Game
Our Great War

7 years ago

New weekly release is out! 0.3.1 adds better gun mechanics, more sound effects, music and more polish over all. Sadly, I ran into issues for the PC deploy, but follow me and the game to get notified on that release.




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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.

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.

Maybe not enough various in the death animations?

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.

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

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.

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

Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.

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.

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.