about 1 year
ago -
Dead Matter
-
Direct link
Transcript (by Youtube)
7s | survivors it's been a while since our |
---|---|
9s | last Vlog and there's definitely a lot |
11s | to discuss regarding Deb matter I just |
14s | want to use this as a platform to share |
16s | what we've been working on discuss our |
18s | failures in the past and inform everyone |
20s | about how we're moving forward towards |
21s | the future first off let's start with |
23s | the bad we're aware and you most likely |
26s | are too of the horrible state that we |
28s | launched the game in I genuinely want to |
30s | take full responsibility for everything |
32s | that led to the state we launched in I'm |
35s | not going to beat around the bush blame |
37s | influencers or pretend that things went |
39s | well we're being as transparent as |
41s | physically possible as we 100% owe it to |
44s | the people that still have faith in us |
46s | following the initial reception on Steam |
49s | we made the conscious decision to remain |
51s | silent until we had overall made some |
53s | significant progress to unveil in our |
56s | opinion any communication from us that |
58s | had no wow Factor behind it would at |
62s | that point just be the wrong move and |
64s | would only add fuel to the fire on top |
66s | of this staying silent has led us to |
69s | reflect on the Project's history |
70s | reassess our core values and pinpoint |
73s | the critical issues with both the |
75s | project and our communication listen |
77s | clearly we have not and will not |
80s | abandoned the game regardless of what |
82s | has happened so far dead matter is set |
84s | in stone to be a survival game worth |
86s | playing through our hard work |
88s | persistence and dedication |
90s | we're in it for the long haul and we |
92s | will be making this dream a reality we |
94s | will not be going away I'm afraid before |
98s | diving into the details of what's |
99s | changed with the game I want to again |
102s | assure you of our unwavering commitment |
103s | to fulfilling our promises and |
105s | rebuilding the trust within our |
107s | community at the tail end of the video |
109s | we'll outline the tangible steps we're |
111s | taking to address issues with our |
112s | communication and ensure that your |
115s | feedback plays a pivotal role in our |
117s | ongoing development process as they say |
119s | action speak louder than words so |
121s | without further delay let's forward to |
123s | the current version of the game which is |
125s | looking a lot closer to what we |
127s | originally intended to release back in |
129s | September this new build is now live on |
132s | Steam Early |
134s | Access First off we've cleaned up a lot |
136s | of the performance related issues on the |
138s | client people were struggling to run the |
140s | game without any sort of AI upscaling |
142s | even on the lowest settings while we |
144s | want dead matter to be a looker and ui5 |
147s | is a Next Generation game engine this |
149s | was just not acceptable by any means |
151s | especially when people using video cards |
153s | such as a 3090 or 4090 were struggling |
155s | to run the game at all while performance |
158s | is not perfect now especially on older |
160s | systems overall it has been |
162s | significantly improved some of the |
164s | changes that we've made are simply to |
166s | the way that the trees are rendering |
168s | using lower poly meshes which have |
170s | unlocked a lot of frames as well as |
172s | tweaking the way that the water |
174s | rendering and the window rendering works |
176s | there's also a lot more that has gone |
178s | into this but the devil is in the det |
180s | details just keep in mind that dead |
182s | matter does cash a lot of data to the |
184s | disc as you play the game you'll likely |
186s | encounter some stuttering in your first |
188s | hour or so of play but this should die |
190s | down over time as your system caches |
192s | more data such as the shaders and the |
195s | item icons shifting over to the server |
197s | we were able to diagnose and address a |
199s | lot of the performance issues that we |
200s | were seeing when the game initially |
202s | launched our servers were running at |
204s | about a half a frame to 2 frames a |
206s | second this just wasn't ideal in any |
209s | world and it turned out that there were |
210s | a laundry list of issues that we had to |
212s | address in order to clean up the server |
214s | performance ranging from issues related |
216s | to how much information we were trying |
217s | to send how the server was Computing |
220s | what information to send we've |
222s | refactored a lot of the underlying net |
224s | code in the game and while it's not |
226s | perfect it's a much more playable |
228s | experience overall compared to what we |
230s | released we're happy to report that the |
232s | server now runs at 20 to 30 htz provided |
234s | the hardware that you're running it on |
235s | is capable of it and depending on how |
238s | many players are connected there are |
240s | dips here and there but combined with |
242s | the movement code being tweaked there |
244s | should be far less rubber banding than |
246s | before just keep in mind that if you |
248s | want to play a server there are 25,000 |
251s | characters in our game as infected are |
253s | spawned once at the server start ideally |
256s | you should be running the server on |
257s | something with at least eight cores and |
259s | a relatively modern CPU in addition to |
261s | serers side improvements for the net |
263s | code we've also added client side |
265s | prediction to a lot of the interaction |
267s | in the game as much as we possibly could |
270s | good for those that do not know client |
272s | side prediction is the act of doing |
274s | things on the client before they happen |
276s | on the server this reduces how laggy the |
279s | multiplayer experience can feel without |
281s | ever having to change anything on the |
283s | server itself in fact all of the footage |
285s | that you've been watching thus far has |
287s | actually been me playing on a server |
289s | while there are some issues here and |
291s | there the experience is much more solid |
293s | than |
295s | before character creation has been |
298s | brought back to life with over 50 fa |
300s | that you can pick from with the ability |
302s | to mix and match different skin tones |
304s | and hair colors and eye colors this |
307s | affords flexibility while preserving the |
309s | overall realism of the character |
311s | creation system as a bonus we have also |
314s | updated the firstperson hand meshes for |
316s | ones that match the appearance of your |
318s | character this is with the goal of |
320s | improving the overall immersion of the |
322s | game to address issues with the games |
324s | atmosphere feeling just sort of off and |
326s | not really like dead matter we've made |
328s | some tweaks to the weather patterns |
330s | there is now much less of a focus on |
332s | Sunny afternoons and more of a focus on |
335s | The Bleak weather that is reflective of |
337s | the game taking place in the Rocky |
338s | Mountains cloudy overcast foggy |
342s | miserable weather with the player |
343s | getting regularly hit by rain |
346s | thunderstorms and even the occasional |
348s | blizzard to go with our atmospheric |
350s | changes we've added street lights that |
352s | automatically switch on at night to help |
354s | guide the player through the decaying |
355s | world of post-apocalyptic Alberta and to |
358s | more strongly signal that the game takes |
360s | place right after things have started to |
361s | fall apart leaving our timeline a lot |
364s | less |
365s | ambiguous and just like any other light |
368s | in the game you can shoot these out |
370s | another thing that I would like to |
372s | address is all of the rivers in the game |
374s | and all of the overall unfinished areas |
377s | any area that is still a work in |
379s | progress has been walled off with |
380s | concrete barriers so that you know what |
383s | is expected to be played in versus what |
385s | is not the parts of the map that have |
387s | not been walled off have also been given |
390s | pass every single River has been given a |
392s | pass to turn them from crudely carved in |
395s | Canyons into something worth looking at |
398s | in addition to this the run to Dominion |
400s | was quite a boring one however we have |
403s | fleshed out the river swamp area to |
405s | address this there are over 10 locations |
408s | and points of interest that you can |
409s | explore within this new area the cabins |
412s | by Pasco Lake that were once empty and |
414s | abandoned have now been detailed we have |
417s | updated the in-game map with additional |
419s | points of interest for for you to |
420s | explore this update contains much more |
422s | than just improvements towards the |
424s | performance and overall polish of the |
426s | map we've also focused on the game play |
429s | one of the things that we wanted to |
430s | focus on was changing the way that you |
432s | navigated the world you will now have to |
434s | break into buildings as any door that |
436s | grants access to a building that can be |
438s | claimed has a 90% chance of being locked |
441s | by default don't worry though there are |
443s | many ways to handle this problem you can |
445s | break the windows and climb through them |
447s | if you prefer to be silent and the |
449s | building has sliding Windows you can use |
451s | a crowbar to pry those open if you get a |
454s | set of lock picks you can also pick the |
456s | lock on the door once you've broken |
458s | inside of a building you can let your |
460s | friends in by simply unlocking the door |
462s | from the inside keep in mind that |
464s | windows that slide open and closed also |
466s | have a random chance of being locked and |
468s | maybe you'll get lucky and you can just |
470s | open one to crawl inside we have |
472s | expanded the sources of water that are |
474s | available to the player in the world |
476s | sinks Rivers toilets water fountains and |
479s | water coolers all now serve as sources |
482s | of water for the player to drink there |
483s | are now additional interactable objects |
486s | throughout the world such as radios that |
488s | can be used to listen to emergency |
490s | broadcasts clocks which can be used to |
493s | tell the in-game time two stoves that |
495s | can be used to cook food our next update |
498s | will see the electrical system going |
501s | offline after a certain point in game |
504s | which means that we've gone ahead and |
505s | I've already added cooktops that support |
508s | burning wood such as fireplaces campfire |
512s | barbecues and quite a few other options |
515s | you can also now Camp a craft fire by |
518s | simply taking eight sticks and using the |
520s | crafting menu be warned that if you use |
523s | a fireplace or a word burning stove as |
525s | an alternative when the power goes out |
528s | that they will create a visible Smoke |
529s | Stack while you can simply cook a |
531s | campfire from anything in order to cook |
534s | with a campfire you will need a tripod |
537s | and a grill attachment for the tripod |
540s | as a bonus you can also take lanterns |
542s | that you find in the world and attach |
544s | those to the tripod majority of the |
546s | existing campfires in the map or even |
550s | the lanterns in the map or the sleeping |
552s | bags have all been converted over to the |
555s | new interactable objects if we missed |
558s | any please file a bug report if you |
560s | don't feel like building a campfire you |
562s | can also find a portable stove keep in |
564s | mind that you will need to also find |
566s | butane for these if you have a butane |
569s | canister you can refill them at physical |
571s | gas canisters found throughout the map |
573s | there is also an electric lantern if you |
576s | wish to use the electric lantern you'll |
578s | need to find a 6V lantern battery if you |
581s | can't find one try to find a building |
583s | with an emergency light on you can |
585s | usually pull a 6V battery out of one of |
588s | these as a bonus you can also insert a |
591s | 6V battery to recharge them claims have |
593s | now been completely Rewritten from the |
595s | ground up in order to claim a building |
598s | simply find the electrical box walk up |
600s | to it and interact with it in order to |
602s | claim the building from there you can |
605s | then pull out a hammer or a welding |
606s | torch in order to build things currently |
609s | we've had the basics like Furniture such |
612s | as a chair table and bed as well as |
615s | shelves and storage boxes in addition to |
617s | that you can also grow planters that |
619s | allow you to grow your own food as well |
622s | as rain collector barrels that let you |
624s | harvest rain from the sky if you want to |
626s | get started on gardening simply find a |
628s | bush and press G on it to harvest it |
632s | another way that you can Harvest from a |
633s | bush is take a melee weapon with a blade |
636s | on it and simply hit the bush if you |
639s | have a claim on a server and you're |
641s | worried about other players breaking in |
643s | then you'll need to gain access to one |
644s | of the bunkers that we've added to the |
646s | map you can gain access to gamma mik |
649s | located at groto Mountain or you can |
651s | gain access to the federal stock pile |
654s | both of these bunkers contain narra |
656s | barricades these barricades are immune |
658s | to damage un unless the damage source is |
660s | an explosive you can find explosives for |
663s | base rating inside of the abandoned |
665s | mines there's one near Exshaw and then |
668s | there's one on the quaint Valley Trail |
671s | you can also find explosives in the KP |
673s | Armory as well as Pasco cave back to |
677s | what's been fixed and made better we've |
679s | made some pretty serious improvements to |
680s | our Gunplay weapon handling as well as |
683s | addressing a multitude of issues within |
685s | the weapon System Red Dot sites Hollow |
688s | sites and scope |
690s | should now be functional they still have |
691s | a little bit further to go in terms of |
693s | Polish but they are now much more |
695s | functional than before there are far |
697s | less issues related to the animation |
699s | system overall there are also now four |
703s | Legendary Weapons hidden throughout the |
705s | map what I've covered in this video |
707s | scratches the surface of this update |
710s | there's a lot of changes in fact we've |
712s | made over 1700 commits to our source |
715s | control for this update alone if we |
717s | wrote out an itemized change list there |
719s | would likely be hundreds of small |
721s | changes that you may not even notice |
723s | while playing listed out we're going to |
725s | implement changes to our back end to |
727s | make it easier to compose these change |
729s | lists in the future however going back |
732s | to what we mentioned at the start of |
733s | this video here's what we're going to be |
735s | doing to keep our community updated |
737s | first off we're going to be doing a post |
740s | every single month to our website that |
742s | will then be posted to our social media |
744s | via Twitter Facebook Tik Tok as well as |
747s | email updates for the backers we will |
750s | then be doing a vlog once every two |
752s | months or so we'll also send out updates |
755s | via the previously mentioned platforms |
757s | once there's any sort of new patch |
759s | available to keep people up to dat we've |
763s | set up a GitHub page for us to track |
765s | issues and bugs with the game as well as |
767s | a new page for our website please submit |
770s | all issues that you have with the game |
771s | there we will have the link in the |
773s | description we're also using the |
775s | discussions on the public repos to |
777s | engage with people and allow our |
779s | Community to vote on features that they |
781s | would like to see in the game with |
783s | anyone being able to submit their ideas |
785s | if you're not a fan of this we've also |
787s | set up additional discussion boards on |
789s | our steam forums for dead matter lastly |
791s | we have rebuilt the QI games website |
793s | from scratch this is to help us address |
796s | backer rewards such as the road signs |
798s | and pet pictures we now have the tools |
801s | in dead matter to make these rewards a |
803s | reality and we will continue to make all |
805s | of the rewards a reality throughout the |
808s | next couple of years that's pretty much |
809s | it for this update we recognize that |
811s | this update isn't some sort of Miracle |
813s | but we feel that it is a strong step |
815s | forward in the right direction I'd like |
817s | to take a moment to thank everyone that |
819s | has contributed to the development of |
821s | this game whether you're a backer |
822s | someone that's covered the game in the |
824s | past or just simply a fan of the project |
826s | overall your support means the world to |
828s | us and we really appreciate it that's it |
832s | for now just keep in mind that this |
833s | update is now live on Steam Early Access |
835s | and we will be rolling out additional |
837s | updates and hot fixes as time goes on |
840s | thank you all for watching and have a |
842s | great |
868s | evening |
898s | for |
988s | for |
1137s | a |
1167s | a |
1227s | e |
1287s | for |
1407s | he |
1437s | uh |
1467s | uh |
1468s | [Music] |
1497s | is |
1527s | oh |
1557s | this |
1677s | is |
1754s | [Applause] |
1766s | no |
1796s | a |
1826s | is |
1856s | [Music] |
1916s | for |
2156s | e |