Will be good, but I have to finish before...
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Babylon project (provisional name)
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Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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I'm not sure yet, all my attempts to form a team have failed, only one person is helping me with the graphics but at a very slow ritm.
I'm thinking about publishing a free demo in a limited area of the map, a competition at a coliseum or something similar. And then continue working on the game.Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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This is an indoor navigation system using pathnodes and an algorithm similar to Dijkstra's, but detecting walls and obstacles and limiting the number of nodes to 6 on each call.
I've never been able to use the UDK navigation system indoors, I can't use it (or I don't know how to use it) with doors, stairs, narrow corridors, etc., so I ended up making my own.
The residents of the house make use of this navigation system and also have different tasks to do depending on the type of character and the time of day. They can use objects (chairs, beds, etc.) and go to specific places and play animations.
In each task they can change their dialogs and their clothes (not shown in the video).
Still there are many bugs, bots get stuck frequently and sometimes transitions are not as smooth as they should be. It is quite difficult to mix movements with rotations and animations and that is why sometimes they have this robotic behavior, because they do one thing after another, without mixing properly. For the rest, this is WIP, the mesh of the clothes are not adjusted to the new bodies yet (must fit, and the bodies were modified after), some animations are temporary, like the sounds of footsteps and environment, the dialogues are also temporary and have no voices yet, horses say hello, etc...
Furniture models by J. Martinez.Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Thanks, I'm thinking off adding the mother-in-law.Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Daniel, it's not finished yet.
Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Looks great. Those animation transitions are really smooth.
As for riding the horse, you should take a look at a recent GDC talk about Horizon Zero Dawn. One of the things the guy talks about is the horses, and how it finds its way through the forest while you're shooting your bow behind you. That's something I wish was implemented in Mount & Blade. In that game, if you look behind you to shoot a couple arrows, you'll run into a tree and stop right there, then get impaled by a lance one second later.Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.
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Yeah, there are a lot of things that can be good. Time ago somebody talks to me to use pathfinding for the horse, but I didn't like the idea because the player must play... but the horse (and the player itself) has a cruise key to continue moving forward without having to hold down the key. It's good for long distances. You can drive the horse only with the mouse.
Will be easy to add the simple pathfinding used by the NPCs.
There are more ideas, like the companion sitting back and shooting enemies (working now in that), or the companion driving the horse and the player behind shooting the enemies.
Anyway as the map is big, I can't use the engine pathfinding in all the map, I need to use the simple way to avoid obstacles, and then the bots get stuck frecuently and it's frustrating.
A lot of things could be done if I had more time, but for now I have to share my time with this and with my work.
Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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A screenshot taken on a break:
Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Thanks, the map size is the same, 10x10. But that image is taken from the 1st. person view with a FOV of 90.
In 3erd. view I use a FOV of 60, then the things seems more closer, like in this image:
Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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