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.


Friday, August 10, 2018

Mount / dismount horse test





Find left or right position - walk near that position - start root motion animation - mix with interpolation for rotation and position.
I know most games have this, but for me was a headache to do it.
Next thing to do, the same with the companion, and use his weapons while sitting in the back.



Sunday, July 8, 2018

Indoor pathtfinding and home life

This is an indoor navigation system using pathnodes and an algorithm similar to Dijkstra's, but detecting walls and obstacles and limiting the number of nodes to 6 on each call.


I've never been able to use the UDK navigation system indoors, I can't use it (or I don't know how to use it) with doors, stairs, narrow corridors, etc., so I ended up making my own. The residents of the house make use of this navigation system and also have different tasks to do depending on the type of character and the time of day. They can use objects (chairs, beds, etc.) and go to specific places and play animations. In each task they can change their dialogs and their clothes (not shown in the video).


Sunday, May 27, 2018

Flying bike WIP

This is a sketch of a flying bike I'm working on. It is a quick mesh to define the basic shape. No textures or details yet.



Monday, April 23, 2018

Nefertiti



I'm adding new blendshapes for character customization. I've tried to make her look like Nefertiti, but I'm not very happy with the result.

There are no egyptians in the game, but those traits fit well into the game. Hat apart.

Sunday, March 11, 2018

House #8

This is the #house08. It's a typical building with a central courtyard. Has 2 floors, for 4 families, and a store.
We still need more variety of plants and furniture.



Sunday, March 4, 2018

House 07 test

This is the house #07. It has 3 floors and a small shop to pay the expenses of the neighborhood community.
Night images are intentionally dark.





More images after the jump: