Total Tankmation

This was the first 'complete' game that I made. It was a group project between myself and a friend that we made as our final project for our game dev course. Neither of us were artists, so it's pretty simplistic on the graphics front, but we made up for it by putting some pretty advanced systems in it. I created both the AI and level generation code, my friend created the weapon system and game management logic. The level generation works by applying perlin noise to the raw terrain map, which unity stores as a grayscale bitmap. The biggest trick was translating world space coordinates to the coordinates of the bitmap. The AI was quite the simple hack too, in order to get the bots to fire at the player, we actually rotate the turret on the ai tank 1 degree, and check the distance from tip to target. If the distance increases, we change directions, otherwise we keep turning until we get to the correct angle. This both saves me from having to do real math, and gives the tank a convincing animation as it lines up on the target.

For what's akin to two idiots bumbling around in a toolset they don't understand, banging functions together until a game falls out, it works pretty good for a 'vertical slice'. I might return to it one day and get it working in a modern version of Unity, and maybe clean it up a bit.