Game Development Community

dev|Pro Game Development Curriculum

DeadlyMatter :: T3D game in development - Update 3

by Nils Eikelenboom · 02/11/2014 (2:59 am) · 33 comments

Deadly Matter is a story driven open world action-adventure game in development.

Step into the role of Alex and prevent mass production of antimatter by the Illuminati. Explore locations all over the world like the Crimea & Sinai and unveil the conspiracy to decimate the human population.


Delayed

Due to non-game projects (for a bit of cash flow for the studio), is the development of DeadlyMatter delayed. I'm expecting to be back on track within a couple of weeks. Since my blog update September last year did I work on some parts of this immense project. So, again an update and some eye candy for those who find this interesting!


New video

New 8 minutes of ingame raw footage (4 x 2min.)

(removed)

The new vid is highly compressed and consists out of 4 parts,
this due to my crappy internet connection in China and being in full HD (1080).


Improved terrain textures

Some terrain textures have been improved as you can see here in this screenshot


Destruct with a vehicle

While vehicles are going to play an important role in DeadlyMatter. Running things over like characters (actually damage them), and in this case hay stacks, is really fun and bringing in important game elements (for minigames and such)


Moving clouds, overdone sun flare and no HDR

In case you didn't notice in the vids, the clouds are actually moving. The sky looks different every time you raise your head. While the sun with its lightrays and new flare lit the clouds at certain angles/positions, has HDR been disabled permanently and saved some extra fps.


Water, waves, foam, cubemaps

New cubemaps have been designed for better reflections on water for example. While using foam for more then just some bubbles, are the sounds greatly improved as well Watch the vid!

Hints, messages and labels

Before you pick up an item you want to know what it is... just show it to the player. With the default keybind E, you're able to put it in your inventory. The icons in the text is actually build into the font and displayed by script with special characters (UTF-8).


Put it all in your backpack

The player will have a backpack for its inventory. Open up the inventory GUI will actually display one, as you can see in the pic. There are 12 item slots and 2 weapon slots for the player, which should be sufficient for this kind of adventure game. Items that can be used will get a keybind when picked up.

The hunter and the hunted

New characters and new animals have been developed and brought in as non-agressive AI. The hunter shoots the rabbits...

Or being hunted

Agressive animals like the wild boar will cut you open with its tusks...


Bloody indicators

The damage indicators and blood splatters are combined as one. You can see from the splats from which direction the impact came from.


Dont get your feet wet!

Wind is dynamic and changes in force or direction, depending on altitude or changed by triggers.

As the elements of nature are having an effect on the player (energy), things like avoiding water are becomming more natural. Objects that encurrage the player to be more careful, are gracely brought in... like this fallen tree.

Once your feet are getting wet you'll notice it right away...


Skylight

Skylight has been created to increase realism a bit. You'll notice the normals popping out in the dark shadows, that are otherwise barely visible. Note the blueish light on the windowsill in this piucture...


Normal stuff

The regular things you find in games are developed/improved whenever I find the time...


AI, the biggest chunk to swallow

AI is consuming the biggest amount of time. A game needs to be challenging enough to keep the player occupied and create enough fun to stick around. DeadlyMatter will be non-linear (not forced on a path) so the player ecounters AI in an open world.

__________________________________________________________________________________________

Don't forget to watch the (removed) and look out for the updates in the comming months as I'm going to increase the speed of development again.

Cheers from Shanghai,

Nils

__________________________

Deadly Matter Website
Deadly Matter on Facebook
Deadly Matter on Youtube

This blog post is a follow up of: Deadly Matter :: Update 2

DeadlyMatter(R) and the DeadlyMatter logo are registered trademarks of Studio DimSum. The symbol in the logo and the concept of the game are copyrighted by Studio DimSum and protected by international law. All rights reserved.
Page «Previous 1 2
#1
02/11/2014 (3:19 am)
You've left me speechless :D
#3
02/11/2014 (4:34 am)
The health kit looks like my country flag:) why not a red cross on white background?

Nice work at all!
#4
02/11/2014 (4:45 am)
Solid work so far!

One suggestion I would make though, is to angle the camera view when inside the jeep upwards some. Lots of gamers tend to feel a bit claustrophobic when most of what they see is "ground", and while the actual visible horizon is in the middle of the screen, the frame and dashboard give a bit extra weight to the ground part of the view horizon.

While obviously totally playable, when I was watching the video with the driving around I noted that I kept wishing I could look up slightly ;)

Other than that nitpick, I like where this is going.
#5
02/11/2014 (5:06 am)
Leave floppsy alone! ;_;

Nice work Mr Eikelenboom and co. :)
#6
02/11/2014 (5:08 am)
Thanks @all!

-----------------

I'll keep it in mind @Jeff, thanks for the tip! - At some part I had actually built in freelook in vehicles, but when that seemed incompatible with Wheeled AI did I take it out until I find a fix for that. I'll try to move the cam backwards a bit and tilt it slightly upwards for the time being.

-----------------

Video part 3 has been uploaded. The last part will take a couple of hours. - It contains a swarm of aggressive bees as an AI character; attacking the player when it comes too close.
#7
02/11/2014 (6:38 am)
Looks awesome.

For some reason the screenshot featuring the backpack has me the most excited. I love the idea and execution!

...Or maybe I just have a fetish for storage?
#8
02/11/2014 (7:34 am)
@Steve
Quote:Mr Eikelenboom and co.

Unless I have evolved MPD it's still me alone.. all alone :(

Still looking for that programmer!!!

-----------------

@Simon
Quote:...Or maybe I just have a fetish for storage?

Do u have a walk-in closet? Then the answer is certainly YES!

-----------------

All vids have been uploaded:

(removed)
#9
02/11/2014 (12:01 pm)
Nice work and cool website.
#10
02/11/2014 (1:40 pm)
Nice work Nils
#11
02/11/2014 (4:06 pm)
Fantastic, I love hearing about this project! Can't wait to try it when it's done :).
#12
02/11/2014 (4:15 pm)
Well done! Keep it up!
#13
02/11/2014 (5:42 pm)
Slick!
#14
02/11/2014 (8:28 pm)
Thank you :)

Still learning on the way ;)
#15
02/11/2014 (9:26 pm)
Very impressive progress on this game, its looking fun and like a world you could get lost in :-)
#16
02/12/2014 (3:43 am)
Nils
Maybe when you finish you could release some of what you did as resources...Kind of like you skylight resource..
I know I'd be interested in the Hints, messages and labels and the moving clouds. Again keep up the great work looks awesome!
#17
02/12/2014 (3:50 am)
Great Work! You give hope to Torque 3D for a better future!
#18
02/12/2014 (5:08 am)
Yes @Kory, I'll create more recourses in the future. Though many scripts still need optimization, fixing and cleaning up.

I can say that a part is really not that new or has advanced scripting/ programming behind it. The clouds for example, are mainly the result of using the basic cloudLayer object in a smart way. When you create good cloud materials ( can be hard, I know ;) and tweak the parameters until you're satisfied, you'd be already having similar results.

Torque 3d has so many default features ready to use. It's easy to forget when you're staring blind on the features it hasn't. I guess it's also using the existing tools in a creative way, to create the new features you're looking for; like skylight for example!

My biggest concern at the moment are some nasty bugs that really need to be fixed before continuing developing. Triggers for example, are crucial for gameplay and when not working properly they'll ruin the whole thing.

In my next blog post I'll go deeper into the details, how things are done, but also pointing out the issues/bugs that are not resolved until this day.
#19
02/12/2014 (1:57 pm)
Very cool looking Nils and sweet terrains!
#20
02/15/2014 (3:22 pm)
It's coming along great Nils, really looking top grade!
Page «Previous 1 2