Death Tank's Ezra Dreisbach
On Lobotomy, Powerslave and why the Saturn was crap.
Well, I've been working on it for all those three years. That is a very long time, by far the longest game project I've ever worked on. Maybe it's because the absence of a publisher means the absence of concrete deadlines and that would make any project expand to fill all available time.
Some of that time I spent on some pretty time-consuming experimental explorations. Some of which made it into the game, and some which didn't. I also spent a long time developing a Halo-style party matchmaking system. There's not a whole lot of content in DT, but I explored every avenue I could think of to try to make everything good. That's what really took the time up.
I've got to make money, or no more making games. Xbox Live is still selling the most, right? That's the main reason it's first, but I'm sure not unhappy about it. Xbox 360 is really great and Microsoft has been great to us as well.
I'm the only programmer on Death Tank, but working with artists from Snowblind has made a huge difference. Solo guys can certainly make a game good enough for XBLA, but unless you've got some genius idea like Tetris, you're really going to want some artists to work on it too.
Make no mistake, this is still a game you most want to play multiplayer. But there are now a couple options for single-player play. For one, you can add AI tanks to the game to play solo, or fill out your low player situation. The other is Arcade Mode: a fixed series of levels like an arcade game. There are a few different types of tanks that drop in, plus a flying enemy and platforms you have to jump jet onto. Stuff like that.
The main changes to the core gameplay are some control changes in reaction to the new controller. The Jump Jets in particular are changed significantly. Pulling the analogue triggers together starts the jets, then individual triggers rotate the tank. I like this change a lot. It allows more freedom of action in the air, for example, flying upside down and shooting enemies below and you can really wipe out with some hilarious crashes.
The biggest real improvement is the team game mode. Teams are pretty fun.
Well, by "experimental stuff" I mean like the simulation of the sand blowing across the dunes in the desert level. That one worked out. Then there's other stuff I made like an offline volume smoke renderer. That one worked good for making the smoke trails, but I also spent a lot of effort trying to make it render little movie clips I could use for explosions. That didn't work so well.
There are not many types of multiplayer action games that have the depth necessary to sustain competitive play among advanced players. There are first-person shooters, real-time strategy games, fighting games and just a few others. Death Tank is completely different from these games and we played it at Lobotomy for hours every day until it had the same kind of depth. If I've done my job right, the XBLA game retains it.
I've wrapped this gameplay in the best networking I could make so that Death Tank will work as well as possible over packet-losing or high-latency connections. Also, it has the same kind of "party" system as Halo (among others), so you can easily join with your friends to enter matchmaking or play custom games.
Before, to play Death Tank you needed to have some obscure hardware and a lot of friends willing to show up at your house. Those few that could play it loved it. We loved it at Lobotomy. This release makes that experience available to everyone.
Death Tank is out now on Xbox Live Arcade.