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.

I won!? Still not sure I believe it! I'm still playing on the PS1, so this will be a huge upgrade for me! Now I can't say I've haven't won anything, anymore! Thanks so much to the Game Jolt!!!!

#GTG

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.

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

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

Maybe not enough various in the death animations?

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

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.

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

Lots of technical difficulties are popping up, from dead computers to engine crashes. But we're still making progress! Here's a sneak peak at one of the latest levels being developed.