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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.
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.
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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!
More improvements this week on level 2 of our WW1 FPS. Unfortunately, you won't get the high tech UE4 gun but instead the standard issue Lee-Enfield .303. It's coming together and we'll release a new version the new content is in and tested.
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.
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!!!!










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