1 00:00:05,360 --> 00:00:08,000 Recently, we updated the rank icons in the game 2 00:00:08,000 --> 00:00:11,040 and many of you were surprised at how many there are! 3 00:00:11,040 --> 00:00:12,760 Why do we need 100 ranks... 4 00:00:12,760 --> 00:00:15,100 and what do they represent for players? 5 00:00:15,100 --> 00:00:16,300 Let s find out! 6 00:00:16,300 --> 00:00:18,700 First of all, let me make something clear 7 00:00:18,710 --> 00:00:22,990 — the availability, and upgradability of turrets and hulls in Tanki X, 8 00:00:22,990 --> 00:00:25,570 will not be directly connected to a player’s rank. 9 00:00:25,570 --> 00:00:28,119 In the game, ranks will function as status. 10 00:00:28,119 --> 00:00:30,519 They will be represented by a beautiful icon, 11 00:00:30,520 --> 00:00:33,620 as well as some unique features that you can customize. 12 00:00:33,840 --> 00:00:35,920 As in TO, your rank will improve 13 00:00:35,920 --> 00:00:37,920 as you accumulate experience points. 14 00:00:37,920 --> 00:00:39,380 Every new rank you achieve, 15 00:00:39,380 --> 00:00:40,900 will bring you numerous bonuses 16 00:00:41,020 --> 00:00:43,460 including crystals, paints, supplies, 17 00:00:43,460 --> 00:00:45,700 or even some unique perks in Tanki X, 18 00:00:45,710 --> 00:00:47,670 which are currently in development. 19 00:00:47,670 --> 00:00:50,310 Many of these perks will not be available for purchase. 20 00:00:50,320 --> 00:00:53,740 You will only be able to get them by playing the game hard! 21 00:00:53,740 --> 00:00:55,300 You might be asking yourself, 22 00:00:55,300 --> 00:00:57,620 “How am I going to remember all of these ranks!?” 23 00:00:58,180 --> 00:01:00,000 The truth is, you don’t need to. 24 00:01:00,000 --> 00:01:03,180 A quick look at the icon will tell you all you need to know 25 00:01:03,189 --> 00:01:04,889 about the rank it represents. 26 00:01:04,889 --> 00:01:07,900 The 100 ranks are divided into 4 categories. 27 00:01:07,900 --> 00:01:11,240 The badges in each category are made of a different material 28 00:01:11,240 --> 00:01:13,960 — Iron, Bronze, Silver and Gold. 29 00:01:13,960 --> 00:01:17,940 This classification will help you determine the player’s level of skill. 30 00:01:17,940 --> 00:01:21,120 Each category is broken up into 5 sub-divisions, 31 00:01:21,120 --> 00:01:24,000 each with different materials for their inner elements 32 00:01:24,000 --> 00:01:27,220 — Iron, Bronze, Silver, Gold and Crystal. 33 00:01:27,260 --> 00:01:30,079 The combination of the elements in a tanker’s rank badge 34 00:01:30,079 --> 00:01:31,399 will help you figure it out 35 00:01:31,399 --> 00:01:35,219 how close that player is to the next category or rank. 36 00:01:35,220 --> 00:01:37,460 For now, we’re still finalizing and approving 37 00:01:37,460 --> 00:01:38,680 the different rank names. 38 00:01:38,680 --> 00:01:41,960 But don’t worry, we’ll give you the full list once we have it. 39 00:01:41,960 --> 00:01:44,060 If you’re wondering how the whole system 40 00:01:44,069 --> 00:01:45,629 in Tanki X will be organized, 41 00:01:45,629 --> 00:01:49,020 we ll tell you more about that in an upcoming episode. 42 00:01:49,030 --> 00:01:53,090 Actually, we might even dedicate a whole episode to this topic. 43 00:01:55,140 --> 00:01:57,700 Developers are painfully aware of the intricacies 44 00:01:57,700 --> 00:02:00,440 and challenges behind the word optimisation 45 00:02:00,440 --> 00:02:04,300 — in other words, getting the best visuals without killing performance. 46 00:02:04,310 --> 00:02:06,530 Usually, the more beautiful the picture, 47 00:02:06,530 --> 00:02:08,650 the more CPU power it needs. 48 00:02:08,650 --> 00:02:11,350 BUT... there are a couple of tricks we can use! 49 00:02:11,350 --> 00:02:14,000 Performance tests on huge arenas have shown us 50 00:02:14,010 --> 00:02:16,170 that trees and grass are two of the things 51 00:02:16,170 --> 00:02:18,150 that slow down your computer the most. 52 00:02:18,720 --> 00:02:21,180 At first, we considered taking out the trees, 53 00:02:21,190 --> 00:02:24,200 and changing the grass to a plain texture on the ground. 54 00:02:24,200 --> 00:02:25,560 While this works well, 55 00:02:25,560 --> 00:02:28,300 it doesn t give us the kind of look we want. 56 00:02:28,300 --> 00:02:30,500 So we found a compromise! 57 00:02:30,500 --> 00:02:32,310 Objects that are far away, are simplified. 58 00:02:32,310 --> 00:02:36,610 So, trees will be detailed 3d objects when viewed from up close. 59 00:02:36,610 --> 00:02:40,610 But as you move away, they will change into sprites, as in TO. 60 00:02:40,610 --> 00:02:43,130 But, players won’t be able to notice that. 61 00:02:43,130 --> 00:02:45,640 Using this method, players with older PCs 62 00:02:45,640 --> 00:02:49,480 can enjoy good visuals while keeping a fairly high FPS rate. 63 00:02:49,480 --> 00:02:52,860 This technology will also be applied to grass. 64 00:02:52,870 --> 00:02:53,730 With this technology 65 00:02:53,730 --> 00:02:57,280 we’ve already achieved 21% recourse economy. 66 00:02:57,280 --> 00:03:00,800 And we haven’t even finished working on optimization yet! 67 00:03:01,580 --> 00:03:04,140 Keep following the Developers Diary Series 68 00:03:04,150 --> 00:03:06,790 to find out more about the development of Tanki X. 69 00:03:07,200 --> 00:03:09,770 Push the like button if you liked this episode, 70 00:03:09,770 --> 00:03:11,700 share your thoughts, and goodbye![]