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.

Advanced AI, ricocheting bullets, and custom tank combat systems.
Case study
Updated Jul 2026

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

Tank Warfare movement and combat gameplay

Projectile ricochet system

Tank Warfare projectile ricochet gameplay

Bullet collision systems

Tank Warfare AI and bullet collision gameplay

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.

01Player or AI fires
->
02Projectile is spawned
->
03Collision is detected
->
04Ricochet angle calculated
->
05Projectile continues or despawns

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

Need this level of technical ownership on your project?

The best fit is a high-ticket product where system reliability, scale, and senior judgment matter more than just shipping another feature.

Need Combat Systems?