Next up
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.
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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.
Maybe not enough various in the death animations?
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.
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!!!!
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.
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.











1 comment