adbacker
The "tanks" had shields for front, rear, and each side that took damage separately. A main cannon with switchable weapons did different amounts of damage based on how much energy the weapon used.
Different weapons had different types of simulated kick-back ... the rapid fire machine-gun type weapon had a rapid shaking kick back while the mega-super-weapon was a super whomp kick-back. I don't recall if I got around to implementing physical effects when your tank was hit.
Control was using hacked up thrift store-sourced PC joysticks. (and by hacked-up, I do mean hacked-up. Soldered directly to potentiometers and spliced into a controlling arduino that tracked tank status etc)
All controllers and tanks were mesh-networked using cheap 2.4ghz nrf24L01+ wireless (but not wifi) chips. My idealistic final vision was massive multi-player games with selectable features.
- large games with selectable friendly fire
- different damage consequences
- scrambling opponents weapons or drive systems, drive systems degrading as they took fire, flakey shields
- communicating with a central computer for viewing game progress and tracking stats
- vastly improved system information displays (vs the cheap LCDs)
- fpv camera with a HUD woulda been sooo cool.
I knew it was going to be a huge learning curve - I was familiar with basic arduino functionality but hadn't done much beyond basic sensor reading and light blinking. I had to learn how to integrate a LOT of hardware and deal with real world complications. (sunlight plays merry havoc when using IR as your weapon-shooting and shield-receiving) I started 3-4 months before the presentation date and (of course) was still swapping out hardware and tweaking software the night before.
"trailer": https://www.youtube.com/watch?v=e7uAQrak1iA&ab_channel=Aaron...
presentation notes: https://github.com/adbacker/duinobattletanks/blob/master/doc...
code: https://github.com/adbacker/duinobattletanks/tree/master