Tank Skirmish 2v2
2v2 tank arena with separate body and turret rotation, drift physics, and a final-tank drama-cam.
What this is
Four named tanks in a symmetric arena with a central kill-zone crater, four destructible bunkers, two elevated ramps, and patches of sand and ice that change traction. Each tank has independent body and turret rotation. Pickups — mines, scattershot, lightning, repair — glow when ready and gray-count when respawning. Killfeed scrolls right. Announcer banner fires for first blood, multikills, comebacks, match point, and the final-tank moment. First team to 30 kills or 6 minutes wins; MVP scorecard, then auto-rematch with a new roster.
Why this is mind-blowing
The drift physics are real. On dirt you slide 24°. On ice you can be moving sideways while pointing forward — a true powerslide flank. The drama-cam catches the moment a 1v2 begins; the announcer banner sells the comeback. Two named tanks fighting the last 30 seconds of a match with the camera tight on them is a clip every time.
Build a single-file 2v2 top-down tank arena with drift physics. Named
tanks per team, independent body/turret rotation, surface-dependent
traction (dirt/sand/ice), power pickups on respawn timers, mine + scatter
+ lightning + repair. HP bars, killfeed, announcer banner (FIRST BLOOD,
DOUBLE KILL, COMEBACK, FINAL TANK), MVP scorecard, auto-rematch. First to
30 kills or 6 minutes. No user input — autoplay forever.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- Splitting body angle from velocity heading is the entire 'drift' effect — body rotates fast, lateral velocity decays slowly, and on ice they desync into a powerslide.
- Pickup spawn rings that glow when ready and show a gray countdown when respawning are the cheapest way to add map awareness for viewers.
- A drama-cam that eases zoom into the final 1v2 with a darkening vignette turns 'two tanks left' into a scripted-feeling climax.