RAFAEL DAVID JOSÉ

Tank Trouble

VIEW ON ITCH.IO SOURCE CODE

DESCRIPTION

Welcome to Tank Trouble, a 2D cartoon tank game where you take control of a blue tank and battle against enemy forces, along 10 levels. Command your tank through challenging terrain and face off against hordes of opposing tanks and artillery. Use your tactical skills to outmaneuver your enemies. Featuring vibrant cartoon art and fast-paced action, Tank Trouble is the ultimate tank game for fans of arcade-style gameplay. Do you have what it takes to lead your tank to victory? Join the brigade and find out! This game is an adaptation of TANK Wambo!

SCREENSHOTS

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MY ROLE & CONTRIBUTION

I designed and implemented the AI systems using OkapiKit. My responsibilities included creating diverse AI behaviors for enemy tanks with different movement patterns and combat strategies, designing the game mechanics and enemy types through visual scripting with OkapiKit, and adapting the existing Tank Wambo game structure to create unique gameplay experiences. I focused on AI behavior design including pathfinding, targeting, and decision-making systems, and implemented various bullet types and enemy tank behaviors to create challenging and varied gameplay encounters across the 10 levels.

CORE CONCEPTS

The project applies concepts of game loop design, object-oriented programming in C#, AI enemy behavior modeling, collision detection, bullet physics with ricochet mechanics, and level design for static camera spaces. It explores UX principles by ensuring clear player feedback (color-coded tanks) and high-stakes gameplay (one-hit kill). Game development pipelines were strengthened with version control (GitHub) and modular prefab creation.

TECHNICAL ASPECTS

"Tank Trouble" was developed using Unity and C#, targeting Windows PCs with a focus on short, intense gameplay sessions. The game features a top-down 2D shooter experience, built around fast-paced ricochet mechanics, instant kills, and compact single-screen levels. Enemy tanks were implemented with diverse AI behaviors, bullet types, and movement patterns. The project structure follows strong design pillars to maintain consistency, with a dedicated repository and downloadable builds.

COURSE: "Game Design I" – Bachelor in Videogames, Universidade Lusófona (1º year, 2º semester)

PLATFORM: PC (Windows) and Web

DEVELOPMENT TIME: ~1 Month

TEAM SIZE: 1 developer

TECHNOLOGIES USED:

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