The game (no name yet, "Babylon Project" is provisional) is a RPG ambiented in the ancient mesopotamian cultures. It is a fantasy, not historical, game. Is inspired by the stories of the Anunnakis in the ancient Sumer. The scenery is a map of 100 square kilometers including water. It's a multimision single player game, made with the Epic Games engine, UDK (Unreal Development Kit). And it's being developed in Spain. More info soon.

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Missions system

Feature

I am working now on the new missions system. A long time ago I made one, but with time and changes in the code it no longer works correctly.

The old system had a fixed configuration for each step, with the necessary variables and references for each action it could take.
The new system does not have these variables, but uses an array of commands that are then interpreted as a simple scripting language. In this way it is much more flexible and it is easier to add new actions as needed.

The things you can do are the typical ones, go somewhere, look for an object, talk to someone, destroy someone, etc.
There is also a system by which you have to follow someone, who will travel a pre-established route, that NPC being able to do things like talking to the player along the way, stopping to talk to other NPCs, using objects, levers, chairs, etc. The mission can alternate between these modes (follow the NPC, the NPC follows you, etc).

A mission is typically a sequence of actions and conversations, and in this game there are no cinematics, so all those scenes are governed by code, which moves the characters, makes them speak, etc.

The result is a bit robotic and I am not very happy with it. I'm thinking of doing "jumps" that put the characters in the desired position and automate things like dialogues. It would be a kind of cinematic, but equally governed by code using the repertoire of animations available and not entire sequences of animations achieved with mocap, as in the big AAA games.

I have also done a "teleportation" to different places on the map available in each step of the mission. For example, if from one step to another you need to go to the other end of the island, you do not need to spend 20 minutes traveling to get there.

Remaining Issues: The NPC's obstacle avoidance system is still not working well. For example, when they follow a route, sometimes when they dodge another NPC that was passing by, they get into places where they cannot leave or find their way. That makes you unable to continue the mission.
When they move inside buildings it is even worse. So I have to find a solution to this.

There are also things where I don't know how to proceed. For example a typical mission, go to a fort and kill the boss.
What if before activating that mission I go to that fort and kill the boss? Shouldn't the boss appear until the mission is activated? Or if I kill him first, when the mission arrives could that step be skipped?

This is a problem that is going to happen a lot, missing NPCs that will not let the mission advance, and I do not know very well how they are solved in other games.

So here you have two images that have nothing to do with what I have written, but that are required to publish the article.

flyingbike 3

lightenviroment4

State of the game

State of the game

News 3 comments

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...

To do:

To do:

Feature 2 comments

Next: - Armor functionality - Camera lag - Finish clothes - Sail ship model

Post comment Comments  (30 - 40 of 405)
Guest
Guest - - 690,970 comments

Although gta 6 is available for sale, but this game is did not finish anyway.

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cobaltUDK Creator
cobaltUDK - - 115 comments

Rockstar: >2000 employees in 2018
Me: 1 employe (me)

Rockstar bugdet: millions
My budget: near 0

But thanks for the comparision :P

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Guest
Guest - - 690,970 comments

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Guest
Guest - - 690,970 comments

sorry for being rude I think you don't make this game anymore. How can I support you?

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cobaltUDK Creator
cobaltUDK - - 115 comments

No worries, I appreciate it. When I publish a demo I will announce it everywhere. For now, what helps me is getting people talking about the game and more people know it, sharing videos on social networks and things like that.

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Guest
Guest - - 690,970 comments

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Polopy
Polopy - - 3 comments

Youtube.com
Youtube.com
The female dancers in these videos are very attractive.
I hope they are characters who play an important role in the game.
I look forward to completing the game!

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cobaltUDK Creator
cobaltUDK - - 115 comments

I think that female version was about 300, the current is > 600.

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joeljhansi
joeljhansi - - 1 comments

Can't believe you made the game to this level and yet fail to finalize a build. Just look at AdeptusSteve at patreon they made similar game like this from scratch, which was very buggy and awful at first release. But now they make 100,000 dollars a month their games are still WIP, you get what I mean?

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cobaltUDK Creator
cobaltUDK - - 115 comments

Yes, I want to publish a demo in Patreon or similar, but I need to finish a demo first. It's taken more work than expected.

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Guest
Guest - - 690,970 comments

Cobalt.. Please.. patreon release :( Ive been following this game for like 5 years and I want to get my hands on it!

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spairo83
spairo83 - - 2 comments

Yes Cobalt, I follow your project from 5-6 years... and is INCREDIBLE what you did! the compliments will be never enough. I never write to you, but is possible that you create a Patreon/Subscribestar/Steam page for that game? what's your thought about it? ty

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cobaltUDK Creator
cobaltUDK - - 115 comments

Thats the plan, I want to make a free demo with some quests and publish it in Patreon or similar platforms. But I have to finish too many things before. The game now is not playable, too many bugs, too many things that worked before but not now, and the things cost more work than expected.
Thanks to both.

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