I. Source Code Address
http://git.oschina.net/ayqy/TankBattle
II. Installation Packages
Web Version: http://www.ayqy.net/battle-tank/
[caption id="attachment_835" align="alignnone" width="300"]
Web Version Battle Tank[/caption]
Android Version: http://pan.baidu.com/s/1gEr4i
[caption id="attachment_837" align="alignnone" width="300"]
Android Version Battle Tank[/caption]
Windows Version: http://pan.baidu.com/s/1hqwHb1M
[caption id="attachment_838" align="alignnone" width="300"]
Windows Version Battle Tank[/caption]
P.S. No other versions for now, and probably won't have in the future. Web version requires u3d Web Player, some Chrome versions seem not to support it, recommend using FF~
III. Authors
? nwu 2409
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Planning
Hu Chunkai, Hou Lu
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Programming
He Yixin, Jia Jie
IV. Timeline
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Planning
2015/9/15 - 2015/10/8
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Programming
2015/10/9 - 2015/10/25 (See file Development Progress.txt for specific progress)
V. Project Description
Based on the classic FC game Battle City, added elements like online multiplayer, terrain editing, troop deployment, etc., to enhance playability.
Provides classic mode (3 lives, 10 levels total), LAN multiplayer (editable maps), and other gameplay modes.
VI. Target Platforms
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Mobile Devices (Android)
Supports virtual joystick touch control
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Windows
Supports traditional keyboard and mouse operations
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Browser
Web version is cross-platform, supports traditional keyboard and mouse operations
VII. Development Environment
- Unity3D 4.6.2 C#
VIII. References
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"Unity Authority Guide" (Game Maniu, Lu Chaolong)
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Senior developers' blogs (Rain Song MOMO, Xiao Bao's Personal Notes, etc.), several forum posts (http://answers.unity3d.com/)
P.S. Salute to the senior developers who are willing to share
IX. Gains
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Progress Planning
Execution plan, risk buffer are both reasonable
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Solutions
For issues encountered like resolution adaptation, LAN multiplayer, data synchronization, player dual-view adjustment, unresponsiveness caused by too many instances, etc., all found (or came up with) reasonable solutions
These solutions are sufficient for similar 2D games, or we found the "pattern"
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Division of Labor and Cooperation
Plan-driven, efficiency comes from schedule pressure, team members have strong execution ability
X. Follow-up Plans (if any)
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Item System
Invincibility, money boost, reinforcement, bomb...
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Four-player Battle
With teammates, chaotic cross-shaped maps...
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Two-player Dungeon
Special bosses
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In-app Purchase Store
Enhancement +999....
For specific follow-up plans, see git directory Planning Documents
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