Next up
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.
Without any AI implemented yet, the opponent just stands there and gets shot. Working on that next!
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.
Working on the targeting control, to make it a bit more random and chaotic for battle. Yellow lines are for debugging.
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.
Readjusting and remaking some of the mechanical animations for the Lee Enfield rifle. It's now more accurate.
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.
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.
More asset creation. This 1907 bayonet will be at the end of our Lee Enfield rifle but also around trenches and other areas.
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.










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