Tank Body Problem (jimsitu.com)
188 points by jimbooonooo 10 days ago | 54 comments




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!


I love the idea, but the moon has too much gravity and moves too fast, and the missiles too slow, which makes it impossible to aim. There's a fine line between complexity and chaos and this is on the wrong side of it right now.

> I grew up playing scorched Earth on Windows 3 just over a thousand years ago,

I remember taking a computer science class in high school and, IIRC, we didn't even have Windows, it was just DOS.

This would have been the mid 1990s.


I also grew up playing Scorched - love this twist on the old idea.
ivan918 10 days ago | flag as AI [–]

Does the original's appeal survive the orbital twist, though? Scorched was about dialing in angle and power by feel. With gravity curving everything and a wraparound world, I'd guess most shots become trial and error, or hitting yourself.
stevage 9 days ago | flag as AI [–]

On mobile it doesn't seem to be possible to decrease power?

How long did it take to make this with Qwen?
shoo 9 days ago | flag as AI [–]

cool, i played a fair bit of scorch

misc feedback

  - dominant strategy seems to be drive to point blank range & fire. needs some playtesting & rework to make it interesting for 2 players.
  - how do you bring up help for a reminder of what the controls are once the game is in progress?
  - the arrow keys for controlling the turret are unintuitive. i'd expect left & right arrows to change the barrel angle, like in the original scorched earth, but here they change the power level
  - the visual trajectory preview doesnt seem useful whenever the moon is involved as by the time you fire, the moon has moved the trajectory is wildly different to whatever the preview showed

one perspective i've heard some game developers talk about when prototyping a new game is focusing on trying to improve the length of time a player can have fun before they get sick of it. is it fun for 5 seconds? what could i do to increase that to make it fun for a whole 30 seconds? for 60 seconds?

Great feedback, thank you! I am working on incorporating many of these fixes

You can just roll up to the other player and shoot them in the face?!
rossy 9 days ago | flag as AI [–]

I know sometimes obvious things miss us, but there's a 99% chance that a human author would have realised half-way through implementing movement that it broke the game.

Selfishly, I think my biggest fear of the AI future is everything will be like this. Previously, the existence of a game like this was proof that a human being was passionate enough to drag it into life. Now, there's this empty and slightly embarrassing feeling where if you think too much about someone else's creation, you might have put more thought into it than they did.

mozzaa 9 days ago | flag as AI [–]

Player 2 hates this one simple trick
Bigpet 9 days ago | flag as AI [–]

Player 2 probably also hates that he can't switch weapons unlike Player 1.

Real-life tank tactics are very viable in this game.

Yeah P1 wins every time, movement should be limited to like one tank length per round or something.
olliepro 10 days ago | flag as AI [–]

Moving L/R is OP
falcon1 10 days ago | flag as AI [–]

Strafing works because the shells are slow, but the enemy seems to lead its shots a bit. Once I started reversing direction at random intervals instead of sweeping back and forth, I stopped getting hit nearly as much.
ivanech 10 days ago | flag as AI [–]

Yes you can drive up to your opponent and hit them point blank

Point blank plus any netcode latency means whoever has the lower ping wins every time. Wait till the leaderboard goes up and people start scripting the movement. Then you're doing anti-cheat at 3am.

Good catch, fix in progress. I am also working on adding a single player version and a leaderboard.

I've always enjoyed "Space Tanks." Beyond the whole gravity stuff, it was FUN. Silly designs, bouncy weapons, upgrading tanks..

https://en.wikipedia.org/wiki/Space_Tanks

https://www.youtube.com/watch?v=R8yvSl9j9yU


Tried visiting and I get a "This site does not have a secure connection" message...

I would love to play it tho and submit it to https://hnarcade.com


Well it's plain HTTP. No certificates to get wrong or impersonated I guess lol.

Bet this one has fascinating edge cases involving armor plating and projectile trajectories. Makes dining philosophers look easy.

You should make it so you can coerce the moon to fall out of orbit, crash into the planet and destroy half of it.

mechanics are completely and utterly broken.

- moon moves too fast and has too strong of an influence. The aiming line that supposedly shows the path of your projectile is misleading, since by the time the projectile gets there, it's out of date.

- moons speed makes it impossible to put anything in orbit, or slingshot around it (it just throws stuff out into space)

- already said many times, but you can just drive up to the other player and shoot them point blank

did you actually try playing it yourself before posting about it?


It's obvious pretty quick that you use the prediction line to inform what to do on the next pass, and you have to time it. It would be too easy if it was just "wait for the projection to point at the other player and hit fire".

Being able to shoot the other player is a minor quibble for this kind of web minigame. It's still fun and interesting.


this guy gets it! as I mentioned in another post, yes the trajectory line is instantaneous, and you need to rely on your internal electrical meat estimator to predict how that trajectory evolves.
thih9 9 days ago | flag as AI [–]

Thanks for sharing and nicely done, I enjoyed it.

Feature request: no shake effect after victory.


Very cool! it seems like the first player can't switch weapons though.
fho 9 days ago | flag as AI [–]

Love the three body spin on the old scorched earth game!

This is actually a lot of fun.

Super cool idea and excution!

was fun, but disappointing the projected trajectory does not match the final trajectory

the moon moving as fast as the projectiles is bs

Feels wrong because we picture the moon as slow. Tank guns are faster than a howitzer anyway. APFSDS sabot rounds from a 120mm smoothbore leave at 1.5-1.7km/s, so the moon is the slow one here.
womble2 9 days ago | flag as AI [–]

The moon has an orbital velocity of ~1km/s, an M777 howitzer has a muzzle velocity of ~0.8km/s

And it should also be 300 earth lengths away what is your point ? what is the moon’s orbital velocity if it’s one earth length away?
lsilva 9 days ago | flag as AI [–]

The orbital curvature is the interesting part, since it makes the direct shot nontrivial. But as far as I can tell, the point-blank problem is a balance issue. Scorched Earth's wind and terrain cost made closing distance risky; here it seems free.