Sunday, November 13, 2016

Parkour... or something like that.

Here are a improvised parkour:



There are a ugly effect when the pawn lands and roll, there are a micro pause, fixed after publish the video:

https://www.facebook.com/babylonprojectgame/videos/1388986671141700/

House model by Srak.

Sunday, October 23, 2016

Extra Ambient Occlusion pass

This is an extra ambient occlusion pass.

The normal pass gives a soft occlusion effect, with scattered shadows.
This extra pass uses SSAO with less scatter to give more definition to the shapes.



The video shows a exagerated value of 20 to make the effect noticeable. Good values are 2 or 3. Will be configurable in the graphics menu.

Monday, September 26, 2016

Social bots 2



This is another example of the interaction with bots. The bots can follow you (or to others bots) and talk.

In the first part of the video, a merchant offers to you his products. Then this actions modifies the dialog when you want to talk with him later.

In the second part of the video, a bot talks with your companion (another bot). The action links to another one when the dialog is finished, the companion talks to to the player about the recent event.

Actions, dialogs and post-dialogs can be linked easily to get complex interactions.

This video uses synthetics voices, as it's only a demo.

Sunday, September 25, 2016

Social bots



These bots are talking to each other. They alternate phrases that may include gestures.
Everything is controlled by code, so the dialogues are dynamic.

No voices or dialogs (only blah blah) in this video, this is only a test. But this couple seems to have problems. She does not believe in the anunnakis, and he is a mercenary.

House model by gaz661.
Table and seat models by Srak.

Sunday, September 4, 2016

Inanna flight

This is a new alien vehicle, a jetpack. It needs a lot of work yet, directional animations for the pilot, smoke trails, engine and wind sounds, etc. This is only a "sketch" made this afternoon.

Also the jetpack mesh is provisional, needs a new one.




Saturday, August 13, 2016

Dynamic fog



This fog is dynamically created around the player. It's using the same script that trees, so the entire map can be filled without aditional performance costs.

Density can vary and my intention is to place it only at certain hours (from 5:00 a.m. to 8:00 a.m., for example), and in some places during all the day.

Night version:


Saturday, August 6, 2016

Companions help



Companions not only help you fight enemies, also collect objects for you (later you can ask for them) and light the torch if it's dark.

Still has some bugs to correct, animations that are truncated, etc.


Monday, July 25, 2016

Chilaba



Another test with nVidia Apex cloth. Needs more work in the collision
bodies, and it steal 2 ms per frame, so I don't know if it will be in
the final game.


Sunday, July 24, 2016

Cloak test



Here is a test with nVidia Apex Cloth, used with the cloak. Still there are needed to adjust better the collision bodies, and I need to find a solution for the weapons.

Monday, July 18, 2016

New trees test


This is a test with a new tree model from Polypixel3D.com.

I'm in the process of replacing all the foliage models. This one looks good, but isn't optimised, 8000 triangles for the LOD0 and 3 materials. It's difficult to mantain the 60 fps.

Each material is a aditional drawcall, so I'm going to try to reduce to 2 materials or one (using alpha masks).


Saturday, June 18, 2016

Don't lose the head

+



This is something that was pending to do, that the head don't disappear when a character are decapitated (graphic content in the video).

Friday, June 17, 2016

Modern clothes





This has nothing to do with the game, I was just playing with modern clothes downloaded from Mixamo.

Saturday, May 21, 2016

Gatito rideable


The devil cat is now rideable. Animations for the rider are from the horse, so not fit very well in the cat. 

And the cat foot placement needs some work yet.

Devil cat by 3Dfoin.com
Sargon sword by Gustavo Llamas


Gatito ragdoll:

Wednesday, May 18, 2016

Gatito malo


This is the "Devil Cat" model from 3Dfoin.com. This video is very very WIP (I got the model 2 or 3 hours ago).

This was only a test to see how it looks in the game, but it's using the scripts from the human bots for roaming movement and fight.

Still there are no directional movement animations, nor the rag doll is well configurated, nor the foot placement, and they can talk with the player (as human bot).

I'm thinking about make a quick time event when the cat attacks, but I don't like QTE very much.

Sunday, May 15, 2016

Directional movement fixed



Since long time I had an error in the directional movement, when the chararcters walks backwards and diagonally.

I had to reverse right and left in the directional node when walk backwards and play the animations in reverse.
A dot product in the tick to detect the backward movement and send it to the animtree.

Now it works properly, but sometimes crosses the legs in a strange way.

Music by EC1 Studios.

Saturday, May 14, 2016

Music and female voice test

Exploration and combat music test, by EC1 Studios.

Female voice by Libby.

The map is at a very very early stage, needs a lot of work.



Tuesday, April 12, 2016

Katabelle voice test 3

Some improvements to the female voices, all by Katabelle  ( www.katabelle.com ).
All the NPC's have the same voices, but with different pitch values. Voices reflects now more tension in the combat. There are still some bugs to fix in the animations, and the clothes are no fitting the bodies, that were modified after doing the clothes. Music by Nathan Britton.


Saturday, April 2, 2016

Katabelle voice test

This is a voice test for female characters:


Needs more tension and anxiety, for the next test.

Voices: Katabelle

Music: Natham Britton

Monday, February 1, 2016

UDK test map VCTF-Retribution



This is a test I did with a map for Unreal Tournament called "VCTF-Retribution", downloaded from here long time ago:

https://forums.epicgames.com/threads/959143-VCTF-Retribution

I have included it in my main 10x10 km map as an stream level (the map are loaded when you are near).

I wanted to have an idea as how the game can look once finished, using a well finished map like this.

This is only a test, the game is ambiented in the ancient Mesopotamia, and this level doesn't fit. It's only a test.

In this video you can see: