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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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.

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.

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.

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.

More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.

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.

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

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.