Friday, November 3, 2017

Grabbers

When these little monsters attack, it's best to run. But they run even faster. (Provisional voices).




Tuesday, September 26, 2017

Charging shouts test



Here are some charging shouts used when the bots are going towards an
enemy. It's a test, the sounds are provisionally taken from the voices
for damage, are short and needs more rage (the distortion was produced
during the video capture),


Saturday, September 2, 2017

Saturday, August 26, 2017

Doors (WIP)



This door is a static actor, until the player or some bots touch it. Then the actor becomes dynamic and rotates in the direction the character is pushing.

In UDK usually are used a trigger with a kismet event or a hinge physics actor, but this is slow if there are a large number. In this way it's only a static mesh until it is touched.

Can be configured with several parameters, force, limits, locked, and can use any staticmesh.

Left to do:
- Sounds
- Lock
- Some animations for the character to push

House still hasn't textures in the interior.

Saturday, July 22, 2017

New dynamic hairs

Some new dynamic hairs, which one do you prefer?
(Please ignore the footstep sounds, double sound because the in-place walk animation).




New dynamic hairs - Indie DB

Sunday, April 30, 2017

Market



City market. Here you can buy food, weapons, take a drink and flirt with the waitress.
Market assets by J Carlos Martinez

(Some clothes doen't fit very well because the base model was modified but the cloth still needs to update).

Sunday, March 26, 2017

Turn in place root motion test



I was tired of the old animtree-based turn in place animations, never got it to work decently.

The new system uses root motion animations from Mixamo, adapted to the idle positions of the game characters.

I am not sure to use them in the normal movement (without weapons), because the player loses some feedback in the control. But with weapons, the 180º turn works very well.

Saturday, March 11, 2017

Saturday, February 25, 2017

Battlefield #1



This is a battle test with about 100 bots that appears around the player, in two factions.

There are some new things not showed before, like the music, voices and the soldier model.

The soldier model is not finished, textures are provisional and the rig needs to be polished. For the next battlefield video it will be finished (or not).

Video with music here: https://www.facebook.com/babylonproje...

Credits:

Sunday, February 19, 2017

Projectiles



This is using part of the code from the bow in the fusil (the projectiles are the arrows from the bow for this test). The result is like a automatic crossbow.
In the second half of the video, the arrows are incendiaries.

This is only a test, the soldier is not finished yet (no textures), the XM8 is only for testing while the modelers make the definitive weapons for the game. Music is provisional too, voices aren't edited yet, etc.

For the next weekend we hope to have a video, a battle with 100 bots, showing the soldier finished, also with new music and voices.

Facebook link: https://www.facebook.com/babylonproje...

Saturday, February 11, 2017

Hunting devil cats



Bow gameplay, with 200 devil cats around the player.

Bow model by Gustavo Llamas
Devil cat model by 3DFoin
Music "Go Down Mix" from the UDK engine.
No real devil cats were damaged in the realization of this video.