Game
Our Great War

6 years ago

Let's rid ourselves of the UE4 mannequin that comes with the base FPS template. It was great to quick start the project though. This is a lengthy process but it'll be worth it in the end. Game updates may slow down a bit, but I'll post model updates often




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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.

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.

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

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

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.

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.

Maybe not enough various in the death animations?

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.