Next up
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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.
Maybe not enough various in the death animations?
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.
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.
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.
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.
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.
Optimizing the first level so it can be played on slower computers but still enjoy the realism that's been put into this project. It's easy to be inefficient, so it's time to optimize.











3 comments