Destructanks is a low-poly destruction game where you control a tank with one mission: destroy everything! Blast your way through 10 missions, ranging from suburban neighborhoods to airports.
This originally began as a fun side project of mine as I had always enjoyed arena tank shooters. Rather than go the typical “put X number of tanks in an arena and let them battle it out” route, I decided to work-in some of the destruction tech I used in my other title Crash Co. and work it in to a slightly different tank shooter game.
The premise remains simple. You start with a set amount of time and earn more by destroying items. The bigger the structure, the more time it gives you. Sizes can range from bushes in a front lawn to an airport terminal, and (obviously) the larger the object, the more it will take to destroy.
Along the way you will also encounter enemy tanks out to stop you from accomplishing your mission. Either evade them and carry on, or destroy them to add time to your clock.
What are you waiting for? Get destroying!
Shortly after the release of the original version of Firewing 64, it was met with generally positive feedback. A number of these people also offered suggestions on ways to improve the game in general, so I took those to heart (at least the ones that I agreed with) and got to work!
First and foremost, just because the game is inspired by the Nintendo 64 3D platformers doesn’t mean it has to be ugly. I used the Nintendo 64 style to be lazy (for lack of a better word). So I improved and updated all of the textures, while still retaining that distinct Nintendo 64 style.
Next was the geometry. There were parts that I didn’t like, and in general everything seemed to “sharp”. The Nintendo 64 could only do so many polygons so I didn’t want to give up the limited number being used here. Simple fix: apply smoothing groups to all of the geometry.
With the game looking much better, I turned my attention to the controls. Some people had mentioned that they didn’t like the button layouts and the inability to use the mouse to control the camera. That too has been fixed. I was able to reduce the button usage by doubling-up some of them. For example, there is no longer a dedicated button to ground pound. Now that is performed by quickly-tapping attack while in the air. In addition, the character now jumps higher based on how long the jump button is pressed (a staple in any 3D platformer really). In addition, footstep sounds were added as was a wing flapping sound while gliding.