‹ BackHN Continuity

Thread

Tank Body Problem

188 points · 54 comments · jimbooonooo

  1. jimbooonooo · · focus · HN ↗
    I grew up playing scorched Earth on Windows 3 just over a thousand years ago, and have always enjoyed that game. here is my implementation using a circular world with basic orbital dynamics added. in theory it works on mobile as well, but is best intended to be a PC browser game.

    in the interest of transparency, this was generated on qwen 3.8: 27b, so you should consider the "my implementation" loose at best.

    I'd love feedback on what works and what doesn't.

    some weapons, such as the laser satellite and the peacock feather have additional actions that can be commanded after the initial launch. for instance the laser satellite will shoot a laser in whatever the current orientation is, and the peacock feather will split up into multiple feathers when pressing the space button or the fire button again.

    enjoy!

    1. SubiculumCode · · focus · HN ↗
      Loved that game...and there is definite potential here. It seems like a player can just move right next to opponent and fire? That doesn't seem right?
      1. jimbooonooo · · focus · HN ↗
        good catch, thank you. I will update so that you're limited to like one to two tank lengths per turn.
        1. pjc50 · · focus · HN ↗
          Original Scorched Earth (which I also loved!) let you choose whether movement was allowed in the ruleset, and it was quite slow so you'd be up against the turn timer. Similar for Worms. I think it's a viable part of the game if nerfed or made riskier (mines?)
          1. skewbone · · focus · HN ↗
            Driving also had a fuel cost, so couldn't be done arbitrarily depending on the economics settings.
Open on Hacker News to reply ↗

Unofficial Hacker News client; not affiliated with Y Combinator.