Next up
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.
Maybe not enough various in the death animations?
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!!!!
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.
Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.
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.
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!
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
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.
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.











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