
Want to know how I'm creating this game, want to ask questions or give feedback on the game? I just opened a Discord server to do just that:
It's quite empty, so your voice will be heard!
Next up
First pass at the German Mauser 1898, one of the common rifles used early in World War 1. This is a step towards creating our German soldier. We have the AI, now part of the rifle. Next will be modeling and animating the soldier.
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!!!!
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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.
Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.
Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!
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.
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.
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.










0 comments