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Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!
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.
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.
Our Brotherly War is an action strategy game where you move your armies around the United States and engage in real-time battles with infantry, cavalry and cannons.
Casualties are permanent, resources are scarce, and the battles are uncertain.
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.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
Testing out some battle tactics. I should introduce some randomness and skills so this doesn't happen in an actual game.
Making things more realistic is just making it more chaotic and less perfect.
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!
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.












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