Game
Our Great War

6 years ago

First pass at our main character with rigging. The rig will adhere to the UE4 mannequin skeleton so I can take advantage of marketplace animations and other assets. I'll still be doing a lot of animations though.




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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.

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.

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.

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.

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.

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.

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!

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.