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.
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...
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.
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.
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).