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












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