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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
    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!

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

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  • 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).

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  • 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.

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  • 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. ^^ ;;;;

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

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  • 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:


  • replied
    Tried to make a small village with some houses grouped together with a large central courtyard.

    More images here: https://cobaltudk.blogspot.com/2019/06/village.html

    Click image for larger version

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  • replied
    Thanks

    Keehoon, yes, many zones are double, front and back. I would need to add a few more, but I think with 28 the thing is balanced.

    Neongho, I thought that some time ago, to publish the unfinished game. I did some functions that are seen in this video, so the bots can choose another bot near. It also works with factions.
    I'll probably include a coliseum on the map with these mechanics, so the player can earn some money to buy better weapons & armor.

    Since I'm changing "takedamage" to add armor functions, I've made a small change in the way weapons impact the body.

    With the old system:
    - The weapon (or projectile) hits the cylinder.
    - Then a tracecomponent is done from the point of impact (on the cylinder), following the direction of the weapon, finds the bone.
    - If no bone is found, use findclosestbone.
    - It ALWAYS returns a bone.

    The problem with this is that sometimes you see clearly that the weapon doesn't hit anything, but there is impact. When the bot is on the ground and the weapon passes over it, or when an arrow passes over the shoulder and the result is an impact in the head.

    The new system:
    - The weapon (or projectile) hits the cylinder.
    - Then a tracecomponent is done from the point of impact (on the cylinder), following the direction of the weapon, finds the bone.
    - If no bone is found, there is no impact, and the weapon cotinues moving.

    This is much more accurate, but the problem now is that it is more difficult to impact, and it can be frustrating as attacks can pass close but not hit any bone.


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  • replied
    I was actually cheering for the hulk guy, but he let me down

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  • replied
    WOW man, this is simply amazing!!!

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  • replied
    will you implement arenas?

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  • replied
    The body is divided into 28 areas!!!!!!! @_@
    The trimming feature is very impressive. It is really cool work.

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