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Tankos

A third-person, low-poly hover tank combat game inspired by Warzone, BattleTanx, and the sci-fi battlefield mood of Battlezone.

You pilot a hovertank across contested zones, destroy enemy armor, capture resource points, and build a forward operating base that can produce AI-controlled support tanks.

Target platform + rendering stack

  • Engine/runtime: Browser game built with Three.js
  • Graphics API: WebGL 2 first, WebGL 1 fallback where possible
  • Shaders: Custom GLSL materials for terrain, sky, and effects
  • Performance target:
    • 120 FPS on capable mobile devices (adaptive quality required)
    • Stable 60+ FPS minimum on mid-tier mobile
    • Playable on PC browsers with higher quality presets

Local development

npm install
npm run dev

Prototype controls

  • Keyboard: WASD / Arrow keys move, Space cannon, Shift missile
  • Build/command: B cycle build mode, E place building, R set ally rally point, Q ping objective
  • Pointer/touch:
    • Hold/drag on the left half for movement + turning
    • Press on the right half to fire

Implemented prototype features

  • Battlezone-style orange desert atmosphere via custom GLSL terrain + sky gradients
  • Angular hovercraft silhouette with glowing thrusters and hovering idle motion
  • Instanced enemy tanks for low draw-call pressure
  • State-driven enemy AI (patrol, pursue, retreat)
  • Projectile cannon + lock-on homing missile weapon
  • Upgrade 1: Build mode with placeable refinery/factory structures
  • Upgrade 2: Resource economy (scrap) with refinery income and combat rewards
  • Upgrade 3: Factory-spawned allied AI tanks with rally point command and ranged firing
  • Upgrade 4: Minimap with player/allies/enemies/rally/objective markers
  • Upgrade 5: Minimap fog-of-war + tactical objective pings
  • Mission status panel with wave progression + victory/defeat states
  • Adaptive pixel ratio scaling and detailed HUD telemetry
  • Quality overrides with query string: ?quality=low|auto|high

Next upgrades

  1. Add terrain-aware build placement (slope checks + surface tagging).
  2. Add compressed textures (KTX2) and mesh LOD pipeline.
  3. Add mission scripting with objective variants (escort/defense/assault).
  4. Add co-op sync prototype for 2-player skirmish tests.
  5. Add saveable loadouts and commander tech upgrades.
  6. Add AI commander personalities for enemy factions.

Current state

The repository includes a runnable Three.js prototype and a broader game design roadmap.

See docs/game-design.md for full design details.

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