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Devlog 22 Jun 2024

Interior Modelling, Environment Development + Some Extras

Mid-June progress: the full Panzer IV Ausf. E interior, our first environment, and a glimpse at the new ballistics model.

Hey all! A mini mid-June devlog to keep you going until the next video developer diary (which we're currently working on). We've made a lot of progress since the start of this month that we're really excited about sharing — and about doing some multiplayer testing.

Word on the multiplayer testing: we're doing a closed test with the dev team and Patrons. If you want to join, you know what to do.

Panzer IV Ausf. E Interior

Santiparp has made excellent progress modelling the interior of our Panzer IV Ausf. E. We now have the full basic layout and much of the components in place. Below we can see the cannon breech, and a view of the loader's position.

The cannon breech of the Panzer IV
The cannon breech, with the loader's position to the right and the gunner's position to the left. The radio operator's position is also visible below and in front of the loader.

Here we can see a close-up of all the small details of the radio operator's machine gun. Naturally, when he's not otherwise occupied with his duties on the radio set next to him, he has a scope and machine gun — useful for suppressive fire or clearing out infantry positions.

The radio operator's ball mount
The small details and beautifully sculpted models are on display here, as the radio operator uses the ball mount.

The driver's position is no less exciting — with the large transmission sitting between him and the radio operator, his dials for monitoring the engine, and the rear side of the radios (a single transmitter and two receivers). The driver's primary vision block is located in front and can be switched out in case it receives damage and cracks.

The driver's position in the Panzer IV
The nestled and (comparatively) cosy driver's position — a gold standard in 1930s-era tank design.

Our First Environment

Moving away from the interior, and onto some other updates — Ricardo, our environment designer, has been making great progress with our first environment, which will serve as a testbed and driving area for our early multiplayer tests. It'll also make a nice change from driving around in an empty white void.

An early build of the first environment
An Eastern European summer environment — a perfect starting point for our initial 1942 Germany vs Soviet Union theatre.

Damage & Ballistics

We've made leaps and bounds of progress on our damage model mechanics. Roberto, the lead developer, has been implementing a system for our ballistics and penetration that takes into account projectile energy, angle of impact, and thickness of armour to determine whether there is a penetration, and how much shrapnel is produced as a result. We'll go into more detail about this in our next devlog video.

That's a short intermediary update for you all — hope you enjoyed it. We're hugely looking forward to our initial multiplayer test. If you want to take part, check out our Patreon for access to exclusive game builds and to take part in our tests. Until next time. o7

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