Tank Warfare
Built a Roblox tank combat experience inspired by Wii Tanks, featuring advanced AI, custom movement, ricocheting projectiles, VFX, and server-authoritative combat systems.
The Project
Tank Warfare was a Roblox combat experience inspired by Nintendo's Wii Tanks. The goal was to recreate the satisfying combination of movement, ricocheting projectiles, and increasingly difficult AI encounters while adapting the formula for Roblox.
I was responsible for the game's gameplay and combat systems, including AI behavior, tank movement, projectile handling, VFX, and collision logic.
Gameplay GIFs
The project is no longer publicly available, but these gameplay clips demonstrate the tank movement, projectile behavior, combat effects, and AI systems described below.
AI Tank movement

Projectile ricochet system

Bullet collision systems

Custom Tank Movement
Standard Roblox character controls are not suitable for tank gameplay, so I implemented custom movement designed around acceleration, turning, and momentum.
The movement needed to feel responsive while preserving the heavier feeling players expect from armored vehicles.
- -Custom acceleration and deceleration
- -Independent turning controls
- -Responsive movement tuning
- -Server-authoritative position handling
- -Multiplayer-friendly implementation
Projectile Simulation
Projectile behavior was central to the experience. Unlike traditional hitscan weapons, every shot existed as a physical object capable of bouncing around the map and interacting with other entities.
Ricochets were calculated dynamically, allowing players to intentionally bank shots around corners and use the environment strategically.
Bullet-to-Bullet Collisions
One of the more interesting systems was projectile interaction. Bullets could collide with other bullets in flight, creating situations where shots would destroy each other before reaching their targets.
This added another layer of strategy while requiring additional collision checks and state management.
- -Projectile-to-projectile detection
- -Projectile destruction handling
- -Consistent multiplayer behavior
- -Server-side collision resolution
- -Edge-case handling for simultaneous impacts
AI Behavior
The project included an advanced AI system designed to replicate the increasing difficulty found in Wii Tanks.
AI units could navigate the map, track players, decide when to fire, and react to changing situations during combat.
- -Target acquisition
- -Movement decision-making
- -Obstacle handling
- -Projectile prediction
- -Difficulty scaling
Visual Effects
Combat systems feel significantly better when paired with responsive feedback. I integrated visual effects for projectile impacts, ricochets, explosions, and tank destruction.
These effects provided immediate feedback while helping players understand what had happened during fast-paced encounters.
Lessons Learned
Tank Warfare taught me a great deal about gameplay engineering. The project combined movement systems, AI, collision detection, projectiles, VFX, and multiplayer considerations into a single experience.
More importantly, it reinforced that even relatively simple concepts can become technically interesting when multiple systems need to interact reliably at the same time.
Related Pages
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