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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

________________________________________________________

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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#1
07/06/2013 (11:43 am)
Very impressive how authentic the environment is, not many take the time to make it that realistic.
#2
07/06/2013 (12:07 pm)
That looks really... really nice... great work so far.
#3
07/06/2013 (6:36 pm)
looking very good. Now i would focus much more at the game core tech, like you say saving and inventory and such. The more you have developed, the more it is hard to make the basics of the game. So a good thing is, to do this from beginning.
#4
07/06/2013 (7:32 pm)
Great work!
#5
07/07/2013 (12:23 am)
Fantastic environment. The whole thing reminded me a lot of Stalker, right down to the super-fast sprinting ;P.
#6
07/07/2013 (6:35 pm)
Many thanks for the compliments!

@D_Fasel; It goes hand in hand, core tech and design. If not then there's always adapting :) While trying to use as much (adapted) stock functionality as possible, drastic changes are sometimes inevitable. My aim at this time is to get to a working demo with basic versions of tech like inventory and a dialogue system. With a working demo I guess it's more likely to raise funds or receive investments. With money it's more likely to be able to create a versatile team - programmer(s) included!

@Daniel; I can't deny I'm a great fan of STALKER! Some elements are inspired by this (even would use the caffeine soda pops for that extra mile ;-) However, DeadlyMatter as an adventure game will be quite different.
#7
07/08/2013 (11:34 pm)
Even pimped the editor's UI a bit to fit it more to the design of the game. Sometimes a bit frustrating as some style elements are put into scripts, while everything should only be defined in the profiles.

i-dropper.net/deadlymatter/DeadlyMatter_Dev1_UI_small.jpg[+] Click to enlarge

@Daniel; Haha, now even a lab into play, almost too much of a coincidence. The story behind it is still quite different though. ;-)
#8
07/09/2013 (12:45 am)
Ooh, nice skin. And nice lab! ;)
#9
07/09/2013 (7:31 am)
I bow to you and your team. Very nice visuals, game play and thanks for showing T3D in a different light! I hope everyone knows now that this graphic level is totally possible. By the way, LOVE the interface changes. Really think we need to make some of these available as 'downloads' on GIT, that is if people decide to share.

Ron
#10
07/09/2013 (9:41 pm)
Well, thank you @Ron!

There's no team yet, what you see here is a one-man job. Of course do some credits belong to the GG community! Without the help, recourses, improvements and most important, the bug fixes; it would have been a whole different story!

At this point, T3D's UI is not something you can change like a "Wordpress Theme". Like I wrote; style elements ended up in the code. For example (1 of many) do you need to change some script of the material editor to change the black text to a bright color, if you choose to have a dark background. There are also multiple profiles (style sheets) and images spread all over T3D's structure. I would love to make some T3D 'themes' for the community, but I think there really need to be some restructuring first.
#11
07/12/2013 (1:26 am)
@Ron and everybody, if somebody wants to help me with the code and github, i'll create a nice new T3D skin. Will be away for a couple of days but just drop me an email if one is interested. info € studiodimsum , com
#12
07/12/2013 (2:45 pm)
hey Nils
you just got my attention
plain and simple i was actually going todo the same as u
but tbh i dont see why we cant join forces
on the editor-skin front

now i came across a neat pack of public domain
icons
most of those could replace the aging T3D ones
along with a restructuring of the toolbars

i mean - when you look at the editor
it is obvious to much stuff got sticked and scaled down to a size that makes working with it less funny

now am not sure if you are familiar with github but if you are, setup a
branch with the editor and lets see what we can achieve to make
this not just look pretty but to be more useful

now changing the whole system of the editor is not really needed
the toolbars should be changed along with a better integration of the postfx stuff
so that ppl can quickly pick it and use it

and here is how my last playin with it ended
i.imgur.com/7IBr31rl.png
#13
07/12/2013 (2:59 pm)
@nils.... NICE, I got major respect for the one man show. I too am a 'one man show'. So I amend my props.... Grats on your HARD work brother.

@Nils and JOlinar,

Not a bad idea. I think you two should COMBINE efforts. When you are ready, I will happily do the pull for you all. I know they can be a REAL pain in the butt.

Ron
#14
07/13/2013 (8:16 am)
@JOlinar, @Ron; sounds good. Let's stick our heads together and see what can come up with. I'm on the road and back in a couple of days. Will contact you then.

----

I know @Ron, you have got my RESPECT as well! (even more!) God speed with your new project!
#16
12/03/2013 (9:11 pm)
@Nils
it seems we kinda never came together
however if you are still in the mood

there is a new thing goin on called GREED/ ment as the next thing when it comes to T3D Developement

and we would love to integrate your mamba (black/yellow) theme

you can sent it to me via e-mail (its in my profile)
if you are still up to it
anyways thanks for reading

you can read more about GREED here
www.garagegames.com/community/forums/viewthread/135730
and if there are ideas or even manpower you are always welcome to join the party
#18
12/03/2013 (10:18 pm)
aye already seen
and thanks :)
#19
01/24/2014 (12:26 pm)
Nils,do you can share mamba theme?
#20
01/24/2014 (7:06 pm)
@Nick; A similar Editor UI(dark grey) will be available around end of February; posted as a resource and being implemented in GREED.
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