Game
Our Great War

5 years ago

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




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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.

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.

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

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.

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.

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 improvements this week on level 2 of our WW1 FPS. Unfortunately, you won't get the high tech UE4 gun but instead the standard issue Lee-Enfield .303. It's coming together and we'll release a new version the new content is in and tested.

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.

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

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.