Next up
Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.
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.
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.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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?
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!
Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!
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.
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