Game
Our Great War


6 years ago

Before and after adding in the environmental assets. It greatly added to my executable size but I'll trim it down as much as I can, but I think the added size is worth it. Especially since we'll be reusing all of these through the first part of the game.




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First pass at the German Mauser 1898, one of the common rifles used early in World War 1. This is a step towards creating our German soldier. We have the AI, now part of the rifle. Next will be modeling and animating the soldier.

Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.

Animated with the Lee-Enfield rifle. Almost ready to put this into the game so we can remove the default hand. It's not 100% but beats the robot hand. Let me know what you think!

More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.

Idle animation is almost done. I made the bones visible so you can see how each one has to move in a particular way to make the whole body move. We then blend these animations in with other ones, such as walk/run, look up and more.

Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.

Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!

Optimizing the first level so it can be played on slower computers but still enjoy the realism that's been put into this project. It's easy to be inefficient, so it's time to optimize.

Behind the scenes look at the first person modeling and animation. While the soldier won't be seen, hands and arms (and sometimes feet) will be. So we can cull out the body in first person-only model to make it more efficient.

Maybe not enough various in the death animations?