almost 2 years
ago -
Dead Matter
-
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Transcript (by Youtube)
1s | foreign |
---|---|
8s | [Music] |
11s | hey survivors it's likely been a while |
14s | since you've last heard my voice my name |
16s | is Nick and I'm the lead developer of |
18s | dead matter |
19s | saying that there has been a lot of |
22s | change brought to dead matter over the |
24s | last few years is a bit of an |
26s | understatement |
28s | this Vlog aims to clarify the current |
30s | situation with the project what we've |
32s | been up to over the last few months and |
35s | the direction we're going to be heading |
36s | towards in the future all of the footage |
39s | in this Vlog is representative of what |
41s | is currently available in our nightly |
43s | build it's a sample of what's on the |
45s | plate for the next closed Alpha update |
47s | we also recently refactored all of the |
49s | materials in the game to use a small set |
52s | of Masters this is so we could set up |
54s | virtual texturing as well as additional |
56s | weather effect we should talk about the |
58s | zombies that you're seeing on screen |
60s | because there are quite a few of them |
62s | back in 2018 we established that one of |
65s | the most important things to debt matter |
66s | is that dead matter is a zombie game |
69s | it's not a survival game it's a Zombie |
73s | Survival game what you're looking at |
75s | right now is Pitbull AI Pitbull was |
79s | written entirely in-house we wanted to |
81s | build a total solution for zombies in |
84s | our game from the ground up this wasn't |
86s | our first time around the block trying |
88s | to pull something like this off though |
90s | we never really showed any of that |
92s | publicly because it honestly never |
94s | really went anywhere what you're seeing |
96s | on screen right now is the flocking |
98s | behavior for the AI zombies in Dead |
100s | matter will naturally form hordes and |
102s | they'll naturally dismantle them there |
104s | are different factors that feed into |
106s | what agents decide to form a horde but |
109s | generally they have a very temperament |
111s | and you should expect to see them moving |
113s | in groups around the map this next clip |
115s | is just basically a bit of a combat demo |
117s | unfortunately UV 5.2 actually ended up |
121s | blocking me from being able to show this |
122s | in the proper Vlog hence why I'm just |
124s | using an older clip to demonstrate that |
126s | the idea is there and it generally Works |
129s | any glitches and bugs that you're seeing |
131s | related to the position of the Ragdoll |
133s | is because I was actually working on the |
135s | networking module of pitbull at the time |
138s | that I recorded that video If you're |
139s | looking really close those aren't ants |
142s | they're zombies the session that I |
144s | recorded this in had |
146s | 2751 zombies to be exact this is just |
150s | for one town and the server is capable |
152s | of simulating a lot more this is without |
155s | any sort of system to enable or disable |
158s | simulation which means we have a lot of |
160s | room for optimization we are extremely |
163s | excited for the system Payton AKA |
166s | dogtooth CG is excited to be bringing us |
170s | a proper replacement to the prior Gore |
173s | system get your guns ready and plan |
176s | accordingly Grant polished up the hands |
178s | material because quite frankly the last |
180s | iteration really didn't look that great |
182s | for those of you that are out of the |
184s | loop since we rewrote the game shortly |
186s | after the closed off launch we actually |
189s | ended up going in a bit of a different |
191s | direction for the Player's character to |
192s | hand the camera and the controls we use |
195s | a sort of quote-unquote diet true first |
198s | person it's off by default but it's also |
201s | on in most of the footage that you're |
202s | seeing it's really subtle and it allows |
205s | us to really easily coordinate the |
206s | camera with the third person mesh |
208s | representation thank you there's a few |
210s | bugs here and there especially when the |
212s | camera doesn't align exactly what where |
215s | expecting it to be but it feels a lot |
218s | nicer you might have noticed that I just |
221s | walked up to that car got inside and |
222s | drove away this is all thanks to the new |
224s | vehicle system that Sasha has been |
226s | putting together they use chaos physics |
228s | and serve as a stable foundation for our |
230s | vehicles moving forward Cody one of our |
233s | coders implemented a new harvesting |
236s | system for the game this means that |
237s | bushes and even trees can now be |
240s | interacted with you can pick grapes and |
243s | berries from bushes or you can get an ax |
246s | out and start chopping some trees down |
248s | using an ax to deal damage to the logs |
250s | will result in firewood spawning there's |
253s | still a few more particles and a bit |
254s | more polish to go but overall the system |
257s | works and we're excited to bring it to |
258s | the next patch |
260s | the next system that we're talking about |
261s | is actually something that was developed |
264s | almost two years ago we did show it off |
266s | in a few of the blog posts that we were |
267s | doing recently however in 2022 the |
271s | feature was cut entirely Braden AKA |
274s | Nomad has been hard at work in fact he's |
278s | created multiple NPCs that you can |
281s | interact with in the world not only that |
283s | you can actually do jobs for them jobs |
286s | can also be triggered from Random |
289s | Encounters of the world such as the |
290s | strong jobs can also have branching |
292s | storylines which is something that we're |
294s | really excited for granted these |
296s | probably won't feel like a million |
297s | dollars until they're properly voice |
299s | acted but we do feel that they give our |
302s | players a lot more to do in the world |
304s | than the current version of the game |
305s | offers |
307s | next up we have a tour of the entire map |
309s | I'm going to cover each individual |
311s | region of our world currently we have |
314s | three primary regions in our world the |
316s | regions are dead man's flat x-shaw and |
320s | CB there is also a fourth region that is |
322s | currently in production right now that |
325s | region is Canmore |
327s | currently what you're looking at is the |
329s | CB region of the map it's characterized |
332s | by its large hydroelectric Dam |
335s | EB also features a summer camp a small |
338s | rural region campgrounds as well as a |
341s | quarry there's honestly too much to |
344s | actually show here in one Vlog so we |
347s | highly encourage that people download |
349s | 0.10 and give the area a tour for |
352s | themselves |
353s | if you are currently not a backer of the |
355s | project well there's no Indiegogo link |
358s | to go to anymore since we are nearing |
360s | the end of the closed Alpha for dead |
362s | matter if you do not already have access |
364s | to it we may actually consider lending |
367s | you a key keep in mind that we have |
369s | limited quantities and we are generally |
372s | prioritizing people that have made |
373s | themselves visible in the community next |
376s | up on the map tour we have the one and |
378s | the only Dead Man's flat |
381s | oddly enough a lot of people actually |
383s | think that we renamed the town that this |
385s | is based off of but no dead men's Flats |
388s | is an actual town in Alberta near |
390s | Canmore and near extra it's actually |
393s | right in between the two while all of |
395s | the Town names in dead matter are up for |
396s | grabs by backers that paid for them the |
399s | region will still be referred to as dead |
401s | men's flats for realism purposes the DMF |
404s | region also includes Pasco Lake this |
407s | part of the map has plenty of hiking |
409s | trails for you to follow as a player |
410s | there's also a few other locations in |
413s | the area such as this massive Timber |
415s | yard as well as the Mountain Gate Resort |
417s | one of the first few additions that we |
420s | made to dead men's Flats in the original |
422s | version of the game another blast from |
424s | the past is that there are a few crashed |
426s | military helicopters in the area the |
429s | next area on the map tour is extra known |
432s | famously in Alberta for its massive |
434s | concrete plant if you're from the region |
436s | and if you've ever driven to Banff then |
439s | you've actually likely seen one of the |
440s | buildings that I'm about to show off in |
443s | real life however that depends on |
445s | whether or not you've taken Highway 1 or |
447s | Highway 1A both of which are represented |
450s | in dead matter if you've driven on 1A |
453s | then you might actually recognize this |
455s | plant with all the green Windows on it |
457s | this plant is a lot lesser known but it |
459s | is a lot prettier in our opinion Ken and |
462s | Patrick both did an excellent job on |
463s | these locations I personally cannot wait |
465s | to hunt down players in my own game at |
468s | these locations I guess if you've ever |
470s | really wanted to kill me you'll finally |
471s | get your chance good luck though you'll |
473s | need it |
477s | and this is the plant that I was |
480s | referring to earlier if you've driven to |
482s | Banff you've definitely seen this in |
484s | real life speaking of banth and other |
486s | towns that are near Banff the last place |
488s | that I'll be taking you to on the map |
489s | tour will be Kenmore however this part |
492s | of Canmore isn't actually a part of |
495s | Canmore proper which is actually going |
497s | to be the games for small sized city no |
500s | these are actually a suburb that exists |
502s | outside of Canmore Ken Patrick and Dusty |
505s | have done a fantastic job on this part |
508s | of the map Ken and Patrick have been |
510s | working on a lot of the exteriors Ken |
512s | has been working on blocking out all of |
514s | the different buildings Dusty has been |
516s | primarily focusing on environment art to |
519s | make sure that the level designers can |
520s | work ahead of the art team this allows |
523s | us to get a feel for the region as well |
524s | as allowing the level design team to |
527s | work ahead of the art team |
529s | is crucial because level design often |
531s | involves far more iterations than |
532s | environment art will not only that we're |
535s | actually creating buildings because we |
537s | need them rather than the other way |
539s | around where we were creating buildings |
541s | and then finding a use for them on the |
543s | map while this is much more of an |
545s | industry standard approach and we're |
547s | pretty much anything but industry |
548s | standard at this point we found that |
550s | this is an approach that works really |
552s | well as seen by the school that Dusky |
555s | has been working on originally created |
556s | as a blockout by Ken and then passed |
558s | over to Dusty for completion there's |
560s | still a bit of work that needs to be |
562s | done to make sure that it fits the |
563s | setting but overall this is actually one |
567s | of the largest if not the largest |
568s | building in the game right now it also |
570s | wouldn't have been possible without our |
571s | pipeline changes we hope you're as |
573s | excited as we are for the direction that |
575s | the game will be going in moving forward |
577s | we decided to go down a lot more of a |
580s | realistic simulator style direction does |
583s | that mean that we're not a game no not |
586s | necessarily does this mean that we are |
588s | deviating from the original vision of |
590s | the game no we feel that this actually |
592s | all lines us more closely to the |
594s | original vision of the game realistic |
596s | simulation but also we want to remain |
600s | realistic as playable which is a key |
602s | element for us lastly I really wanted to |
605s | thank everyone from the bottom of my |
607s | heart for tagging along for the journey |
609s | most of us on the team were about 18 19 |
611s | years old when we originally started and |
613s | committed to this project while there |
615s | have been some Peaks and valleys on the |
617s | way to getting dead matter onto steam we |
620s | are incredibly grateful to have the |
621s | amount of support from the community it |
624s | really means a lot to us once again |
626s | thank you guys so much we really really |
629s | appreciate it if you're interested in |
631s | helping the project in any sort of way |
633s | or if you're interested |
634s | this is normally where I would show the |
636s | Indiegogo scroller but since we don't |
639s | really have an Indiegogo page anymore if |
641s | you want to support Us wishlist us on |
643s | Steam sharing the video also helps us |
645s | tremendously until next time stay safe |
648s | survivors |