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Babylon project (provisional name)

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  • replied
    A lot of animations are from Mixamo
    I Knew it.

    I Can no longer look at a product and not know exactly where it came from or how it was made ...

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  • replied
    Originally posted by CobaltUDK View Post
    Thanks, this is a hobbist for me, but like all of you, I think, I would to work in this, instead my bored current job.

    I want to share the models and animations, but after the game will be published. A lot of animations are from Mixamo, for free use, you can try it. There are some packs and a lot of individual mocaps. Also you have good quality human models in Mixamo, and in MakeHuman. Probably if I were to make the models again, I will choose one of these as start.
    WOW!!! THANKS!!!!!!! I forgot to ask aswell, could you share the classes (scripts)? I loved mainly the meelee action and general NPC`s Behaviours.

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  • replied
    Thanks, this is a hobbist for me, but like all of you, I think, I would to work in this, instead my bored current job.

    I want to share the models and animations, but after the game will be published. A lot of animations are from Mixamo, for free use, you can try it. There are some packs and a lot of individual mocaps. Also you have good quality human models in Mixamo, and in MakeHuman. Probably if I were to make the models again, I will choose one of these as start.

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  • replied
    My thoughts:

    1- This project, in my opinion, is the most advanced project I have ever seen done in UDK.

    2- If you want to develop/release this game as a hobbist, like me, so fine go on, it will inspire many aspiring game developers.

    3- If you want to release it commercially, be sure that you will suceed anyways, because this game has a great potential

    4- If you want to be like "santa clauss" for the community, so please, share with us, mere mortals all these nice features you have created, share with us the scripts and animations, like a kind of models pack so we can use on our projects, off course if you want.

    Anyway brother, again, your game Babylon is, on my opinion, the most advanced UDK Game ever created, and I need to say you congratulations

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  • replied
    Originally posted by franktech View Post

    Stick with UDK:
    Pros: You've invested a huge amount of time and the game still looks great in UDK.
    Cons: You're learning more UDK internals, but will have to start over again in UE4.
    Not realy as if i was him and started to make money out of the project,dedicated time will go for updates/patches/speaking to the community and promoting for more sales.If the project keeps feeding you,you can start a second game the moment you see people stop playing it or in spare time to keep up to date with tech.

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  • replied
    Originally posted by CobaltUDK View Post
    I think that Steam early access is a good option, but I don't see how publish a game with a main quest. Games like the Coldscooter one are perfect to early access, because the players can play while the game is updated regulary. There isn't a main quest, only survive.
    The Stargate clips above look less quest based and more like survival imo, but hey..
    You're still faced with a tricky decision so here's a few pros / cons as a way to help:

    Switch to UE4:
    Pros: To move forward as a game dev you'll have to learn UE4 eventually anyway.
    Cons: You risk actually making the same game twice, only for half the benefit etc...

    Stick with UDK:
    Pros: You've invested a huge amount of time and the game still looks great in UDK.
    Cons: You're learning more UDK internals, but will have to start over again in UE4.

    Make Arena game:
    Pros: Get something to market soon, learn marketing / distrib ahead of main game.
    Cons: Your perfectionism risks creating a new headache that's also never finished...

    Overall, you should probably find a mentor that can help steer you in crucial areas.
    A pro who has launched several games before and knows the Steam process well.
    Someone to say stop, time to move on, stop focusing on tiny details & frame rates.
    Try to start a closed Alpha too, make sure the code you feel is done is really done!

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  • replied
    No, I'm not working alone in the project. I did the base human models, armors, landscape, animations (the hand made ones) and the code. Other persons have contributed with weapons models, houses, and now there are only one modeler doing houses and map assets. Also some assets were purchased from online stores.

    I think that Steam early access is a good option, but I don't see how publish a game with a main quest. Games like the Coldscooter one are perfect to early access, because the players can play while the game is updated regulary. There isn't a main quest, only survive.

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  • replied
    This is beautiful...Love!

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  • replied
    If it was me(hope to make it there,im not planning on giving to the players any early acces or even a demo.Ive seen that a good ammount of games that did that and it was enough for the gamers to have enough of it and when the final game is out no one wants it.We are solo devs.As much as i dont like to admit it,when the time comes out to show the final product
    - trailer shoud be litle on the hype side
    -have showed the project in forums that unite people to the current type of genre months before the release
    -youtube hypes

    Optional and sad to do...
    -...............devs do make many emails before the release.Register many accounts in youtbe and give the innitial 40-50 and even more thums up to his project.People are becoming strange these days.I know that a good number of them,when they see many thumbs up they tend to contribute without thinking much.Even if its not that good.Same with multiple reviews in steam created by the dev.


    And i think we are starting to spam Cobalts thread here
    Last edited by O_and_N; 01-27-2017, 06:50 PM.

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  • replied
    I'm not saying it's impossible (I wouldn't be doing my project alone if I wouldn't believe in it)
    I'm just saying it takes months and years of work to "just finish a project"

    btw I'd also be weary about early access games made by one man teams or really small teams. I've seen games that become abandoned way before leaving early access for this very reason. first the players get bored and don't have a lot to look forward to (since updates are very slow), and eventually even the developers abandon it

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  • replied
    Originally posted by Oakwarrior View Post
    Having a one-man core team means that you will have to specialize into something or you end up with a project that can easily be estimated to take about 10 years to complete for just that one person.
    Originally posted by Chosker View Post
    also just "seriously finish this UDK project, sell it , then immediately move to UE4 and just smash out what you have in the marketplace" really sounds like years of work for one person
    And yet one person from here recently did it.
    Not typical maybe but not impossible either...

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  • replied
    Originally posted by TKBS View Post
    wait-- you did all this yourself ?

    To me it looked like everything was done using Mixamo, shows how good it is. If you really painstaking did all this with 3Dsmax then you should seriously finish this UDK project, sell it , then immediately move to UE4 and just smash out what you have in the marketplace
    well, no. in the end the player will perceive the final quality of the game. just stating that the assets were done by a single person will not earn you extra forgiveness from reviews and criticism.

    also just "seriously finish this UDK project, sell it , then immediately move to UE4 and just smash out what you have in the marketplace" really sounds like years of work for one person

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  • replied
    ^^ While I mostly agree with what you suggest...

    Originally posted by Oakwarrior View Post
    Make the core of your game around one idea, and you already have one - arena combat.
    I'd say there's more to this

    Take DOTA for example, where you have a really powerful core and never needed a very expansive set of features. It works because the game was built around that core, and the core is powerful.

    But. If as opposed to thinking of the core first and the complementary features later, when the core of a game comes from the reduced scope of the (quite larger) experience, it's hard to imagine it would be as interesting.
    If you take TES: Oblivion and only leave the Imperial City's Arena fights, well just that alone is kinda lackluster because the game wasn't built around it - because one could say that Oblivion/Skyrim has a lot of features that are not that great by themselves but contribute to give shape to a greater experience

    And that's why I was mentioning the feature creep before: it happened to me when I downscaled because while [for me] the core was good enough, just the core alone is not enough to make a game unless it's a really powerful and fun core.
    In my case the core (challenging skill-based swordfighting with a responsive AI) needed some complementary features, so I had to introduce some stuff around it [with goals still matching the reduced scope], to at least complete the experience so the player wouldn't get bored after 2 hours and never touch it again. And this brought random dungeons, stealth mechanics, companion AIs, and a some physics-based gameplay

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  • replied
    Originally posted by CobaltUDK View Post
    The idea is not exactly a downscaling or a new game, but take what is already done (modular characters, fighting, etc) and make a small game using it, while the develop of the main game continues.

    The arena game was intended as part of the main game. So you can enter in, fight some rounds and earn money to get better armor and weapons.

    The idea is to give priority at this part, leaving other things (aliens models, ships, buildings, the city, etc) to made after that. Then made some specific menus for the arena game, remove the other features that will not be used, and publish it.

    My intention is to have some experience publishing games before publish the big one, and the most important, to give some extra publicity to the big game.

    The problem, if the arena game is bad, if people do not like it, it can be bad for the big game.

    Not decided yet, I must think it well, and your opinions are a big help for me.
    I would suggest you to really, strongly consider downscaling. Having a one-man core team means that you will have to specialize into something or you end up with a project that can easily be estimated to take about 10 years to complete for just that one person. If you feel like you want to preserve the world you already have built (including lore and assets), go for it, that way you don't have to discard most of you have made so far. If you work on a "big" project, especially alone, feature creep is something that can and will kill your progress. If you feel like you have something that you would have trouble finishing, reduce your scope and/or stop adding new features. Think of something that would fit into your universe and start thinking small, in small feature chunks that would work well together, and make a game out of that. Make the core of your game around one idea, and you already have one - arena combat. You would still have to look out for feature creep because it's always so enticing to say "oh but it would be much cooler if I would add that.." about a non-core feature. Trust me, it's not going to be cooler. Not for the player and definitely not for you, as it will increase your workload and the feature might not even be appreciated by players and you will be left disappointed. Once you have your core going, you can see how to adjust the experience by playtesting and seeing how your core featureset works together and if something needs to be swapped out or cut or improved.

    Once you have the experience and manpower for something bigger, that can be the time when you can increase the scope and start bringing back or coming up with new features that would work with your wider core gameplay. While you are making a smaller game, it's not like you're throwing away time that could be spent on a bigger project. It's quite the opposite. You learn how to do things and the next time you do something that you've already done, it will already be considerably faster. Downscaling your game does not mean that you won't learn as much from it as you would from a bigger one. The aspects that you would cover would be different, but it will still benefit your general skillset. It's great making a big game, but I think it's better to actually finish a smaller one

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  • replied
    Honestly with your rigging, modeling, anim skills
    wait-- you did all this yourself ?

    To me it looked like everything was done using Mixamo, shows how good it is. If you really painstaking did all this with 3Dsmax then you should seriously finish this UDK project, sell it , then immediately move to UE4 and just smash out what you have in the marketplace

    I will add that i disagree with comments about competing with genre/ titles like "Chivalry", it is more likely these people will follow and support a similar project than if you did something totally different and then tried to get melee comabt players to say support a stone throwing contest. You like Unreal, Try quake- yeh you may prefer Unreal, but still its quake!

    Just say hey guys you like chivalry- well i made this and it might be in teh same genre of games you like to play. - job done
    Last edited by TKBS; 01-25-2017, 02:00 PM.

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