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  (70 - 80 of 405)
Guest
Guest - - 690,971 comments

why don't you hire more hands?

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cobaltUDK Creator
cobaltUDK - - 115 comments

I have tried many times, but without success.

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Guest
Guest - - 690,971 comments

This if it comes out on the Nintendo Switch, it will mark a great success. Dragon dogma and Resident Evil work well on the Nintendo Switch. Do you think Nintendo hardware can work well with Babylon Project?

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cobaltUDK Creator
cobaltUDK - - 115 comments

No, sorry. UDK only can compile for Windows and OSX. It's an old engine. I hope to move to UE5 for the next project.

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lhuty
lhuty - - 1 comments

i'm brazilian and i loved your project.
have you already made available a trial version? free? buy?

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cobaltUDK Creator
cobaltUDK - - 115 comments

I'm working on it, but I don't know when it will be ready. Probably the demo will be free, and the game cheap as indie.

Reply Good karma+2 votes
Guest
Guest - - 690,971 comments

I have a lot of faith in the project. To be fun, a game doesn't have to have huge costs. The physics and the body of the characters is very attractive. I want dismemberment, memorable NPCs. Colbat you have to be like a child, don't take an example from what is standard.

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Gekure
Gekure - - 1 comments

Hei Cobalt. will u make this game for user to add some mod ? maybe a character rigging etc. if u allow the user to mod the game, believe me many user come to this game :D

and is there any clue what year to release the beta or completed game? maybe around 2022 or 2021

i've been waiting this game since im in Highschool :D

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cobaltUDK Creator
cobaltUDK - - 115 comments

I would like to prepare it for mods, but I still don't know very well how to implement them in UDK, I don't know if it is possible to add cooked files to the game. Probably no problem modifying textures and even modifying models, but adding things... not sure.

I hope to finish it before your retirement.

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cobaltUDK Creator
cobaltUDK - - 115 comments

Thanks, there are some on line stores like the UE4 one, Turbosquid, CGtrader, etc.
The dificult part is to adapt the meshes to the game, reducing polygons, unifiying uv maps to reduce materials/drawcalls, etc. It's easy, but tedious and very time consuming.

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