Next up
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.
Testing enemy AI is complex and visual debugging and feedback is an integral step to figure out what's going on in real time. Thanks to our AI programmer James on getting the enemy AI in.
Debug lines! Testing firing-ranges and damage fall off from distance, as well as targeting various groups of enemies with a bit of chaos mixed in.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
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.
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 some battle tactics. I should introduce some randomness and skills so this doesn't happen in an actual game.
Making things more realistic is just making it more chaotic and less perfect.
Revamped the targeting system to be more chaotic, like battles tend to be.
There was a bug where, if the unit was coming from the flank, only the one corner solder would be targeted, essentially getting all the bullets.












0 comments