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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.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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.
I won!? Still not sure I believe it! I'm still playing on the PS1, so this will be a huge upgrade for me! Now I can't say I've haven't won anything, anymore! Thanks so much to the Game Jolt!!!!
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.
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.
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.
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 out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.
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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