over 2 years
ago -
Dead Matter
-
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Transcript (by Youtube)
0s | welcome back survivors my name is Anton |
---|---|
2s | I'm a community associate here at Qi |
4s | games and I will be hosting today's Vlog |
6s | it's been a minute since we've done one |
8s | of these so let me briefly catch you up |
10s | to speed on what's been going down in |
11s | 2022 at the beginning of the year we |
14s | restructured Qi games in order to |
16s | achieve our goals for an early access |
18s | release over the past year we've hired a |
21s | new team tackled plenty of technical |
22s | debt and begun to mold the gameplay of |
24s | dead matter so it can live up to the |
26s | initial Vision we set out to accomplish |
28s | we've hired several industry veterans to |
31s | lead our company and their experiences |
33s | helped us expand our team size as well |
35s | as ensure that we have a steady |
36s | production Pipeline with more senior |
38s | leadership we've seen a huge boost to Qi |
41s | games productivity over the last several |
42s | months over that time we've managed to |
45s | launch three closed Alpha updates to our |
47s | backers with each update bringing |
48s | drastic changes to dead matter and with |
51s | the combined pedigree of new and old |
53s | staff laid a clearer path to Early |
55s | Access for today's Vlog we're going to |
57s | focus on where the game is right now and |
59s | the changes we're making for our next |
61s | closed Alpha update as well as the scope |
63s | for our initial Early Access launch what |
66s | you'll see today is the work we're |
67s | putting in to release a solid initial |
69s | Early Access version of dead matter |
71s | there's a lot to talk about so let's get |
73s | into it |
75s | first we're going to talk about infected |
77s | we're currently working on improving the |
79s | infected spawning system and AI systems |
81s | to increase the level of immersion in |
83s | dead matter what this means is that |
85s | infected should spawn in a way that |
86s | feels natural in the game World on top |
89s | of that our AI changes should improve |
90s | other infected behaviors for example |
93s | when you alert when infected they will |
94s | alert other nearby infected within a |
96s | certain radius causing them to form a |
98s | horde this also opens up our infected |
101s | Behavior so we can start to incorporate |
102s | different play Styles like stealth |
106s | aside from infected Behavior we've also |
108s | begun remodeling are infected using |
110s | unreal's metahumans but we're also |
113s | adding our own custom detailing to give |
115s | them that Undead look these new infected |
118s | models are already looking a lot better |
120s | and we're excited to expand these models |
122s | as development progresses it's not just |
124s | our infected models getting an upgrade |
126s | we've also done the same with our player |
128s | models our initial model set will be |
130s | limited but we will expand over the |
132s | course of development moving away from |
134s | our previous models is another step in |
136s | the right direction for improving the |
137s | overall look of dead matter the scope of |
140s | our initial Early Access launch is |
142s | something else we'd like to clarify in |
143s | this vlog |
145s | we've decided to limit the initial size |
147s | of the map for Early Access launch so we |
149s | can focus on refining key locations and |
151s | creating a more interesting and |
152s | immersive open World experience the |
154s | initial map will focus on the town of |
156s | Dead Man's Flats as well as some |
157s | surrounding locations outside of the |
159s | town and getting into the mountains |
161s | don't get it wrong this map is still |
163s | large and there will be plenty of things |
165s | to explore in this slice of the game |
166s | alone also as development continues |
169s | after Early Access launch and after our |
171s | full launch we will continue to expand |
173s | the map in future updates another thing |
176s | I'd like to announce is our composer |
177s | we've hired Alexander Brandon to score |
179s | dead batter we're excited to start |
181s | implementing these tracks into the game |
182s | and we're using some of the music he |
184s | wrote for dead matter in today's Vlog |
186s | now let's take a look at some of the |
188s | locations that will appear in Early |
189s | Access |
191s | keep in mind that all of these locations |
193s | are in our closed Alpha and therefore |
195s | still a work in progress as we highlight |
198s | a few of these locations I want to |
199s | discuss a few of the graphical changes |
201s | we've made as a team over the past |
203s | couple of months first off is the |
205s | implementation of lumen which allows for |
207s | far more Dynamic and realistic lighting |
209s | scenarios in dead matter we have also |
211s | spent our time creating a volumetric |
213s | cloud system and a retro reflector |
216s | system that improves the look of road |
218s | signs and other reflective materials |
220s | we've also optimized our virtual |
222s | texturing system which assists with the |
224s | amount of memory being used to render |
226s | Textures in our open world thereby |
228s | improving performance |
230s | this combination of Technologies is |
233s | really elevating our game into another |
234s | level of graphical Fidelity and it's |
237s | helping us achieve our goals for |
238s | capturing a realistic aesthetic for dead |
240s | matter now let's take a quick look at |
242s | some of the more subtle gameplay changes |
244s | coming to dead matter the first thing I |
245s | want to discuss is the changes to |
247s | looting that our team is currently |
248s | making loot is an important element of |
251s | any Survival game and we needed to |
253s | overhaul our looting system to improve |
255s | the gameplay of dead matter the first |
256s | thing our team did was redesign |
258s | containers to spawn loot based on the |
260s | container's location in the game world |
262s | so if you open a drawer in a hunting |
264s | cabin it will spawn loot that is |
266s | relevant for that hunting cabin whereas |
268s | a drawer in a town home will have a |
269s | different set of loot to draw from this |
271s | loot change is based on a dynamic loot |
273s | volume system in short this system |
275s | allows us to set loot spawning rules for |
277s | different locations all over the map |
279s | moreover we can add additional layers |
281s | like differentiating a kitchen and a |
283s | bathroom within that Dynamic Loop volume |
285s | as a result we can make loot spawn |
287s | randomly but also be much more |
288s | contextual to the location that you find |
290s | it on the map our team has also worked |
293s | hard on creating a tier system for loot |
295s | this tier system ranks items based on |
298s | their value it is important for us to |
299s | structure the flow of each player's |
301s | gameplay experience and having a tier |
303s | system helps us do that this Works hand |
305s | in hand with our map design and other |
306s | gameplay elements so players get a sense |
308s | a progression as they play the game when |
310s | you first spawn into the world you're |
312s | going to typically find lower tier loop |
314s | as you continue to explore you will come |
316s | across more dangerous locations that |
318s | will obviously have a much better loot |
320s | it's a simple concept but it gives the |
322s | game an actual sense of momentum as you |
324s | play through the game for several hours |
326s | the last thing you'll share today is the |
328s | changes we've been making to our medical |
329s | system our team is dissecting and fixing |
332s | our medical system to ensure that status |
334s | effects and damage are properly being |
336s | applied additionally our team is making |
339s | sure that these ailments to the player |
341s | character can be treated with bandages |
343s | or medicine and that those items are |
345s | having an effect on the player it sounds |
347s | simple but what we're going for here is |
350s | not a system that just works but one |
352s | that actually adds to the gameplay |
353s | experience of dead matter we're striving |
355s | for a fairly in-depth system here and we |
357s | want to ensure that this system is easy |
358s | to expand in the future and interesting |
361s | for players during gameplay we will have |
363s | more to share with you as this work |
364s | continues in the future that's it for |
366s | this road to Early Access Vlog I highly |
368s | encourage you to read our September blog |
370s | post written by our development team to |
372s | get a more in-depth breakdown of some of |
374s | the changes discussed in this Vlog by |
376s | the way dead matter is available to |
377s | wishlist on Steam so please consider |
379s | hitting that wishlist button so you can |
381s | be among the first to play the game when |
383s | it reaches its Early Access phase stay |
385s | tuned to our blog for more details about |
387s | dead matters development and we will |
389s | return with a new Vlog around closed |
391s | Alpha 0.10 thank you for watching |