Game
Our Great War

7 years ago

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.




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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.

We're still working on the Gewehr 1898 German rifle: adding more detail, UV unwrapping the mesh to apply texture via a texture painting app, then baking it all into the final game asset. Since this is so close to the camera, the quality needs to be high.

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.

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.

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

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.

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

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.

Maybe not enough various in the death animations?