Game
Our Great War

6 years ago

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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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.

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.

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

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.

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.

Maybe not enough various in the death animations?

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

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

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