Game
Our Great War

6 years ago

Windows version of Our Great War is now out!

Trying to build a game with no budget sometimes has it's drawbacks. But where there's a will... In keeping with my weekly update schedule, there's some more goodies in Boot Camp and more is being worked on!




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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.

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.

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.

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.

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!!!!

#GTG

Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.

Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.

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.

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.