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Animating a few variations of the death animation.
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.
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.
New animation I made for when a soldier is shot. I need to make a lot of variations of this but hopefully it looks realistic.
New animation I made for the transition between attention and aiming.
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.
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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.
Reload animation I made. I tried to make the timing as realistic as possible, based on how fast they actually reload their rifles.
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