Description of Game Obstacles
Last updated
Last updated
The playing field consists of obstacles. Depending on the location of the game obstacles, players can build strategies and play out different game situations.
Game obstacles have 6 states:
Passable. The field may be occupied by an object, but the object will be allowed to pass through it;
Impassable. This field prevents the passage of the tank;
Destructible. This field can be destroyed, each type of obstacle, has its own destruction pattern;
Indestructible. This field cannot be destroyed;
Temporarily non-destructible. This field can be destroyed under certain conditions;
Projectiles-projectiles can pass through this field.
Obstacles can include several types of states at the same time.
Water - an impassable field, an indestructible field, can be shot through by shells. The water is located on the 1st level. The exception for impassability is the “Flight” bonus. The "Water image” shows an example of graphics for a block of water.
Dust - a passable field, an indestructible field, field can be shot through with shells. The sand is located on the 1st level. Effect-reduces the speed of movement of the tank by 20%. The exception to speed reduction is the “Flight” bonus. The " Sand Image” shows an example of graphics for a block of sand.
Brick wall - impassable field, destructible field. The brick wall is located on the 2nd level. This field is a destructible object, after partial or complete destruction, the wall disappears and the space under it becomes passable (level 0).
The brick wall is divided into 16 blocks of destructibility from the projectile, depending on the location and strength of the shot, blocks are destroyed and disappear.
In the "Block 16 Image”, the brick is divided into 16 destructible blocks.
The "Image of directions and pixels” shows an example of hit pixels for different types of destructibility of a brick wall.
Depending on which area of the block being hit by a projectile, the wall may have several damage options.
The "Destroyed row image" displays the case if the player got into the cell from 5 to 12 located on the UP side
1 row of this side was completely destroyed, i.e. 4 blocks of this obstacle were destroyed simultaneously. If a player had hit cells from 1 to 4 or from 13 to 16, only two blocks on the corresponding hit cells would have been destroyed.
In the "Destroyed Corner image”, the player has already destroyed the block in the upper right corner, hitting cells 13 to 16 on the UP side.
Now the player can shoot the second layer of this block of bricks. As we know, when hitting a cell from 5 to 12, the entire row in which the shot was fired is destroyed, BUT in the second row of the destroyed block, the player can shoot cells from 9 to 16, and we cannot delete the entire row in the presence of “alive blocks” of the previous row, a new rule comes into force: “If previous row is not completely destroyed, the central cells in which the shot was fired, destroy only the side of the block on which they are located”. In our case, if we continue to shoot from the UP side at cells from 9 to 16, we will destroy 2 blocks of 2 rows of a brick wall, with further shots, this mechanic is preserved.
The game can have several blocks of the same type in a row (in our current example, we are talking about a brick wall). The "Image of a row of brick blocks” shows an example of the arrangement of blocks of the same type in a row.
As you can see in the image, 3 vertical rows of one side were destroyed at the leftmost block, a further shot will lead to the complete destruction of this block from the upper side, BUT then there are blocks of the same type, and again it would be incorrect to remove blocks entirely if the shot is carried out in the central cells. Therefore, in this case, we act according to the rule from Example 3, taking the previous block as the previous layer.
The “Image of non-standard shots” shows an example where one of the sides was almost destroyed leaving 1 vertical row from the side R.
There are 3 options for non-standard shots:
If a player shoots from the UP side at 13-16 cells, he destroys 1 block instead of the standard ones 2;
If a player shoots the 3rd row at coordinates 9-12, in this case single blocks of the 1st and 2nd rows get destroyed, and the right blocks of the 3rd row;
If the player shoots at coordinates 1-8, the left 2 blocks of the 3rd row get destroyed.
When the “Super Power " bonus works, the principle of the destruction system will change to 4x4 blocks. For a detailed description of the destruction, see the "Stone Wall Example 1”.
Impassable field, destructible field. The stone wall is located on the 2nd level. This field is a destructible object, after partial or complete destruction, the wall disappears and the space under it becomes passable (level 0).
Stone wall is divided into 4 blocks of destructibility from the projectile, depending on the place of the shot, the blocks are destroyed and disappear.
In the " Block 4 image”, the stone wall is divided into 4 destructible blocks.
The "Directions and pixels image" shows an example of hit pixels for different types of destructibility of a brick wall (see point 3.1.3 Brick wall).
Depending on which area of the block gets hit, the wall may have several damage options.
On the "Image shot L UP 4” we can see that a shot was fired from the L side into the upper 4 pixels of the block. After that, block 1 was destroyed (see the numbering of blocks " Image block 4).
The same effect would be if a shot from the UP side hit the left 4 pixels of the block. This example shows how the destruction of the “Brick Wall " would occur if the “Super Power” bonus works on the tank.
If it hits the central pixels of the block, from either side, 2 blocks of the side that the projectile hit will be destroyed. In the "Image destruction of 2 blocks”, there is an example of a shot in the direction of Down in the central 8 pixels.
This example shows how the destruction of the “Brick Wall" would occur if the “Super Power”bonus acts on the tank.
The action of the “Super Power " bonus and a shot of a dilapidated stone wall. The "Super power shot Image" shows a situation when the tank is affected by the “super power " bonus, after which the tank's projectile hits the red dot indicated in the image (3 row for the L or UP sides with central pixels 5-8), a dilapidated block of a stone wall.
If projectile hits from the L or UP side at the coordinates indicated in the image, blocks 2, 3 and 4 will be destroyed (see the numbering of blocks in the "Block 4 Image")
This behavior of the shot with the “Super Strength" bonus is the same for the "Brick Wall" blocks.
Impassable field, temporarily indestructible field. The steel wall is located on the 2nd level. This field is a temporarily non-destructible object, after partial or complete destruction, the wall disappears and the space under it becomes passable (level 0). To destroy the steel wall, the tank must make a shot with an active bonus " Super Strength”.
The steel wall is divided into 4 blocks of destructibility, depending on the place of the shot, the blocks are destroyed and disappear.
The steel wall is divided into 4 destructible blocks in the same way as a stone wall, a detailed description of the block destruction system is described in paragraph 3.1.3 " Stone Wall”.
The "Steel wall image” shows an example of the appearance of the block.
An impassable field, an indestructible field. The titanium wall is located on the 2nd level. This field is a non-destructible object, created specifically for creating situations of playing a deep defense. Players cannot fly through this object using the “Flight” bonus. The "Image of the titanium wall” shows an example of the appearance of the block.
A passable field, an indestructible field, a field can be shot through with shells. The bush is located on the 3rd level. This block must be implemented with transparent zones in the image, in which a tank passing through this field will be slightly noticeable. The "Bush image” shows an example of graphics for the bush block.
For some blocks, the “Halfi-blocks" mechanic should be implemented, for a more flexible system of map settings.
A list of block names that should have half-blocks:
Water;
Dust;
Brick wall;
Stone wall;
Steel wall;
Titanium wall.
The "Image of half-blocks” shows an example (highlighted with blue ovals) of how half-blocks look on the game map.