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    #91
    Unfortunatly only a few seconds, the map has only 10x10 km.

    My plan is to make a ship bigger, with interior, so you can enter and move, acces to the cockpit, sit in the chair, take the controls and fly. Like the Star Citizen ships. This will be a transport, slower than the ships in the video.
    The ships in the video will be drones, smaller and faster.

    Here is a video of the animation:



    and a random image:

    Click image for larger version

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    Provisional blog: http://cobaltudk.blogspot.com.es/
    Videos: https://www.youtube.com/user/cobaltudk
    Facebook: https://www.facebook.com/babylonprojectgame/

    Comment


      #92
      Originally posted by CobaltUDK View Post
      Unfortunatly only a few seconds, the map has only 10x10 km.
      How will you keep ships from flying out of bounds and getting stuck? [+-260,000 X,Y,Z]

      Originally posted by CobaltUDK View Post
      My plan is to make a ship bigger, with interior, so you can enter and move, acces to the cockpit, sit in the chair, take the controls and fly. Like the Star Citizen ships. This will be a transport, slower than the ships in the video.
      Will players be able to walk around while ships are in flight? (Tricky to pull off sometimes)

      Comment


        #93
        When the dragon is out of bounds, it stops, you can turn and continue flying. The current winged disc drones are destroyed, but as always are orbiting the player, they don't reach the bounds frecuently. All are provisional, and probably I will rewrite all the code (current was done in a weekend only as a test).

        About leave the cockpit and walk around, I will see when working on the ship. I don't see any problem to do that.
        Also the ships will have a automatic pilot, to follow a path, so you can enter in one, sit on the passager room, and fly without drive it. I have something similar with a sea ship that are following a path in the current map (but it's done with matinee).
        Provisional blog: http://cobaltudk.blogspot.com.es/
        Videos: https://www.youtube.com/user/cobaltudk
        Facebook: https://www.facebook.com/babylonprojectgame/

        Comment


          #94
          This fog is dynamically created around the player. It's using the same script that trees, so the entire map can be filled without aditional performance costs.

          Density can vary and my intention is to place it only at certain hours (from 5:00 a.m. to 8:00 a.m., for example), and in some places during all the day.



          Night version:

          Last edited by CobaltUDK; 08-13-2016, 04:10 PM.
          Provisional blog: http://cobaltudk.blogspot.com.es/
          Videos: https://www.youtube.com/user/cobaltudk
          Facebook: https://www.facebook.com/babylonprojectgame/

          Comment


            #95
            Saturday bonus:

            Provisional blog: http://cobaltudk.blogspot.com.es/
            Videos: https://www.youtube.com/user/cobaltudk
            Facebook: https://www.facebook.com/babylonprojectgame/

            Comment


              #96
              The same problem with BSP.
              Last edited by kaufenpreis; 05-20-2017, 07:10 AM.
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              Comment


                #97
                This is a new alien vehicle, a jetpack. It needs a lot of work yet, directional animations for the pilot, smoke trails, engine and wind sounds, etc. This is only a "sketch" made this afternoon.

                Also the jetpack mesh is provisional, needs a new one.

                Provisional blog: http://cobaltudk.blogspot.com.es/
                Videos: https://www.youtube.com/user/cobaltudk
                Facebook: https://www.facebook.com/babylonprojectgame/

                Comment


                  #98
                  It's fresh and interesting.^^
                  Your game level is very large. How much is the extent of it?
                  Last edited by Keehoon Ahn; 09-09-2016, 10:26 AM.

                  Comment


                    #99
                    Thanks. Landscape is 10 x 10 Km, including water. It's big to move using a horse, but small using a flying vehicle...
                    Provisional blog: http://cobaltudk.blogspot.com.es/
                    Videos: https://www.youtube.com/user/cobaltudk
                    Facebook: https://www.facebook.com/babylonprojectgame/

                    Comment


                      OMFG (in an amazed and over-awed way) probably says it all about your game. And darn* it I'm so jealous (and I'm not alone with that feeling of your achievements, but in your struggles I bet you've earned them.

                      Besides the awe (and now probably going on to state the obvious) you have an excellent eye for scenes and characters and how they should look. Even the volcano another example, adds interest to the scenery. Shining golden wings to fly with, that makes sense. Monuments, castles whatever on the sides of hills - then your character hits a tree and falls like a stone, nice. The reality of gravity blends well with the fantasy. It's a world many people will want to explore. I hope you have the patience and time to continue getting it right.

                      (*darn , i don't like that stupid word. I was forced to replace my initially satisfying adjective because censorship forced me into it!)
                      Last edited by Snipe34; 09-18-2016, 07:51 AM. Reason: censorship
                      @Snipe34 Please try to stay focused. TKBS

                      Comment


                        Thanks, I hope to have force to finish the game.
                        Provisional blog: http://cobaltudk.blogspot.com.es/
                        Videos: https://www.youtube.com/user/cobaltudk
                        Facebook: https://www.facebook.com/babylonprojectgame/

                        Comment


                          These bots are talking to each other. They alternate phrases that may include gestures.
                          Everything is controlled by code, so the dialogues are dynamic.

                          No voices or dialogs (only blah blah) in this video, this is only a test. But this couple seems to have problems. She does not believe in the anunnakis, and he is a mercenary.



                          House model by gaz661.
                          Table and seat models by Srak.


                          Update, this is another example of the interaction with bots.The bots can follow you (or to others bots) and talk.

                          In the first part of the video, a merchant offers to you his products. Then this actions modifies the dialog when you want to talk with him later.

                          In the second part of the video, a bot talks with your companion (another bot). The action links to another one when the dialog is finished, the companion talks to to the player about the recent event.

                          Actions, dialogs and post-dialogs can be linked easily to get complex interactions.

                          This video uses synthetics voices, as it's only a demo.
                          Merchant dialogues are inspired by an infamous telemarketing company from Seville, Spain.

                          Last edited by CobaltUDK; 09-26-2016, 11:31 AM.
                          Provisional blog: http://cobaltudk.blogspot.com.es/
                          Videos: https://www.youtube.com/user/cobaltudk
                          Facebook: https://www.facebook.com/babylonprojectgame/

                          Comment


                            Bot's behavior is natural and interesting.^^
                            Good work.

                            Comment


                              Thank you
                              Provisional blog: http://cobaltudk.blogspot.com.es/
                              Videos: https://www.youtube.com/user/cobaltudk
                              Facebook: https://www.facebook.com/babylonprojectgame/

                              Comment


                                This is an extra ambient occlusion pass.

                                The normal pass gives a soft occlusion effect, with scattered shadows.
                                This extra pass uses SSAO with less scatter to give more definition to the shapes.



                                The video shows a exagerated value of 20 to make the effect noticeable. Good values are 2 or 3. Will be configurable in the graphics menu.

                                The performance impact is about 1 ms (in the GPU stat).
                                Provisional blog: http://cobaltudk.blogspot.com.es/
                                Videos: https://www.youtube.com/user/cobaltudk
                                Facebook: https://www.facebook.com/babylonprojectgame/

                                Comment

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