Game
Our Great War


5 years ago

Level design is moving forward! We have 2 levels in progress so far. We've gray boxed the basic layout of the 2nd. Check out https://www.twitch.tv/chickensteeth to watch the level design live, by our level designer, every Thursday.




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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.

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.

Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!

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 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.

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.

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 out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.

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.

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