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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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.

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.

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.

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

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!

Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.

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.

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.

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.