Game
Our Great War

7 years ago

Every moving piece has to have a bone that pivots, rotates, scales or moves in order to move the mesh, or geometry that it controls. Bones in 3D can stretch and don't have to be rigid. I probably didn't need to animate the trigger since you won't see it!




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We're still working on the Gewehr 1898 German rifle: adding more detail, UV unwrapping the mesh to apply texture via a texture painting app, then baking it all into the final game asset. Since this is so close to the camera, the quality needs to be high.

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

Our Brotherly War is an action strategy game where you move your armies around the United States and engage in real-time battles with infantry, cavalry and cannons.

Casualties are permanent, resources are scarce, and the battles are uncertain.

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.

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

Maybe not enough various in the death animations?

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.

Need to add a bit more variation in my death animations since they just fall forward or backward. Death isn't this neat and tidy.

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!