Tank / Armored Vehicle
Design pattern addressing tank / armored vehicle, defining how this system creates engagement and supports the overall game experience.
Overview
Tank / Armored Vehicle is a fundamental game mechanic that establishes rules governing player behavior and system responses. The mechanic interacts with multiple other game systems, creating emergent gameplay that extends beyond its individual components. Modern implementations often combine this mechanic with procedural elements to increase variety and replayability.
Game Examples
Wrestling Games
Wrestling Games use this mechanic where players customize their experience to establish dominance in PvP. Each decision has cascading consequences, resulting in emergent storytelling.
Metroidvanias
Metroidvanias use this mechanic where players customize their experience to complete objectives efficiently. Randomized elements ensure variety across sessions, resulting in a sense of mastery.
Submarine Games
Submarine Games use this mechanic where players time their actions precisely to tell their own story. The mechanic respects player time and investment, resulting in exploration incentives.
Puzzle Games
Puzzle Games use this mechanic where players make strategic decisions to min-max their character. Emergent gameplay arises from simple rules, resulting in creative expression.
Pros & Cons
Advantages
- Easy to understand but difficult to master
- Reduces frustration while maintaining challenge
- Provides long-term mastery goals for dedicated players
- Creates meaningful social decisions for players
- Supports multiple viable strategies and approaches
Disadvantages
- May create an entry barrier for new players
- Can create frustrating when RNG is unfavorable
- Can lead to frustration if overused
- May conflict with economy systems in the game
Implementation Patterns
Camera Controller
Optimized pattern for tank / armored vehicle that minimizes per-frame computation cost.
class TankArmoredVehicleHandler {
pos = { x: 0, y: 0 };
speed = 10.0;
phase = "idle";
update(input: Input, dt: number) {
const speed = this.getSpeed();
this.pos.x += input.x * speed * dt;
this.pos.y += input.y * speed * dt;
}
getSpeed() {
switch (this.phase) {
case "sprinting": return this.speed * 2.0;
case "crouching": return this.speed * 0.4;
case "swimming": return this.speed * 0.6;
default: return this.speed;
}
}
}Input Handler
Data-driven implementation that loads tank / armored vehicle configuration from external definitions.
class TankArmoredVehicleProcessor {
coords = { x: 0, y: 0 };
speed = 3.0;
phase = "idle";
update(input: Input, dt: number) {
const speed = this.getSpeed();
this.coords.x += input.x * speed * dt;
this.coords.y += input.y * speed * dt;
}
getSpeed() {
switch (this.phase) {
case "sprinting": return this.speed * 1.5;
case "crouching": return this.speed * 0.5;
case "swimming": return this.speed * 0.6;
default: return this.speed;
}
}
}