More of what? More parkour?
I will see more videos
It’s funny.^^
I look forward to see your next movie.
Here are some new textures for the house (animated GIF, 6 images):
are using a unique material with a texture atlas, to save drawcalls.
and one alternate skin for the female model:
The city at dawn.
Great scenery!
The city at dawn
looks nice
Happy new year!
Stargate fans will like it.Now if you make them shoot tentacles to kidnap people it will be like cowboys vs aliens
Stargate has a copyright over the winged disc shape?
sounds some absurd to have a copyright over a shape used by the ancient civilizations. But things more absurd have been seen.
Yes, all those are configurable. You can modify the DOF distance, the intensity, switch to auto / fixed distance, and disable it.
Auto-exposure has 3 levels, and can be disabled too.
Yes, thanks for the advice.
When I see some comments here and in Facebook related to Stargate, I always thinks that these people only knows Stargate, never have heard about the ancient astronauts theories, or the Zacharias Sitchin’s Anunnakis. Never seen a winged disc image from the ancients … so they must believe that all that has been invented by the Stargate writers. It’s normal, is the pop culture. Films and tv. Nothing more.
I this game I’m trying to imagine how was these ancient aliens, and don’t need to be like the sumerians represented them. My idea is to have aliens very similar to us in the actual age, with a technology very similar too. Very very far to the Stargate aliens and it’s “magic” technology.
The ships in the video (drones) are inspired in the winged discs from the sumerian and egiptian ancient cultures. Stargate seems the be inspired in the same sources.
‘Anything for a buck’ copyrighting besides irritating is iniquitous. I didn’t think ‘Stargate’ until it was mentioned and I don’t think CobaltUDK did either; more the juxtaposing of technologies and associate attitudes. We’re all agreed Cobalt does it well, and I think Cobalt has his own unique take ancient vs ‘other’ more of which will unfold.
Thanks again for the advices. I think it’s very difficult, if not imposible, to be aware of that copyright types.
Do you remember the “Galactica” original film of the 80’s? With the Cylon ships with boomerang shapes, attacking the human planets, with people using clothes like ancient greeks and similar. Ships firing, people running, etc.
Perhaps Stargate reclam copyrights to me, and Galactica to Stargate… because all of us are using alien ships with wings firing to people with ancient clothes. It’s absurd, but I know how absurd are some copyright things.
It just felt that way to me which is good.I dont think you can have copyrighting problems.And if something arises(which i doubth)it coud be a warning.More likely to get a troll coment,but as said,most stargate games are vaporware so that is a + for you.People will want it.Look at ut 2004 and unreal championship 2.Both have that egyptian sci fi feel to them(and even god like characters and now one rises a finger).GTA has a hybrid fighter jet (front of a f18 and back of f16)and they dont get sued by Lockheed martin.
Time ago, a friend from this forum, Belmin ( www.fantasiamgame.com ) gave me an idea, to do an “arena” game, with the work done until that moment. That looked a good idea for me, but I took the decision to decide with the open world game more advanced.
Now, because the open world game still needs a lot of work, populating the map, dialogs, missions and a lot of graphic work… a never ending story…, I’m thinking in making the arena game. The most of code is done, the fightng system, the dialogs with the merchants to buy armors and weapons; the sounds, the base map, etc. All already done and working well.
The game only need some work in a small map, the colliseum, on the existing base landscape, and new armors, weapons, more fighting animations, fatalities animations, and not much more. The idea is to finish it for this summer and publish it. Then, continue with the open world game with some experience and more resources. Perhaps using UE4.
What do you think, it’s a good idea?
We all want to make the perfect game.Sadly money and time are not enough.I think taking pieces form your game and making something small is a good idea.Have in mind something.You have many assets,code,knowledge and motivatian as we all know.If you start a new game right now you will most probably will want to make it perfect as it has/need to sell good in order for you to continue to do,what you love.You have to visualise as muchs as you can from this plan before you start as it can well take you more than a year.
On the other hand the market for this arena game is not that big but is in many places ¨¨claimed¨¨.
For example chivalry medieval warfare a udk game as you may know,uses this idea and has a BIG community.Its going to be very difficult to make players from there to look at you.Take a piece of paper and a pen and sit calmly to see how much of your idea and time frames you can visualise.
I’ll be honest so I hope my words don’t come harshly
I’ve seen projects come and go, project scopes downscaling and pivoting, teams shifting their focus or technology… and most of the time never getting anywhere. Usually it’s only the focused teams that manage a good result
Here’s my opinion as a fellow one-man-team, having gone through the same “I’ll never finish it” crisis, continuing for more than 5 years after already downscaling the project.
For a start I have to say if you’re a one-mean team, downscaling your project is a good idea.
Your new plan really sounds like when I downscaled my multiplayer openworld game into being just a one quest singleplayer game where you just escape a prison dungeon. simple enough.
Back then I also had most of the code done: I had the inventory system, weapons and items, character stats, the combat, fighting AI, the GUI, the game menu with character creation, and an options menu with full scalability.
Of course things are never that easy. First your realize the new small idea is now a bit too barebones, lacking the awesomeness of the full experience (the smaller the game, the more awesome/engaging its core features need to be). So you need at least a few new cool features to make up for that.
Then you realize a lot of the work you had done is not feature-rich enough, not working entirely as it should, or just not polished enough. Some of this you might not realize until people test/play the game.
So think of the scenario: you strip down your game and assemble it in the form of an arena. Just one colliseum map, in a single-player game mode with just one ruleset (i.e. waves of enemies or some sort of tournament). what is the selling point of this game? what makes it awesome or at least interesting? what will make players play it once and come back to it (and recommend it) ? do you think it will be appealing and fun enough?
What I’m saying here is: do not underestimate the amount of work needed even for such a small game. If you want to make a game in final form that you can release and maybe sell (and not just a prototype), even with the reduced scope it’s a tremendous amount of work (especially once you start getting feedback from player experience).
Deciding on the future of a project after years of work won’t be easy.
The fact that you’re even considering moving it to UE4 makes me suspect that the project isn’t as closed to being complete as I thought. UE4 is different in many things (many of it you’d have to completely redo), I’d estimate that moving to UE4 will set you back around a year if you do it alone
It’s hard to suggest you how to move forward. It depends on your overall motivation, how much of a burden it is to you to keep working on a project but not seeing the end of it, and how much you still want to work on it. But personally I can’t see much success in a single-player arena-based game with a single map and the only progression being getting better weapons/equipment, only to get back to the same arena. Even if it’s really really good it will still feel incomplete, and will lose its freshness quite fast.
So my advice is this: sit down and play your latest build of Babylon for a little bit. Think of what it is that makes it good, what makes it fun, what makes it worth as a game that will attract the attention of players among the sea of other indie games being released on a daily basis.
With that in mind, here are my thoughts about some possible courses of action:
- Decide that you don’t care about the time it takes, your game needs to have all that you want. A respectable choice, the meaning of a true hobbyist. Fine if ‘not finishing’ is not a burden to you.
- Wrap up and finish Babylon, a reduced-scope version. Just focusing on what makes it awesome. Proably the most sane choice if you want to get the most out of the work you’ve already done, and “finish it already”.
- Find some other people to help you on Babylon, but would mean moving to UE4 already. Risky because you might not find people (everyone has their own projects etc), but potentially the most beneficial if you want to make the full scale Babylon project.
- Focus on something else. Basing it off of the Babylon base might seem interesting but don’t overestimate the effort. Or find a group of like-minded people and start a new project, bringing with you some core concepts and/or assets (whatever makes you happy about working on Babylon) into the new project -remember my next project always has a spot for you
The idea is not exactly a downscaling or a new game, but take what is already done (modular characters, fighting, etc) and make a small game using it, while the develop of the main game continues.
The arena game was intended as part of the main game. So you can enter in, fight some rounds and earn money to get better armor and weapons.
The idea is to give priority at this part, leaving other things (aliens models, ships, buildings, the city, etc) to made after that. Then made some specific menus for the arena game, remove the other features that will not be used, and publish it.
My intention is to have some experience publishing games before publish the big one, and the most important, to give some extra publicity to the big game.
The problem, if the arena game is bad, if people do not like it, it can be bad for the big game.
Not decided yet, I must think it well, and your opinions are a big help for me.
wait-- you did all this yourself ?
To me it looked like everything was done using Mixamo, shows how good it is. If you really painstaking did all this with 3Dsmax then you should seriously finish this UDK project, sell it , then immediately move to UE4 and just smash out what you have in the marketplace
I will add that i disagree with comments about competing with genre/ titles like “Chivalry”, it is more likely these people will follow and support a similar project than if you did something totally different and then tried to get melee comabt players to say support a stone throwing contest. You like Unreal, Try quake- yeh you may prefer Unreal, but still its quake!
Just say hey guys you like chivalry- well i made this and it might be in teh same genre of games you like to play. - job done
I would suggest you to really, strongly consider downscaling. Having a one-man core team means that you will have to specialize into something or you end up with a project that can easily be estimated to take about 10 years to complete for just that one person. If you feel like you want to preserve the world you already have built (including lore and assets), go for it, that way you don’t have to discard most of you have made so far. If you work on a “big” project, especially alone, feature creep is something that can and will kill your progress. If you feel like you have something that you would have trouble finishing, reduce your scope and/or stop adding new features. Think of something that would fit into your universe and start thinking small, in small feature chunks that would work well together, and make a game out of that. Make the core of your game around one idea, and you already have one - arena combat. You would still have to look out for feature creep because it’s always so enticing to say “oh but it would be much cooler if I would add that…” about a non-core feature. Trust me, it’s not going to be cooler. Not for the player and definitely not for you, as it will increase your workload and the feature might not even be appreciated by players and you will be left disappointed. Once you have your core going, you can see how to adjust the experience by playtesting and seeing how your core featureset works together and if something needs to be swapped out or cut or improved.
Once you have the experience and manpower for something bigger, that can be the time when you can increase the scope and start bringing back or coming up with new features that would work with your wider core gameplay. While you are making a smaller game, it’s not like you’re throwing away time that could be spent on a bigger project. It’s quite the opposite. You learn how to do things and the next time you do something that you’ve already done, it will already be considerably faster. Downscaling your game does not mean that you won’t learn as much from it as you would from a bigger one. The aspects that you would cover would be different, but it will still benefit your general skillset. It’s great making a big game, but I think it’s better to actually finish a smaller one