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  • started a topic [UDK] Babylon project (provisional name)

    Babylon project (provisional name)

    Babylon project is a provisional name for a open world, multi mission, single player game.

    It's ambiented in the mesopotamian cultures, but it's a fantasy, not historical, game.

    The game is inspired by the stories of the Anunnaki in the ancient Sumer.

    I started to learn UDK two years ago and at this point the code part is almost finished. Still there are a lot of work with the graphic part.

    The map area has 100 square kilometers (but some are water). It's a UDK Landscape with several localizations using streaming levels.

    Foliage is placed around the player dynamically:

    Click image for larger version

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    Illumination are full dynamic, with complete day/night cycle, night lighting with shadows, etc.

    The game uses the principle of "if are hidden, destroy it" as a way to always keep a minimum of actors on the map and can run at an acceptable framerate. An example of this is the foliage, but it also applies to characters and objects on the map.


    Characters are modular, can be customized in appearance, clothes, etc.

    Click image for larger version

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    APEX cloth are used for some cloths and hairs.


    Alien ship:

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    Here is one of the latests videos:




    More videos in the Youtube channel: https://www.youtube.com/user/cobaltudk

    the (provisional) game blog: http://cobaltudk.blogspot.com.es/

    and Facebook: https://www.facebook.com/profile.php?id=100010149724914


    The game main language will be english with subtitles for others languages, but in the videos some voices are in spanish (I'm from Spain). Are "dummy" voices, not for the final game.


    I have had sporadic collaborations but basically I'm working alone in the project. If you are interested in collaborating (royalties) please contact me. Particularly 3D artists are needed.



    (the old thread from the previous UDK forums: https://forums.epicgames.com/threads...-just-learning )
    Last edited by CobaltUDK; 04-08-2016, 02:47 PM. Reason: Update

  • replied
    Originally posted by CobaltUDK View Post
    Thanks Keehoon. Something like this?
    https://www.youtube.com/watch?v=qvMNY1UOtRQ
    Wow~ So cool~

    Leave a comment:


  • replied
    Thanks Keehoon. Something like this?
    https://www.youtube.com/watch?v=qvMNY1UOtRQ

    Leave a comment:


  • replied
    Wow~ Your game has improved the variety of battles. So cool~ ^^

    Especially the position of the camera changes to the view of the arrow is very cool. >_<
    I think you can also make a ranged attack system like the game 'Sniper Elite'.

    Leave a comment:


  • replied
    Here are some combat improvements:



    - The directional movement has been changed, before the character always looked where the camera. Now look in the direction of movement
    when unarmed or with the sword without enemies attacking. With enemies and sword it looks at the movement direction, less when it goes backwards.
    And with the bow, always look where the camera is looking.

    - The accuracy of the arrows has also been improved. Before the collision of the arrow was with the collision box of the characters.
    Now, after colliding with the box, check if it collides with the "bones". If it doesn't, go ahead to the next obstacle.
    This same precision also works with swords and other weapons. Now it's a bit harder to hit, but visually it's more realistic.

    - Side attacks have been added with the sword. They are automatic if they detect an enemy on the sides.

    - You can execute up to three consecutive sword attacks with a single click. Automatically locate nearby enemies and execute an attack for each of them. This can be something that the player and the NPCs can use if they have enough level in the game.

    - Killing animations, are executed when the enemy has little health left. In practice with an average unarmoured enemy you must hit him a couple of times before you can execute this move. Armor blocks attacks (armor works by zones, a total of 28 zones).
    These movements have time in the game but the animations are new. It need to do a few more, for different weapons.

    Finally there is a small combat. There are some things to fix, animations that are truncated, ragdolls that jump through the air, screams that do not look good, etc.

    Leave a comment:


  • replied
    Different ethnic groups! I dig it! It's so cool, mainly the red head and the black lady

    Leave a comment:


  • replied
    Different races, skins, colors, etc., for character customization.
    Attached Files

    Leave a comment:


  • replied
    Oh yeah I commented on this video some time ago. His expression changing when he gets drunk on 3:31 is priceless XD Love it!

    Leave a comment:


  • replied
    Heh, you can see in motion here: https://www.youtube.com/watch?v=Phr5lAYJn6A&t=180s

    Leave a comment:


  • replied
    I visited the blog and saw your other screenshots. It's SO cool (hahaha, that image with a drunk guy and a saleswoman is great! I think it's the 11th image in the slide line).

    Leave a comment:


  • replied
    Keehoon, yes, it's a lot of work for one.

    Udkultimate, we are in the same boat, I also have to work 8 hours a day at my job, and then in my free time, work 6 or 7 more in the game. But... we have to pay the bills.

    Leave a comment:


  • replied
    Congratulations Cobalt

    Your map looks wonderful, and the way you placed that background makes the size of your world feel imense. That's a good job man

    I need days of 40 hours to do that
    Yeah man, I too. I think that the biggest hardship we as solo developers face is time, because the marjority of solo dev hardly can dedicate full time to game development. I talk by myself, I have a family, wife and children, also I have a job of web designer from which I earn my living and spend over my family. Whenever I get some free time, I work on game development.

    Now I can only work on game development whenever I stay overnight some days and on some weekends (mainly saturday), because my job of web design is always done remotely, I take care of almost 30 websites of companies here in my city, and this work involves constant updates on their websites (which I created), contant updates on their social network, creating new Ads, Promo Banners, edit some videos for their youtube channel, and so on.

    Only whenever I finish my daily tasks of these clients, then I work on my game. If the day had 40 hours, yeah, I think I would have already finished my game

    Good luck on your project.

    Leave a comment:


  • replied
    Originally posted by CobaltUDK View Post
    Thanks Keehoon, I think I need days of 40 hours to do that
    I think your comment is not a joke because there are many assets that you have made for a long time. ^^ ;;;;

    Leave a comment:


  • replied
    Thanks Keehoon, I think I need days of 40 hours to do that

    Leave a comment:


  • replied

    Wow! The scenery is wonderful! ^^
    If you use the assets of your game, I think you can make a good game similar to 'Simcity'. Nowadays, AI is popular, so simulation game is more popular than RPG. How do you think about developing your project as a simulation game?

    Leave a comment:

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