Next up
Revamped the targeting system to be more chaotic, like battles tend to be.
There was a bug where, if the unit was coming from the flank, only the one corner solder would be targeted, essentially getting all the bullets.
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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!!!!
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.
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.
Maybe not enough various in the death animations?
More improvements this week on level 2 of our WW1 FPS. Unfortunately, you won't get the high tech UE4 gun but instead the standard issue Lee-Enfield .303. It's coming together and we'll release a new version the new content is in and tested.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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