Scoreboard

We also know how important it is for you to keep track of your scores, and position, on the scoreboard, so we've updated that screen too. It can be access by pressing the Tab key and details your game stats, including your current ping rate.
Player Notifications

Players need information! So, we're doing our best to keep players up to date with everything that's happening, in-game, 'when' it's happening. We've added a central notification bar that alerts players to when new players have joined the game, and also when existing players have left the game. In the top-left of the screen, players will also see the kill stats of all the players.
PowerUps Notifications and Info

As previously designed, players should be notified of the powerup they have collected and the time span in which the powerup will run out. So, players will receive a central notification bar, when a powerup is collected, and to the right of the screen a bar which will slowly run down as the effect of the powerup runs out.
Player/Tank Stats

And to conclude the GUI/HUD updatest, we finally reach the player/tank stats HUD. This is where the player can establish all the things that are important to the them. In the bottom-left of the screen is the armour and health values of the player's tank. These will deplete, at different rates and amounts, based on the type of ammo used, the percentage rate of the hit and also the critical chance hit. Alternative ammo types have still not been implemented, but will be added at a later date. On the bottom-right of the screen are the ammo values/stats. The ammo section, naturally, displays the ammo 'types'; on the top is the secondary ammo type with a current stock and a max stock value, this can be replenished by picking up the ammo refill powerup.
Below that is the primary ammo reload information bar. The bar simply flashes 'RELOADING' when the ammo is reloading.

And 'READY' when the primary ammo has been reloaded.
Cover System & Player Highlight

I know that we promised the cover system, prior to launching the first release of TNT, way back when, but never included the feature. And this was purely down to some issues we encountered with the networking code and communication with the server. The cover system was 'always' intended to part of the initial release, but was only pulled a few hours before the game was released. However, we're working very hard to reimplement this system as we know how important this mechanic can be to players, especially those who like to lie-in-wait for their prey. So, to show you that we haven't forgotten about the mechanic, we've made sure to add plenty of cover locations, in every map, for players to hide in, whilst we work on the fix (can you see me??) :).

We've also implemented a much better player highlight system, which ensures you can see yourself, whilst under cover, or visually obstructed by a large object.
Closing
We hope that you enjoy the changes we've implemented in the game, and look forward to you all playing the game very soon. Our next updates will include more multiplayer maps, whilst the rest of the team works towards the improvement, and refinement, of the Single Player Campaign. We're hoping that the Single Player Campaign will encourage more players to find an interest in the multiplayer game and that it contributes to the game by starting to fill the multiplayer servers.
Many thanks, the TNT Dev Team :).
For the First Part of this news update, please see the previous Announcement:
Tracks and Turrets Update Inbound!! Pt1 of 2[ 2016-02-17 10:26:01 CET ] [ Original post ]