Sunday, August 11, 2019

Atlantis-style village

An atlantis-style village.
It's a test, the houses and foliage are set randomly.





Saturday, June 29, 2019

Village

Tired of doing animations for the combats, I took a break and tried to make a small village with some houses grouped together with a large central courtyard.

The game still has few assets to use and many of those that appear are provisional (some from the engine itself). Others are made by Juan Carlos Martinez and others by me.




More images after the jump.

Thursday, April 25, 2019

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.

Monday, March 25, 2019

Clothes showcase





These are some clothes I've been working on. These clothes are probably 50% of what the game needs.
They still need quite a few adjustments, as there is some clipping in some of them.

Some are using dynamic clothing, but in order not to ruin performance,
NPCs should wear it with moderation (explained in the video).

Otherwise, the game is in development, the city has very little detail
yet, the sounds are not well adjusted, the clothes and buildings don't
have LODs, and there is a lot of work to do.


Tuesday, February 26, 2019

Find the werewolf


I'm not sure yet about having werewolves in the game. I also don't want the game to be something to put everything into, there's enough with aliens.

But...

Thursday, September 20, 2018

Polishing models


Working now on the definitive models, after about 425 changes in the female and male models in the last 5 years.

As they are modular characters, the clothes must be perfectly adapted to the body. Any change in the model or in the rigg makes the clothes not look good and must be adapted.

Now the basic models are definitive (or not, who knows) and the existing clothes can already be adapted and made new ones.

We are adding LODs (low resolution models to use when they are far) to the models, since until now they were not used or were temporary. With that the performance can improve between 20% and 30%.

It will take us a few weeks to update everything.

In the last few weeks we've been working on a lot of things that haven't been shown on video yet.
We have improved the horse animations, companions can also use a horse, or ride behind you if there are no more horses near.
Companions can use the sword or bow from that position as well.

The combats have been improved, adding some fall and combat animations. The bow, postures and animations for handling the bow have been improved.

The mission system has been improved with more features.

The dialogues use a new system that makes it easier to edit them without restart the engine editor and translate them into other languages.

Vehicles have been added, sail ships that make routes around the island, and flying ships (for the aliens). The player can guide them, or go as a passenger.

We hope to show all that in video soon, when it's finished.