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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:

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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.

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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
    Good, I know a game called "Knight of light", and... probably Ubisoft will make some Assassins Creed in the mesopotamian culture.

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  • replied
    Oh wow I just noticed this - my little company is slowly working on a couple games based on Sumerian mythology using UE4, one of which will recreate several ancient cities (as best as possible with known archeology) Its very cool to see someone else making things in this space!

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  • replied
    Those bugs...

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  • replied
    Thanks udkultimate, basically I'm doing these things. Anyway the game is not finished yet, and the name is not definitive. I think I must reserve something for the last phase, and some money too.

    Youtubers are the most important, I think. Some of them made videos about the game and it was very effective. The game was in the first positions in the Indiedb ranking some weeks. So I think this is the best way, when the game will be next to be finished (or a demo).

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  • replied
    @CobaltUDK

    Hello dude. Yeah, I also dream of one day being able to earn my living and spend on my family just by making games, however, as we know, reality is not that easy

    I work with marketing from over 10 years, even though I never have made marketing for games, however I have got plenty of experience on developing advertising strategies of products (furniture, blacksmith services, timber companies, stores similar to wallmart, petshops, dentists, school, construction companies, and from many other fields) for my clients on facebook, twitter, I also develop websites and e-commerce for companies here in Brazil.

    However, even before completing my game, I already have prepared a kind of marketing strategy for my game through 10 steps, and maybe it can be help for others aswell:

    1- First of all I want to finish a polished demo for my game, like the first mission, however I want to polish it as much as I can, to let this be a kind of demonstration of the final product quality.

    2- After this I will upload to steam and make this demo free for anyone download.

    3- The problem is that no one will download it (even for free) if they don't know my game, so now I need to bring it to people.

    4- I will create a very cool and polished website with cool visuals, and with a ****ing awesome trailer , also with a development blog section

    5- I will create a Facebook Page, Twitter, Google Plus, Instagram, Youtube Channel, IndieDB, ModDb, and more all with custom art like cover art, profile art, youtube cover, and so on

    6- I will post about my game on many gaming web forums, the much as I can, on both Game Development Forums, and General Gaming Forums aswell (off course for general gaming forum I will not post things like technical speech, unreal script, or other, I just will want to let people know my game and download it for free.

    7- I will contact all my friends (also make new friends ) over the internet, and ask them to download my demo for free

    8- I will try to contact many youtubers that do game reviews to ask them to download my game demo for free and review

    9- I will contact many game journalists and gaming sites over twitter and ask them to review my demo aswell (even though game journalists and websites they review only completed game)

    10- Last, but not least, I will try to post about my game, which is about the war in Palestine, on many forums of the arab and islamic gaming comunity, even though my game will not be directed only to them, however it helps aswell to make more audience

    Is very important to get people to know about your project from since the beginning, so whenever you release it, you will have a good audience.

    Last word: NEVER GIVE UP.

    About your game Babylon Project, be sure man it has potential, it is a GREAT GAME!!! Good Luck!!!
    Last edited by udkultimate; 11-22-2018, 03:18 PM.

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  • replied
    Franktech, I know how important is the marketing, and honestly I don't even know how to do it. In fact is still little known, after several years posting videos and images. Even the spanish blogs don't know about the game.

    Gaz, I wouldn't mind being a little rich in money too But nothing, I would be satisfied with this going ahead and being able to dedicate myself exclusively to this. For me to be rich would be that. But it's hard, you all know.

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  • replied
    in my eyes CobaltUDK is already rich in all the important things.money don't mean ---- in my view.dedication,determination,knowledge and loyalty.i don't know anyone richer.

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  • replied
    CobaltUDK
    Originally posted by CobaltUDK View Post
    Franktech what a negative! :P
    Nah, I'm just a realist man. Lots of great looking games struggle just because of all the noise on Steam...
    Its not just 'release-year' games that you end up competing against, its all past years games on sale too!!!
    But hey don't take my word for it... Epic has lots of advice here about the need for planning and marketing.

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  • replied
    Franktech what a negative! :P


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  • replied
    Neongho
    Originally posted by Neongho View Post
    You'll get rich when you release this to steam you know that?
    Or a bunch of ungrateful whiny #$%*! living in their Mom's basement will ask... 'Where's the Multiplayer dude'?
    Hopefully Cobalt will win and dump the bank job for early retirement in a plush villa next door to Coldscooter.
    But you can't make any assumptions about Steam... Unless you've also got a plan for marketing the game etc.
    Before SteamSpy closed, the numbers were sobering.... Who made it, who didn't, it wasn't exactly egalitarian.

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  • replied
    You'll get rich when you release this to steam you know that?

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  • replied
    In the postprocess I'm using two nodes for AO, the first without SSAO and with an radius of 15, and the second with SSAO and a radius of 2.3. The first produce more shadow dispersion, and the second defines better the shapes. The range for both are 1500 units. More range produce halos and others artifacts.

    But the most important are the lights, I'm using this:

    - One dominant directional light (the Sun), whit shadows.
    - One directional light without shadows, always opposite to the Sun, with a low intensity. This gives some volume to the not illuminated elements.
    - The ambient light, with the two light sources active, the upper and the lower.

    Playing with the values, you can achieve some fake GI, or something similar.

    I also have a automatic exposition system, that works modifiyng the SceneHighLights and SceneMidTones in the PostProccess, using the angle of the camera with the sun. But this system is not very important in the final result.

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  • replied
    what are your postprocessing options, can you make screenshot? Mind if I copy them : : P I want them for GOTA : P I want that blurr effect
    really amazing city btw. v

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  • replied
    Some clothes for the male model. Textures are provisional. I have plan to use diferent materials with different textures to have some variety.

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