squad members, and generally when a unit makes an attack they get just the one attack, but these soldiers get one attack per enemy squad member!

For example, if an enemy unit has a full complement of 3 soldiers, and the Conveyable Matter Liquefier Specialists have all 3 members alive as well, they would make 9 attacks against their opponent!

We’re considering changing this system a little though, and any feedback you guys might have would be great!

Okay here’s what we’re currently doing: squad of 3 attacks squad of 3 results in 9 attacks, just like I described above.

What we’re thinking of doing: squad of 3 attacks squad of 3 results in 3 attacks on each enemy squad member individually.  What I mean here is that we don’t just pool the attacks and remove that number of enemies, but instead check to see if any given member is killed.

Here’s an example of what I’m talking about: if you use the current system and make 9 attacks and the last 3 attacks result in a kill, then all three enemies are killed.  If you divide up the attacks and the last 3 attacks result in a kill, then only one enemy is killed since those attacks were all specifically against the last enemy squad member.

To show the difference, let’s say each attack has 25% chance to kill enemy squad member.

Version 1 with 9 attacks results in 2.25 deaths on average.

Version 2 has a 64% chance of killing any 1 enemy unit member.

The odds of killing exactly 1 would be about 25%, the odds of killing exactly 2 would be roughly 44%, and the odds of killing all 3 would be 26.2%.

Finally, the odds of killing no one would be about 4.66%.

The math:

Odds of killing any given enemy: (1/4) + (3/4)*(1/4) + (13/16)*(1/4) = ~64%

Odds of killing no one: 0.36^3 = ~4.66%

Odds of killing exactly 1: (3!/(2!*1!)*(0.64*0.36*0.36) = ~25%

Odds of killing exactly 2: (3!/(2!*1!)*(0.64*0.64*0.36) = ~44%

Odds of killing all 3: 0.64^3 = ~26.2%

What do you guys think?

Whatever we go with, these guys are going to be incredibly dangerous when they get close to the enemy!

Hey everyone,

Our awesome animator, Germán Gaussmann, found that having the Usonian nation’s ‘Conveyable Matter Liquefier Specialist’ (flamethrower!) unit pull out a knife for their close combat attack looked sort of awkward while holding their flamethrower, so he went ahead and made this awesome spring loaded bayonet for them!

It may not have made them deadlier (they’re already plenty deadly!), but it does make them even cooler!

Check it out:

Hey guys,

One of the cool things we’re doing in Diesel Tactics with achievements is that they unlock titles for you to use which your opponent will see when they’re playing against you.  It’s another way to customize your persona in addition to your avatar.  For example, as soon as you hit the 1800 mark for your Elo rating, you unlock the title ‘Major’.  So, if you wanted to use that title and your username was “Malaise” your name would display to other users as “Major Malaise”!

There are essentially two ways to unlock titles: reaching a given Elo rating and completing achievements.  Your Elo rating works similarly to Go, Chess, or League of Legends, where the more skilled the opponent you beat, the more your rating moves up and vice versa.  Attaining certain ratings permanently unlocks titles for you to use, so you can intimidate opponents with titles only available to skilled players!

Aside from your rating, achievements that you unlock also provide you with a new title that you can use if you want.  Here’s some of the achievements that we’re looking at using as of right now, though this list is subject to change!

The format is: “Achievement Name” – What you need to do to get the achievement – “Title unlocked”

 

“First Blood” – Win a game – “Ring Knocker”

“Bug Out” – Surrender a game – “Général” (is that offensive?)

“Grease Monkey” – Field and win with an all vehicle army – “Grease Monkey”

“For the Fatherland!” – Win 5 games with Kaiserreich Nation – “Alleyman”

 

We’re going to have a ton of achievements and titles, so I think everyone should be able to find a title that they like!

If you’ve got any thoughts or suggestions we’d love to hear them, so let us know!