Turbo Tanks wouldn’t be much of a Tank game if it didn’t have explosions. Development since the last post has been focused on slight tweaks to the handling (which is still fairly unpredictable but manageable) along with implementation of firing tank shells and the explosive ordnance that follows suit.
In its current state, we can really see the game’s base develop: the player can now move, look around and shoot (but I should probably try to prevent the rapid fire seen in the above gif.)
Next steps will involve tweaking the explosion force values to get the right balance of chaos and stability, along with the implementation of environmental entities such as boost pads and potentially jump pads (the current tank jump functionality is providing a whole host of problems, mostly to do with undesired flips.)