Game
Our Great War

6 years ago

Every moving piece has to have a bone that pivots, rotates, scales or moves in order to move the mesh, or geometry that it controls. Bones in 3D can stretch and don't have to be rigid. I probably didn't need to animate the trigger since you won't see it!




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

Maybe not enough various in the death animations?

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

Animated with the Lee-Enfield rifle. Almost ready to put this into the game so we can remove the default hand. It's not 100% but beats the robot hand. Let me know what you think!

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

Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!

Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.

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.

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.