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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
    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.


    Leave a comment:


  • 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.

    Leave a comment:


  • replied
    Originally posted by CobaltUDK View Post
    Day/night cycle changes lights, sky texture/colors, and the fog. Rain change parameters too.
    With that, you have a more complex aesthetic than 99% games I've been playing ^^
    I didn't notice any difference in the rain, nights and days on Ghost Recon Wildlands, for example. I barely noticed any difference for atmosphere changes in Red Dead Redemption 2 XD

    Leave a comment:


  • replied
    Armor VS no armor



    Fight between armored and unarmored bots. Normally armored ones wins.

    The bots are equal in fighting ability and health, they are using the same weapons, and the only different one is the big guy who has the most strength and health (but no armor).

    Now each cloth piece has a protective value (nothing, leather, metal, etc.). The body is divided into 28 zones where, on impact, damage is applied according to the armor value.

    New damage and getting up animations have been added. So ragdoll is used less often, only when hits are very strong, or are repeated, or die.

    There are some bugs, animation that are truncated, root motion that are deactivated, etc. The next thing to do is to fix these bugs and add fatality animations.
    Last edited by CobaltUDK; 04-25-2019, 04:54 PM.

    Leave a comment:


  • replied
    Day/night cycle changes lights, sky texture/colors, and the fog. Rain change parameters too.

    Leave a comment:


  • replied
    Ah now I get it. I was thinking why the backgrounds screenshots look different in your posts.

    Leave a comment:


  • replied
    DOF is SimpleDOF, and I using one exponential fog on the map.

    I'm using an direct light, an ambient light with different values for top and down, another direct light opposite to the sun, and two ambient occlusion nodes. I use different LUTs too. So with that you have 9999999999999999999999999999999999999999999999999999999999 (+ or -) posible combinations, and with some time, you can find good values.

    Leave a comment:


  • replied
    Question. This last screenshot, are you using Gaussian blur kernel with fog? Has it been used to help with LOD transitions?

    Leave a comment:


  • replied
    Hey It's Amy P (Amelia) from UDK forums. Finally I'm here, following your thread.

    Aaaaaaaaand... Now I understand why you don't want to migrate to Unreal 4 XDDD I got stuck on simple things with Blueprints (like that ******* Calculate Direction changed in version 4.21).

    Leave a comment:


  • replied
    Good, please email me at cobaltudk(a)gmail.com and we'll talk.

    Leave a comment:


  • replied
    Originally posted by CobaltUDK View Post
    Hi Jondavis99, do you want to collaborate as a 3D modeler and animator?
    Would be great to work with another artist... Yes!

    BTW: for that last scene, you could render rain-pools with a modification of "Blend by slopeAngle´╗┐" : https://www.youtube.com/watch?v=CbiEQNL12A4
    Last edited by JonDavis99; 04-06-2019, 01:14 PM.

    Leave a comment:

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