Sunday, March 17, 2024

Character presets management

 This video shows the management of characters created by the player, as well as diverse options for mixing faces, bodies and clothes.

It also shows the options to export and import presets, to be able to share your creations with other users by sending them a short text string containing the preset by email, posting it on forums, etc.

The voice was generated using elevenlabs.io.




Monday, July 31, 2023

Guardians

 This video shows the behavior of the guardians. They can deny passage according to certain characteristics: carry weapons or wear armor, or wear provocative clothing, or force the use of certain clothes. They can also be fooled by wearing a disguise. Each guard can have its own settin

This video shows the behavior of the guardians. They can deny passage according to certain characteristics: carry weapons or wear armor, or wear provocative clothing, or force the use of certain clothes. They can also be fooled by wearing a disguise. Each guard can have its own settings and dialogues.

The characters' clothes need fixing.This

Friday, December 31, 2021

Armor HUD


 In the game the armors have different values for each part of the body, as shown in videos a long time ago:

But an indicator was missing in the player's settings to see how the protections looked as pieces of clothing were applied.

Now that indicator already exists in the player's configuration. A background is missing under the silhouettes to see it better. The interface is still very provisional.

Light brown is non-protection (nude or light clothing), dark brown is leather or thick clothing, yellow is bronze, gray is iron, and black is Anunnaki armor (but not shown here).

Thursday, July 1, 2021

State of the game

 This is a text that I put in the youtube account of the game. I reproduce it here:


I will try to answer those who are asking about the state of the game.

I'm still far from being able to offer a demo. The game is not playable, there is nothing to do except wander around the (mostly empty) map and fight NPCs without any objective. The dialogues are for testing. There is definitely nothing to do on the map yet, except run around and fight, which is what you see in the videos.


The quest system does not work, I have changed and added many things since I made the quest system time ago and now I have to redo it, in another way to make it more flexible and allow more things.

There are many errors regarding character navigation, they get stuck frequently, some systems like navigation inside of buildings takes too many resources. There are several navigation methods, apart of the engine native one, and it's complicated to make them to work fine in a 100 square kilometers map.

Many things are just started and with a lot to do, such as vehicles (boats, flying ships), or aquatic animals.

I have a growing list of bugs to fix, including some serious bugs that causes the game crashes.

There is a lot of work to do at the graphic thing. I need a lot of assets to place on the map, more buildings, improve the current ones. More clothes and to fix the current ones since the human models have been quite modified and the clothes no longer match. New models of weapons are needed, and some models of the aliens vehicles, as well as their clothes and buildings. More animations are needed, to fix some of the current ones.

It remains to populate the map, place the assets to build the cities, villages, fortifications, etc. Something that I'm pretty bad at, by the way.

And I don't have any 3D artist helping me with it.

In short, to offer a demo I would have to finish or almost finish many of these things, and I don't know how long it will take me to do it, because right now I'm working alone and it's a mountain of work just for me.

A AAA game takes a couple of years to be finished with a team of 100 or 200 people, full-time professionals. Babylon Project is not a AAA game far from it, neither can I work in it full time, nor can I produce like 10 or 20 people. Sorry if I'm taking too long, but that's reality and those are the numbers.

Regarding opening a Patreon or an Early Access, that's the plan. But if I did it right now, it would fail. I have seen many projects, good projects, failing when opening a Patreon or a Kickstarter, for not having enough promotion. For not being known.

Check out this video. It has about 1000 visits. It is little. A big thank you to all of you who follow the game, some for years. Thank you very much. But before opening a Patreon I should do a lot of publicity, multiply those 1000 visits by 10 or by 20, and then it would make sense open a Patreon. The game need to have thousands of followers to be able to tell you one day "I have opened a Patreon".

It is, as we say in Spain, the whiting that bites its tail, without financiation there are no people to help me, without people to help me, financiation fails.
And for now the only thing I can do is keep working on the game, without really knowing how far I'll go.

Thursday, April 30, 2020

Tavern

Pictures of the tavern, still unfinished.


Here you can eat, drink, sleep in one of the 5 rooms available, ask for missions, watch the dancers or start a fist fight. And something else that will come to mind.


The building is using a system that I use in other buildings. On the map, there's only the outside of the building, the facade. When you get close to it, the objects on the outside are created (plants, pots, etc.), and when you touch the door, the whole interior is created, partitions, furniture, lights, characters, objects, everything.


Wednesday, November 20, 2019

Labours

These are some of the labours that bots (and the player) can do in the game.


Saturday, September 28, 2019

Combat improvements

In this video you can see some combat improvements:



- The directional movement has been changed, before the character always looked where the camera. Now look in the direction of movement
when unarmed or with the sword without enemies attacking. With enemies and sword it looks at the movement direction, less when it goes backwards.
And with the bow, always look where the camera is looking.

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...