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











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