Provisional name for a RPG open world game, inspired in the ancient astronauts theories (sumerians & anunnakis). Work in progress.
Wednesday, December 16, 2015
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.
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
Many of these animations are from Mixamo.
Female model have the same animations.
Sunday, November 22, 2015
Friday, September 18, 2015
Monday, September 7, 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".
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
New screenshots section
Added a new section, "Screenshots": http://cobaltudk.blogspot.com.es/p/screenshots.html
to place images obtained during game development.
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:
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:
Monday, June 22, 2015
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.
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.
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.
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.
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
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.
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