1 00:00:05,320 --> 00:00:06,420 Hello, tankers! 2 00:00:06,420 --> 00:00:09,360 We’ve decided to dedicate this episode of developer’s diary 3 00:00:09,360 --> 00:00:11,940 to reviewing what we’ve done in the past 6 months. 4 00:00:11,940 --> 00:00:14,160 We’ll be sharing with you some interesting data, 5 00:00:14,160 --> 00:00:16,380 and showing you how XT skins are developed. 6 00:00:20,740 --> 00:00:24,660 During the past six months, Tanki X has gone through quite a few changes. 7 00:00:24,880 --> 00:00:27,280 We’ve added modules and hit zones to hulls; 8 00:00:27,280 --> 00:00:32,860 We’ve added three new maps — Area-159…Moon Silence… and Ares; 9 00:00:33,120 --> 00:00:35,380 We’ve updated the daily quests system; 10 00:00:35,380 --> 00:00:39,200 And we’ve updated the interface for the garage, and the in-game graphics. 11 00:00:39,420 --> 00:00:42,380 Additionally, we’ve organized five different events, 12 00:00:42,380 --> 00:00:45,940 released a couple of new containers, and released the game on Steam. 13 00:00:46,100 --> 00:00:51,440 Between January and June, the Tanki X team released a total of 111 updates. 14 00:00:51,440 --> 00:00:56,380 36 of these releases contained new content, while the rest were technical releases. 15 00:00:56,700 --> 00:01:00,880 During the past six months, our tankers have played almost 2 million battles, 16 00:01:00,880 --> 00:01:03,320 destroying around 200 million tanks! 17 00:01:03,540 --> 00:01:06,000 The most popular mode was “Capture the Flag”, 18 00:01:06,000 --> 00:01:10,000 with TDM being the second, and DM being the least popular mode. 19 00:01:10,080 --> 00:01:14,140 Here is what the popularity rating for turrets and hulls looks like right now. 20 00:01:14,400 --> 00:01:17,380 “Thunder” is at the very top of the list of favorite turrets, 21 00:01:17,380 --> 00:01:21,760 but it was only in June that it managed to overtake “Railgun” and claim the position. 22 00:01:21,760 --> 00:01:25,580 ”Firebird” and “Vulcan” are having their own race for the 11th place. 23 00:01:25,580 --> 00:01:30,400 The favorite hull is currently “Hornet”, but it is very close to losing its place to “Viking”. 24 00:01:30,680 --> 00:01:32,500 At the bottom of the list is “Mammoth”, 25 00:01:32,500 --> 00:01:35,540 but it’s been slowly catching up for the past couple of months. 26 00:01:35,540 --> 00:01:37,420 Over the course of the past months, 27 00:01:37,420 --> 00:01:41,740 different turrets and hulls ended up at the top of the popularity ratings, 28 00:01:41,740 --> 00:01:44,880 and it is probable that the picture will keep on changing. 29 00:01:45,220 --> 00:01:48,960 Frequent weaponry balance during the OBT is inevitable. 30 00:01:48,960 --> 00:01:51,400 This is due to new mechanics being introduced, 31 00:01:51,400 --> 00:01:55,760 and the constant increase in the number of players, as well as their levels. 32 00:01:55,960 --> 00:01:59,680 The bigger the number of tankers, and the higher their mastery level, 33 00:01:59,689 --> 00:02:03,860 the clearer the picture becomes, making it easier for us to understand 34 00:02:03,860 --> 00:02:07,440 how different weapons behave in battles in terms of balance. 35 00:02:07,760 --> 00:02:10,139 By the way, this week we’ve made a few changes 36 00:02:10,139 --> 00:02:12,260 to the “Thunder” and “Shaft” turrets. 37 00:02:12,260 --> 00:02:14,279 “Thunder” got its “Splash Damage” reduced 38 00:02:14,279 --> 00:02:17,409 as a result of the many complaints we ve received from players. 39 00:02:17,409 --> 00:02:19,740 “Shaft” got its firing rate increased, 40 00:02:19,740 --> 00:02:22,700 and due to some complex manipulation of its characteristics, 41 00:02:22,700 --> 00:02:24,680 it has begun to deal more damage. 42 00:02:24,840 --> 00:02:26,600 It’s time for Shaft to rise. 43 00:02:29,960 --> 00:02:34,820 In the near future, we’ll be releasing a new XT skin — this time it’s for Twins. 44 00:02:34,820 --> 00:02:38,740 So today, we’ll be telling you all about how XT skins are developed. 45 00:02:38,740 --> 00:02:42,600 It takes about one month to develop and implement a new skin, 46 00:02:42,720 --> 00:02:45,940 and at least 4 people are involved in the process. 47 00:02:46,180 --> 00:02:49,520 Everything starts with the conceptual design of the skin 48 00:02:49,520 --> 00:02:54,000 — should it be futuristic or should it have a resemblance to real technology. 49 00:02:54,000 --> 00:02:56,460 Or maybe something like the Dreadnought. 50 00:02:56,700 --> 00:02:59,240 The basic concept of the XT skins is that of 51 00:02:59,240 --> 00:03:02,360 power, dynamics, and futuristic technology. 52 00:03:02,360 --> 00:03:05,320 This combat machine has to look cool and aggressive. 53 00:03:05,320 --> 00:03:07,160 But, we need to make sure we don’t take it 54 00:03:07,160 --> 00:03:09,540 to too far and turn it into a spaceship. 55 00:03:09,820 --> 00:03:12,620 When the concept is done, the work on the model begins. 56 00:03:12,900 --> 00:03:16,780 The concept artist draws a sketch, which becomes the basis of the skin. 57 00:03:16,780 --> 00:03:21,700 It’s important to keep in mind that a turret must fit well with every hull in the game, 58 00:03:21,700 --> 00:03:24,820 which is why we also plan for the animation in advance. 59 00:03:25,200 --> 00:03:29,320 Sometimes, the artist will draw a number of sketches to try out several ideas. 60 00:03:29,320 --> 00:03:33,300 In this case, the most suitable option is the one that is added to the game. 61 00:03:33,300 --> 00:03:36,800 Based on the chosen sketch, a 3D prototype is created. 62 00:03:36,800 --> 00:03:39,680 This is a fully-detailed model of the hull or turret. 63 00:03:39,680 --> 00:03:43,900 At this point, we can already see how the skin model is going to look in-game. 64 00:03:44,140 --> 00:03:47,440 Once the final version of the model is ready, it is simplified 65 00:03:47,440 --> 00:03:50,600 the number of polygons is reduced to a certain technical limit, 66 00:03:50,600 --> 00:03:54,980 to make sure that the model doesn’t overload the video card while still looking good. 67 00:03:54,980 --> 00:03:57,700 Then, an animations expert joins the process. 68 00:03:57,960 --> 00:04:01,660 For turrets, there’s the “Increased Damage” animation that needs to be created, 69 00:04:01,660 --> 00:04:05,760 while for hulls there are the Enhanced armor and speed boost animations. 70 00:04:05,760 --> 00:04:09,180 Additionally, some of the turrets and hulls have unique attachments 71 00:04:09,180 --> 00:04:12,480 such as the cooling system on Freeze, and the scope on Shaft. 72 00:04:12,480 --> 00:04:16,360 To give the model its final look, we need to customize the materials 73 00:04:16,360 --> 00:04:19,500 by preparing the texture and adjusting the properties. 74 00:04:19,500 --> 00:04:22,419 The texture will bring the model close to its final look. 75 00:04:22,420 --> 00:04:25,340 But you know what they say — the devil is in the detail. 76 00:04:25,560 --> 00:04:27,780 By adjusting the properties of the material, 77 00:04:27,780 --> 00:04:31,760 we can make the surface of the skin glossy or matte, polished or rough. 78 00:04:31,780 --> 00:04:34,420 This helps us give the material a realistic look. 79 00:04:34,420 --> 00:04:39,160 The textures on XT skins simulate matte black carbon and high-grade steel. 80 00:04:39,400 --> 00:04:43,560 When the model with its animations is ready, the sound designer steps into the scene. 81 00:04:43,700 --> 00:04:48,060 The sounds on XT skins differ from the ones used on the original turret or hull. 82 00:04:48,060 --> 00:04:52,640 The sound designer’s job is to emphasize the uniqueness of these legendary skins. 83 00:04:52,820 --> 00:04:55,639 And here we are with a product ready to be released 84 00:04:55,640 --> 00:04:59,760 — a textured model with customized materials, animations and sounds. 85 00:04:59,760 --> 00:05:02,379 The skin is now handed over to the programmers, 86 00:05:02,380 --> 00:05:05,060 whose task is not just to add the skin into the game, 87 00:05:05,060 --> 00:05:09,860 but to also make sure that it functions and interacts with the environment in a logical manner. 88 00:05:10,060 --> 00:05:13,660 Of course, the final step is to run the skin through a number of tests. 89 00:05:13,660 --> 00:05:18,960 Obviously, at this stage, we still need to deal with bugs and minor flaws. 90 00:05:18,960 --> 00:05:23,460 But they are all fixed pretty quickly, and the skin finally goes into release. 91 00:05:23,500 --> 00:05:24,280 Easy! :) 92 00:05:27,660 --> 00:05:28,940 Thanks for watching, tankers! 93 00:05:29,180 --> 00:05:32,580 Don’t forget to like this video, follow us on social media, 94 00:05:32,580 --> 00:05:34,300 and join our Discord server. 95 00:05:34,500 --> 00:05:36,060 Until next time![]