I spy with my reflective eyes. 👀
Julian from our team added a retro-reflective shading model specifically for eyes. This is a similar effect used on our road signs but for a much more unique and immersive purpose.
#DeadMatter #ScreenshotSaturday #indiedev #indiegame #zombies
We recently took some drone photos for our level design team to use as reference. 📸
Enjoy a comparison between the photo and the game build. We plan to double down on our use of this method as we continue world-production for 0.7.0.
Here's a bonus comparison showing off some texturing courtesy of Victor on our team.
Most games feature the Humvee; however, the Canadian military uses the G Wagon - Light Utility Vehicle Wheeled (LUVW).
Falling in line with the Canadian location, we feel the accurate representation of Canadian armed forces is integral in storytelling and immersion. 🇨🇦
We're halfway through the month and the work on #DeadMatter is trucking along nicely. Check out our blog for info on:
🎯 Updated shooting range
🖼️ Real-world-to-game-world comparisons
👁️ Reflective eyes
➕ Much more!
Our character artists have nearly completed the starting outfits for each of the different professions.
Enjoy a look at the blacksmith, security guard, and delivery driver.
Focusing on where characters started versus where they end up is an important element of #DeadMatter.
ICYMI: our latest blog post contained a preview of our mission system, dialogue system, and new furniture interaction. 🔎🗣️🪑
It's a simple test mission, but should give you an idea of how things will feel.
Mission preview: https://www.youtube.com/watch?v=aRbtxqZqzQk&t=84s
We had another productive week of development and are thrilled to tell you about it! Check out our latest update for info on:
🛠️ Hitching fixes
🧟 Infected AI
🌄 Level design
🎨 3D art
➕ Much more!
Full disclosure: this isn't the sexiest #ScreenshotSaturday you'll ever see from us. 🖼️
However, Julian, our new Technical Artist, has implemented an easy-to-use system for electrical poles which our level designers are utilizing. We think it looks great!
One of our new technical artists has been helping to implement a new retro-reflective shading model. 🪞
This allows us to enhance the appearance and visibility of objects at night.
Be careful if your clothing has any reflective elements. You may be easier to spot. 👀
We're breaking in August with a new blog post! 🗓️
It contains a lot of dorky code stuff (with info links for those into that kind of thing), as well as updates on reflective lighting, assets, character designs, a new vehicle, & more. 🔦👪🚚
The post contains a lot of dorky code stuff (with UE links for those into that kind of thing), as well as updates on reflective lighting, assets, character designs, a new vehicle, & more. 🔦👪🚚
ICYMI: we’re trying to address the presence of different kinds of loot sources in the world - namely, corpses. ☠️
We can’t guarantee that these will be ready for 0.7.0, but we’re aiming to provide more death and decay to the game world.
More on our blog:
We have another blog post outlining the changes coming to the #DeadMatter Closed Alpha!
Read the post for updates on:
🚧 Industrial sites
🎒 Resource gathering
🧟 Infected AI
➕ much more!
Check it out here:
Unlike many other pieces of post-apocalyptic media that take place in decaying worlds, #DeadMatter takes place quite near the beginning of its apocalyptic event.
Many locations will relatively pristine, while others will show signs of struggle.