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New animation I made for the transition between attention and aiming.
Maybe not enough various in the death animations?
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.
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.
Animating a few variations of the death animation.
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.
New animation I made for when a soldier is shot. I need to make a lot of variations of this but hopefully it looks realistic.
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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