Next up
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!
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.
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.
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.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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.
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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.
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.










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