We recently took some drone photos for our level design team to use as reference. πΈ
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.
More info:
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. π¨π¦
We're halfway through the month and the work on #DeadMatter is trucking along nicely. Check out our blog for info on:
π― Updated shooting range πΌοΈ Real-world-to-game-world comparisons π G-wagons π Locks ποΈ Reflective eyes π§ Water β Much more!
Read:
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. ππ£οΈπͺ
It's a simple test mission, but should give you an idea of how things will feel.
Blog: 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:
π οΈ Hitching fixes π§ Infected AI π Level design π Combat π Missions π¨ 3D art β Much more!
Link:
#DeadMatter #indiedev
Full disclosure: this isn't the sexiest #ScreenshotSaturday you'll ever see from us. πΌοΈ
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!
#indiedev #indiegame
One of our new technical artists has been helping to implement a new retro-reflective shading model. πͺ
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. π
We're breaking in August with a new blog post! ποΈ
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. π¦πͺπ
Read now:
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. π¦πͺπ
ICYMI: weβre trying to address the presence of different kinds of loot sources in the world - namely, corpses. β οΈ
We canβt guarantee that these will be ready for 0.7.0, but weβre 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:
π§ Industrial sites π Resource gathering β οΈ Corpses π§ Infected AI β 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.
#screenshotsaturday
Five exciting flavours. π¨