Next up
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.
Testing out the new targeting system. Enemy soldiers on the front line are most vulnerable to getting hit.
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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!
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.
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.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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.
Maybe not enough various in the death animations?
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