Mini Tank Battles
Welcome to the campaign of Mini Tank Battles. Mini Tank Battles is a comic styled multiplayer oriented 3rd person shooter/ tower defense crossover. The current state of the game is an early alpha. Please watch the video to see some shots from the game.
The main gameplay is a fast paced 3rd person shooter with tower defense to support you in the battlefield. With 4 game modes and 4 classes to choose from. By leveling up, spending skillpoints and getting better gear you are able to overcome bigger challenges.
Please also support via Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=147823526
You can play a snapshot of the latest alpha here: http://minitankbattles.com/play.php . Do note that this version is in alpha as well as a few steps behind what is posted in the updates.
There are several classes you can play. At the moment there is one class available (the Tank). The others are still in production:
- The Tank. An overall well adapted class for combat.
- The Buggy. A nimble, fast moving, hard to hit class with rapid shooting weapons.
- The Engineer. A tower oriented class with some quite unusual weapons.
- The Artillery. A class specialized at destroying opponents from a long range.
There are currently 3 game modes in the alpha. The Coop mode, The Player versus Player mode and the Team versus Team mode. A 4th mode is in development: Assault mode.
- Coop: In coop mode you and your team have to protect a certain structure against waves of enemies.
- Player versus Player*: Here you will fight against other players.
- Team versus Team*: Both teams have a structure to protect. By building towers and spawning waves you try to destroy the other team's structure.
- Assault: You and your team have to invade a base to destroy the enemy's structure without having a base of your own.
The aim for the initial release is 5 to 10 levels per game mode. Modes with an * are multiplayer only. The others are both multi and singleplayer.
Leveling/ skillpoints / gear
In order to overcome bigger challenges you can level your character. By leveling you get more skillpoints that you can spend to get new and better abilities. Gear is also important. You can get better gear by drops or otherwise to become stronger.
There is also going to be decorative gear to personalize and spice up your vehicle.
There will be several towers reflecting the main weapons that are available in game as well as a few unique towers.
The game is initially released for PC, Mac and Linux. An android build is also in progress. However the android version will come after the PC, Mac and Linux versions. The iOS version will come after that (sorry for that) since I don't own a Mac or iOS device myself (which are required to create a build). Since I create the game in Unity3d, other platforms may become available, but are no part of the current plans.
Target date for the first release is 2013Q4 to 2014Q1. This date may vary for the purpose of getting the best possible experience during the release. Better good and late than bad and early.
The developer behind this game is Guido de Jong (thats me). I am 26 years old and a Technical Medicine student from the Netherlands. I've been working as a programmer now for over 3 years and have done many years of programming before that as a hobby. In November last year I've started this project as a challenge for myself to see if I could make a fun game in 48 hours. I was so pleased with the result, that I've decided to continue on working on the game.
I am assisted by the sound engineer Tim Beek who provides both the music and the sound effects for the game.
The start of the campaign
There are 4 main reasons why I am starting the campaign:
The Prerequisite. Before starting the campaign, I wanted to make sure that a lot of code was completed. I also wanted to finish at least one model that would reflect the final style of the game. The the code I mentioned is for the main game mechanics. There is still a lot of programming to do, but those are mainly focused at the new content that will be added.
The licenses. Another aspect is that I am unable to bring out the game with the licenses I currently own (mostly student version). So in order to be even able to bring out Mini Tank Battles, I must own these full licenses of the creation software.
The company. It is a lot easier to have a company to bring out Mini Tank Battles. So part of the funds will be used to set up the company so I can actually bring out the game.
More funding equals better and more content. As an initial goal I will replace all the temporary models for their full featured versions. If the campaign brings up more money, I am able to provide more content for the game. Since I am a better programmer than a modeler or texture artist, I would be able to fund the costs for external creation of this content. This will most likely speed up the process of the creation of the game as well as better quality of the content.
I've chosen a fixed funding campaign. I'm simply unable to decently bring out the game without severely cutting on the game features if the fixed funding is not met.
So why does Mini Tank Battles need funding? Most of the points are clear from "The start of the campaign". So here is a short version:
- Financing the full licenses of the creation software/hardware.
- Rent a server for at least one year to host the masterserver on to ensure stable multiplayer.
- Start a small company to enable the release and further development of the game.
- More content for the game.
- More levels
- More weapons
- More enemies
- Speed up the process of the game making as well
- Experiment with other platforms for the release.
Once the Initial Goals are met, I will post more information about the secondary goals. I only want to make realistic goals.
If you like the idea, but don't have that much money, you could go for the beta pass perk. You will get closed beta access.
Besides getting a beta pass, you will be mentioned in the end credits as contributor to the game.
OST + Wallpaper pack
Tim Beek is making a great soundtrack for the game. So if you get this perk, you will get the official digital soundtrack.
Mini Tank Battles - The Game
You get a windows, mac or linux version of the game as well as the perks above. This is pretty much equal to the deluxe version of the game.
MTB + Bull skull hood ornament
So it's great you have the deluxe version at home, but wouldn't is be even better that other players can see that you have contributed with an unique item? With this Bull skull hood ornament for ingame you can distinguish yourself from the other players. This item can only be aquired through the indiegogo campaign. A screenshot of the ornament will be posted here as soon as possible.
MTB + Gold plating
So now you have the deluxe version and your skull hood ornament. If you think the bull skull hood ornament isn't enough, why not adding gold plating to your vehicles? This plating is bound to be recognized from a distance. This is another item can only be aquired through the indiegogo campaign
MTB + Gear design
Well if you like the idea of shooting with your own designed weapons ingame or have a special piece of armor, then this is your perk to match your gold plating and bull skull hood ornament. Together with the developer you will be able to design a piece of gear for a class, turret or boss. You will be mentioned for that in the end credits. Limit of 15.
MTB + Level design
If you are quite the architect, and wan't all the perks with the gold plating and above, this might be the perk for you. Together with the developer you will be able to design a level for one of the four game modes. You will be mentioned for that in the end credits. Limit of 10.
MTB - Great funder
The same as "MTB + Gold plating and below" + you can choose between the "MTB + Level design" or "MTB + Weapon design" + You will be mentioned as "Main funder" in the opening credits.
You will also get a figurine of choice from a character ingame. Limit of 5
Other Ways You Can Help
If you can’t contribute but really like the idea, no problem. Have you considered helping by:
- Spread the project through your social media?
- Spread the project on your local gaming community?
- Tell friends and family about it?
- Make video's and screenshots of the alpha and beta's that will come?
If you have questions, suggestions or idea's, please don't hesitate to ask or tell them. I would like to keep an open mind to all input.
As the campaign progresses, I will keep the campaign page updated with the latest developments.
Guido de Jong