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DeadlyMatter :: Early Development 1

by Nils Eikelenboom · 07/06/2013 (11:01 am) · 25 comments

Sorry, This blog post has been removed

because the content got really dated.

Please have a look at these channels for up-to-date information about this project:

Website: www.deadlymatter.com
Twitter: twitter.com/DeadlyMatter
Youtube: www.youtube.com/user/StudioDimSum
Soundcloud: soundcloud.com/user-289877513/
Google+ : plus.google.com/+Deadlymatter
Steam: steamcommunity.com/sharedfiles/filedetails/?id=402901401

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STORY DRIVEN OPEN WORLD ACTION-ADVENTURE


The world is ruled by a secret society called the Illuminati. For a long time they have been working on a global master plan to decimate the human population with the goal to create something they called "a new balance". Their latest project involves the mass production of antimatter in secret underground laboratories, which is used to create weapons of mass destruction.

You will step into the role of Alex, who's task is to prevent the production of antimatter by sabotaging the facilities and extract the source material: gold. Because these secret underground facilities are hidden from the outside world, you'll have to find them first. As they are spread all over the world, some locations like the Crimea (Black Sea) and Sinai (Egypt) are pretty challenging to visit.

While you're making your journey through areas that can be closed or hostile, you'll need to make certain decisions about using violence to achieve your goals. As in real life, aggression is noted and the area with its people (NPC's) you're in, will respond to that accordingly. As Alex, you'll not be able to only shoot your way through, but you'll also need to use stealth or diplomacy and solve problems without violence.

The organisation that is sending you off to these far locations will back you up financially and technically, but demand certain things in return. At some point you will wonder if all the things you do are as noble as one thought they would be.
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#21
01/25/2014 (4:17 am)
@Ok,Nils.
Do you can say me where I can edit colors in code?(i'm beginner in Torque)
#22
01/25/2014 (7:56 am)
Do you mean of the editor? That's mostly in ./core/art/gui/
You can use the GUI editor (F10) in many cases. Recommend to create a copy of your project before you begin changing the profiles (style definitions).
#23
02/20/2014 (8:42 pm)
@Nick, The Dark UI (theme, skin, GUI...) has been posted in the resource section.

i-dropper.net/torque/darkUI/T3D_DarkUI_PreviewM.jpg
#24
02/21/2014 (3:38 am)
I just wonder how you handle the terrain borders, how you block the player from leaving the mission area and how from viewing into the nothingness, this was always a big problem for me.
#25
02/21/2014 (4:54 am)
The terrain border is, beside natural obstructions, mainly constructed by a fence, made of a meshRoad with a custom class. AI and player respond differently upon collision. Behind the fence are triggers to respawn the player when still managed to get over the fence, AI is killed when fallen of the map. The fence is mostly far enough from the edge to look somehow a bit natural. The whole thing is finished with a skybox with horizon (and mountains etc)

Since I'm reconstruction an existing landscape can't I be "creative" to alter the terrain too much. Therefore did I create this solution, especially when a whole bunch of missions are going to be "stitched together".
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