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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.
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#21
02/16/2014 (8:20 am)
Many thanks for all the cheering! This gives me new energy to give it an extra boost now :)
#22
02/17/2014 (8:43 am)
Is this a personal project then, Nils? Took it for granted it was part of your "job" work.
#23
02/17/2014 (6:26 pm)
@Steve

I currently run a one-man-studio with mainly graphic design, branding and interaction design as its core biz since 2009, shortly before I migrated from the Netherlands to Shanghai, China. I'm also working on freelance projects for other marketing and design studios. It's a lot of work with a disappointing income. I studied graphic design on the academy of art in the Netherlands; I thought for a while this was the logical path to follow.

The idea for this game originated about 4 years ago, and I worked on this (part-time) on my own, for the last 2.5 years now. It's my aim to develop a demo version first and then to look for investors or funders. Since Kickstarter creators are only welcome if they're residents of the US, UK, CA, AU and NZ, is it a bit more of a challenge I guess. When I succeed to get funding/investments, then I'll move the core biz to game development and start hiring people. I'm also open for cooperation with other professions as I think the creative part of this project is already challenging enough. The self-taught programming/scripting will not be sufficient to release a game like this, I believe :)
#24
02/18/2014 (5:57 am)
Quote:
It's a lot of work with a disappointing income.

That's basically the description of anything indie ... ;)

Kickstarter actually just needs the person setting up the project on Kickstarter to be in one of those countries you've listed for the banking system. So if you had someone you trusted with an account (preferably business account for the taxation situation) you could get them to set up the KS for you - which is how I've seen it done by others. Just a thought anyhow.
#25
02/23/2014 (7:43 am)
/*

    Thanks @Steve. It will take a while to find people to trust with hopefully-but-probably-never-happen-big-amount-of-investment-money. That's why I think it's more of a challenge for people outside KS-countries. Of course I could think about migrating to these places hihi :)
*/
#26
02/27/2014 (9:39 am)
[post-intoxication] Comment removed [/post-intoxication]
#27
08/28/2014 (10:23 pm)
hey nils just realized this is you game after you commented on my post.
great work looking forward to this game.
if you need any help with the models just let me know and ill help :)
but cant wait to see this game on the market!
#28
08/28/2014 (10:39 pm)
Thank you @Lordrockit

This game is still in early development and it will certainly take some time to see the release of an alpha.
Recently @Timmy joined in, so things are getting up to speed now :)

You can expect more updates this September!
#29
08/28/2014 (10:43 pm)
@nils sweet September is my b-day month thingy.
anyway i love what i see of this game so keep up the good work!
#30
09/01/2014 (10:53 am)
Looking really great, Nils! Excellent work!
If your still looking for any programming help then I should be able to do a bit... I can't make any promises, as I'am just trying to get my head round Torque before getting started with my own project, which is currently pending waiting till I can dig up a team...
Programming isn't the thing I'am best at but if I might be any use then let me know...
#31
09/01/2014 (11:25 am)
Nils,

You have been a solid supporter of my 'pre-' and 'post-' intoxication posts so, take it from me 'NO intoxication at all, for the moment', you are doing REALLY REALLY WELL! In fact, I look at a number of things you have shown off and wish I could be a part of a project like yours.

Keep up the GREAT work and I don't care about 'early development'! I like what I am seeing and I LOVE what you are showing off. Vehicles, nice images, solid understanding of animation principles... you have managed way more than just 'graphics' and 'art'. Good on you brother!
#32
09/27/2014 (7:28 am)
Thank you all for the cheering and positive comments guys :-D

We're really sorry we won't make it to write the September blog... while we're over our heads in work we can't find the time to write, we're in the middle of something here! ;-)

But, here's the promise of an October blog for sure! And when the leaves on the trees are turning to yellow and red on the Northern hemisphere, we're going to announce APEX, ragdolls, improved (pre)loading, a completely new developed main character with all new animations, loads of props and a lot more!

Stay tuned!

---

We're really honoured by the offers of extra hands on this huge project. We're not in the stage yet that we have a budget to spend; at this point it's a no-budget project. But that might change in the future. Many thanks for now, and offers are noted!
#33
02/09/2015 (10:11 pm)
It Will More Realistic When Use First Person Hands On Vehicle's Steering Wheels.
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