Next up
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
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.
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.
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.
Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!
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 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.
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.
Maybe not enough various in the death animations?











0 comments