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  1. Past hour
  2. Yesterday
  3. HavocHank

    Has any other backer gotten to name anything yet?

    It is on Indiegogo, the Road Warrior Pack.
  4. Westclox

    Has any other backer gotten to name anything yet?

    Is street naming still avaiable for purchase?
  5. HavocHank

    Has any other backer gotten to name anything yet?

    For stuff like that emails will be sent out when backing ends to collect the information.
  6. I was wondering has anyone that paid for the larger packs, gotten the chance to name the streets or signs yet?
  7. HavocHank

    Tracking, Sign and Ecology

    This was a very in-depth and well written post! Unfortunately I wouldn't expect tracking signs quite on the level of dynamic, physical detail you describe to be in Dead Matter, as it's not exactly feasible performance wise. Even now things like footprints and grass displacement only last very briefly as it would become taxing to keep for an extended period of time on a map as large as Dead Matter and with as many characters as there will be in the world. More gamey versions of some of these signs that are sprinkled around may be more feasible and would certainly be cool to see in the game. And most of the suggestions regarding zombies are planned.
  8. Last week
  9. Brother_Tasad

    Tracking, Sign and Ecology

    A complex and realistic simulation of the use of "sign" for tracking a quarry is a largely non-existent feature within even video games that aim at realism and would add a revolutionary new game mechanic to an open world survival game like Dead Matter. "Sign" has been defined as "any physical indication left on or in the environment by the passage of any animal or inanimate object [e.g. bullet, car]" [Bob Carss, The Complete Guide to Tracking]. The level of complexity in the types of sign implemented into the game could vary considerably depending upon what is possible and desirable with numerous options available. Two video games that make some use of sign are Hunt: Showdown and The Hunter: Call of the Wild which provide some good ideas. The aforementioned book The Complete Guide to Tracking has also inspired this suggestion. Dead Matter's seasons and dynamic weather would tie into a tracking mechanic by altering sign or concealing sign already left in the environment. Basic Sign Possibilities: Footprints (Animal/human/zombie/vehicle or tracks are left in the environment until worn away through weathering or time and vary in their characteristics: - Shape: e.g. shoe, foot, hoof, tyre. - Stride Length/Gait: e.g. walking human, running human, shuffling zombie herd. - Depth (More weight carried leaves deeper tracks which are more noticeable and more resilient to being worn away by the weather. This also gives the tracker an indication of the quarry: are they wearing body armour?, is there much to loot in their pack or vehicle?, are they going to be slow due to low stamina? etc.). - Ground Type: affects the visibility and longevity of tracks: e.g. wet mud, dry soil, sand, grass, snow, concrete. Transfer or "deposit carried forward over an area after the quarry has moved from one environment to another": - Mud, sand or river/rain water transferred onto grass, concrete or a newspaper on the floor. - Bloody footprints after killing a zombie or blood drops from a wounded player. Disturbed surroundings: - Flattening of grass or reeds and bent branches. - Colour change: e.g. leaves that have fallen a while ago are darker on the weathered side facing upwards and if kicked over they will show the lighter side. Dropped/discarded/altered objects: - Trash: When Consuming an item (e.g. energy drink) the packaging does not simply disappear but the player can choose to either throw it away saving inventory space and risk leaving a trail or hold onto it for now and dispose of it in a safer place later. - Recently used bullet casings. - Fire ashes, chopped down trees. - Torn clothing or zombie flesh (tentative idea): certain objects (barbed wire, fences, brambles etc.) could catch on a players clothing and leave a torn piece hanging there. Noise and environmental disturbance (an extremely sensitive precise surround/binaural sound mechanic in the game would make this excellent): - Too quiet: because wildlife has been disturbed and have left the area (maybe ambushers lay in wait here). - Seeing birds flying off, animals fleeing or hearing their warning cries may indicate a nearby player. - Listening for the sound of footsteps (their loudness, intensity) and on different surfaces; for foliage rustling, for water sloshing, for sand or rocks being crushed/kicked under-foot, for metal clanging, for wooden planks creaking. Looted locations: The absence of loot could indicate the recent presence of players. Possibly there could be other signs of disturbance like recently looted crates, boxes, cabinets are left open for a time until loot respaws? Animal-specific (in addition to those above): - Excrement which can be checked for age to predict how far away the animal will be. - Carcass/food remains e.g. from a wolf pack killing and eating a deer, or damaged foliage eaten by a herbivore. - Animal resting, nesting or feeding zones. Possible ways to Conceal Tracks: Using a branch to hide some tracks at a point making a blind spot for a pursuer. Walking down a to [largely] avoid leaving a track. Pick up bullet casings and don't leave trash or remains. Balance the loss of time with the risk being pursued. (Possibly animals, zombies, NPCs and players can all use tracks left to pursue someone). Using weather to avoid sign or to conceal the sound/sight of ones movements (rain, wind, fog, thunder, night). Weather affecting sign: Rain washes away tracks/sign. Fresh falling snow gradually covers sign. Wind blows leaves and debris over sign. Animals cross other sign and overwrite/destroy it. Sunlight decays sign; which in game can be equivelant to a maximum duration that sign can persist in the environment These ideas for tracking and sign tie into an ecology system that could bring the various animal species, zombies, NPCs and players into a dynamic interconnected system that populate the environment across the seasonal and weather changes. An interconnected ecology would provide an immersive environment for players to survive within and add to the meaningfulness of the world. It would also provide a backdrop onto which the sign used for tracking is continually being created, weathered and destroyed in differing patterns depending upon specific locations/times. A player has to get to know regional ecologies to understand the area of the map that they are in and what are normal patterns of sign in that particular area. For example, if a particular animal species that is low to the ground (maybe wild boar) causes a lot of flattened grass when it moves around but tends to live only in a certain area of the map then a player who sees some depressed grass will be less suspicious it is a player in that area than in an area where the animal population is predominantly deer and wolves which have a high torso or smaller frame and flatten less grass. This requires that each animal or NPC is simulated with some basic needs that they are motivated to seek out and meet which a player can learn about, observe, understand and predict to help them make their own decisions in the game world relative to the environment: The system of ecology could be simulated through: Habitats: Certain animals or types of NPCs favour certain environments that they are more adapted to survive within. Hunter and prey dynamics: e.g. wolves have to seek out prey (deer, humans etc.) to survive. Specialized Behaviour: dynamic species-specific behaviour that gives each animal its own characteristics. Lair's, resting places and need zones: grasslands, rivers, caves, trees etc. A dynamic and varied ecology across the map would add a great amount of realism to the environment and the process of surviving especially as hunting would be a critical way of gathering food in an apocalypse set in Canada. The ability to use animal trapping for hunting would be great also. By having complex animal behaviours the process of hunting would be much more thrilling and it would be amazing to a have something like that featured in The Hunter: Call of the Wild although better in Dead Matter! P.S. Another suggestion I would just like to add in relation to zombie behaviour is that it would be great if it is fairly dynamic (something somewhat lacking in DayZ for example): Breaking through doors or windows (barricaded or unbarricaded) over time and enter/climb into the building. Climbing over some obstacles (railings, fencnes, small walls etc.). Zombies crawling along the floor once injured. Zombies attacak animals as well as humans. Zombies feast on killed animals, NPCs or players and can get distracted from another quarry. Thanks for reading my suggestions, I really look forward to discussing them further!
  10. Andfer

    How do I know i backed Dead Matter?

    I bought in on https://qisoftware.ca, So problem solved!
  11. Hi, I know this is a strange question. Buit, I know that I backed this superb project in march 18, BUT i cant find out where I backed it. I think it was with kickstarter but in my profile there, theres just no backed projects. Either is there any backed projects on indiegogo. Was there another option to back this project in march 18? Thank in advance. Anders
  12. HavocHank

    Redy to try the game

    Moved to Questions & Answers. The current aim for closed alpha is sometime this summer (northern hemisphere). You can get access to the closed alpha by backing the game, which you can find links to do so in the Frequently Asked Questions thread. Please be sure to checkout the rest of that thread as it may answer other questions you have as well.
  13. Riberholdt

    Redy to try the game

    When is it possible to try a demo of the game, or atleast just buy it
  14. Signed into Discord, I do not show up as a backer? fixed now..
  15. surf

    Dead Matter Survival Group.

    Long-time oRP and PVE-on-PVP-server player here. I'm also a founding member and admin of the oldest community server in DayZ... What do you have in mind?
  16. Neynh

    Des Joueurs Francais ?

    Exactement, en espérant ne pas attendre trop longtemps, je suis assez impatient de pouvoir y jouer.. Et il y a quelque chose que j'aime beaucoup, c'est de vouloir ouvrir le jeu au modding en fournissant l'éditeur et tout ce qu'il faut, je trouve ça vraiment cool ! Quand on voit que les Fallout / TES vivent (et survivent, pour les plus vieux jeux) longtemps, et qu'ils sont très appréciés / reconnus pour ça, à voir à quel point il sera accessible mais ça n'augure que du bon, hâte de voir ce que ça va donner ! Pour l'instant de ce que l'on voit et sait je dirais que c'est du tout bon !
  17. OuTuSorsOuJeTeSors

    Des Joueurs Francais ?

    Plus qu'a attendre
  18. Neynh

    Des Joueurs Francais ?

    Joueur Français présent chef ! La RoadMap s'est vidée d'un coup, houaw ! Depuis quelques semaines elle était full et je la voyais pas changer et maintenant elle est presque vide et il ne reste presque "plus rien", on approche de la sooortiiiiiie *-* Puis quand on voit la page de présentation / acceuil, niveau contenu ça vend bien du rêve -> https://playdeadmatter.com/ Je pense pas regretter d'avoir pris le Single-Action Pack en Aout dernier ^^'
  19. Westclox

    Name in Game Packages

    Understood, I've purchased the jersey package and the park bench is something I'm considering purchasing as well would be a real cool feature to find a house with your name and claim it. I did not see the road sign package in the store though😎
  20. Onyx

    Easter Egg Ideas

    Single room bunkers are confirmed. That said, still a nice read; good post!
  21. Hello everyone, I am Rian Pereira Laranjeira better known as Rianpla, my objective is to help new games to develop and help to make the game publicity.


     I am Brazilian and I am currently living in Portugal, I am studying Programming and in the free time I try to produce some games. :)


     I am currently in a CS: GO school located in Portugal, I am the main programmer of the school.

    » Authorized Games Class «

     

    PT|BR|EN

     

    Social networks:

    https://steamcommunity.com/id/rianpla/

     

    https://www.instagram.com/rianpla/

    https://www.youtube.com/channel/UCyVnjzHzDHfqspyTg74BauA/videos

     

  22. Regicidalnut

    Name in Game Packages

    Nothing is planned for addresses or mailboxes, but there are already packages that put backer names on park benches and roads/road signs.
  23. Trunkz Jr

    Howdy from Flori-duh

    We just getting our Symbol finalized too edit: made it small as I'm sure people will steal this. example of theft:
  24. JollyRoger

    Easter Egg Ideas

    I know the end game has the massive bunker system like Norad - But I was thinking how cool of an Easter Egg or Hidden detail to have personal underground bunkers. Rarity is the key. Place them very few and far between. Only have one bunker per square km or ever other sq km. The bunker is much smaller in size, two to five rooms max. But LOADED full of fuel, food, ammo, and maybe a legendary weapon every now and then. BUT HIDE THE EVER LIVIN SHIT out of the entrance. Put clues around the area such as wall writings coupled with a scavenger hunt. Make it challenging to find, but the reward to be worth it. (Read below for an example) For an example. You have a wall writing that leads to an obscure spot, Like a municipal water tower. (Something a bit easier to get the scavenger hunt going) At the water tower you find an old metal chest buried behind A metal shelf inside of a maintenance building . Inside the chest you find a postcard from the area, with another riddle filled out on the post card. It leads to a local bus station and the combination to one of the public storage lockers. Inside the locker is a key with yet another clue. That clue leads to part of an address. (Like the house number but no street name, or a self storage shed) On and On - But at the end of the trail there is a normal house in the middle of a neighborhood, where in the basement behind the wet bar there is an electrical panel like any other. But you have to flip the breakers in a certain order to reveal a hidden door. The key from the bus station unlocks the once masked door, and whooaalaa you get a smaller bunker to either raid or utilize as shelter. But its a one time deal, once its raided supplies wont respawn goods. If you abandon it then anyone can move in (Including NPCs) Same situation, But get creative. Like the middle image is a layout of a converted Missile Silo. Put one in the middle of no where with a camouflaged entrance, but a keypad seals it shut. Another idea is underneath an aircraft hanger. Or built into an old Mechanics shop. You can place them anywhere - Maybe an old bank with an underground vault was converted into a corner drug store and the vault remained buried. There are endless ideas. Frankly I would love to hear other bunker ideas that would be hard to find, but hidden in plain sight. let me know what you think
  25. Westclox

    Name in Game Packages

    I was wondering if there can be a Backer package created for putting names on address signs or mailboxes? I am ready to further my support for the development of the game and would purchase packages like these as well.
  26. Earlier
  27. ltblackcoat

    Trains, Tracks and Trams

    Certainly, But it would still be important to discuss that "base" and what it would be like.
  28. GunsNGlue

    Linking the Radio Station to an Actual Online Station

    the way I saw internet radio broadcast law was as long as you had your paperwork in order with the government and the public broadcasting rights for your music, it is safe to have the option to broadcast via the game's internet radio options as it would be a method of broadcasting the station just like how there are radio stations on twitch and youtube.
  29. HavocHank

    Purchasing Backer Package

    Glad to hear it, thanks for supporting the game!
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