Sunday, December 13, 2015

New aiming system

The old aiming system was very imprecise. The camera have different offsets and the character aiming postures are no perfect. So the alignment had errors.

This new method are using "canvas.project" to find exact values to pass to aim node.



Instead comparing character and camera rotations, I do a projection of the weapon canyon over the screen, and compare it with the center. After that is easy to find the values for the aimnode.


Tuesday, December 1, 2015

New armor and some new animations for the male character



In this video you can see a new armor for the male character and new animations for basic movements and combat.

Many of these animations are from Mixamo.

Female model have the same animations.

Sunday, November 22, 2015

Sunday, August 2, 2015

Video at 60 fps

Here is a video recorded at 60 fps. I can't play it at 60 fps using Firefox, I don't know why (testing with hardware acceleration on and off, with flash and html5). But with Chrome plays at 60.

I think that are not using vsync, so the experience is not te same that playing, but it's close.


You need to configure the video at "720p60".


Friday, July 17, 2015

Tuesday, July 14, 2015

Graphics setup

These are new options for the graphics settings menu.

In the game there are three main lights, one for the Sun, a fill light opposite to the Sun,  and the ambient light.

All three can be adjusted in-game by the player. Also the contrast, gamma, bloom, Sun shafts and the new modes for the ambient occlusion.

(Menus are dissordered and misaligned. They are provisional).

Here are some examples, the default configuration:




With low opposite and ambient lights:


More after the jump:

Tuesday, June 9, 2015

Wednesday, April 29, 2015

Bots schedule & others IA improvements

The video shows a system for NPCs to perform tasks according to the time.

It also shows how the NPC's can talk to each other when they are in the same way (always in the video, to show, but random in the final release).

And some transition animations for states, like sitting, sleeping, etc.


Monday, March 30, 2015

Sunday, March 22, 2015

Inventory

This is the inventory, to pick up, drop, use items, and sell/buy from others NPCs, using game money.

Work with clothes, weapons and items (food, amulets, keys, etc.)

Interface menus, city buildings, torches, etc. are provisional.


Sunday, March 15, 2015

Playing with torches

Doing the inventory system (pick up, drop, use, buy or sell items), this is the torch, to see at night.
It's provisional, needs a new mesh and flame.


Saturday, March 7, 2015

Pathfinding without navmesh

This is a system for surrounding trees, NPCs and other dynamic objects.

But after trying it works well enough as "pathfinding" in places on the map where there are no navigation mesh (the navigation system used by UDK).





On a map of 100 km2 there are many areas without navigation mesh.
In this video there are none, all navigation are working with this system in real time.

Operation is simple, doing a trace forward and if collides with something, make additional traces on the sides to find a free way.

In principle makes two traces per second, but with one on each tick there are no apparent impact on performance.

It can work in conjunction with navigation mesh, then the traces only affect to dynamic objects.

Saturday, February 28, 2015

Male base model video

This video shows the new male base model. Like the female, it's very customizable. Not finished yet, but it's functional.

There is very little repertoire of clothes and hair yet.

3d modelers need, payment or royalties, you choose.

If you are interested, send your offer to cobaltudk (a) gmail.com


Monday, February 2, 2015

Customizable male base model


This is the base male model almost finished. Like the female model, morphs and bone scale are used to get variations.

There are some errors to fix in the mesh and textures, and a lot of work to do for the clothes and hairs.