Next up
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.
Maybe not enough various in the death animations?
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.
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.
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.
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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 out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.











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