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Dead Matter
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  1. Forum accounts are entirely separate from QISoftware.ca accounts, you will have to register as a new user on QISoftware.ca in order to pre-order.
  2. If your request is within reason we'll be able to handle it, but for consistency's sake we ask that this be handled by Direct Messaging the page over Kickstarter.
  3. While we have no intention to deploy Linux or Mac builds during alpha / early access, it is our long-term goal to ensure the game is playable on PC / Mac / Linux once we leave early access.
  4. Yad

    Adjustable FoV

    Field of view settings can be configured and are clamped to reasonable values. We have play tested most of the game with Horizontal field of view at around 90-100 degrees.
  5. I'm happy to confirm that this is a feature we are planning to implement.
  6. 1/29/18 Updated question regarding pre-orders and kickstarter. Updated release date information.
  7. Hi please don't bump topics older than 2 weeks, this goes against our rules which you can read here: https://playdeadmatter.com/forums/index.php?/guidelines
  8. Development Diary #6 Hello again and welcome to another development diary, this diary entry is a little late as a lot of the team are very busy as the holidays draw near, but we hope you enjoy what we have in store for you! Environment - Shirk I’ve got some work done on a few various things this month, with our focus now on replacing assets and bringing them into the world map. One of my tasks was to make a set of utility poles that would carry electricity for the power grid. The poles utilize sockets so we can auto-populate cables between poles, the ground, and even houses. Right now we only have a steel set to show but expect more in the near future. For the rest of the month (and most likely until I finish) I will be working on a super secret environment, in the meantime I've got these side products for you. The scene is nothing more than a WIP shot of the assets. After the holidays this month I’m hoping to put my nose to the grindstone and produce a lot more content to show off in upcoming development diaries. Trailer - Nomad For December I finished some minor things left on the trailers shown last week such as making sure the collisions are all correct and that materials are configured properly. Currently I have been working on the towable trailer home and how I wanted to tackle it this time. I say this time because I had actually made one based off of the 1973 Airstream Sovereign as a demo reel piece. I looked online as to different floor plans and was not happy with what I found. As I thought about it more I realized the best way to tackle it was to have it in sections allowing for different configurations to spawn in the world To help illustrate my point, I found this image with two different configurations What this means is in the world you will have the chance to run into one with perhaps one bed but plenty of storage space for food, water, medical items, etc while another might lack more storage but have another bed allowing you to bring a friend with you. Going forward I'll be moving onto the art pass and making sure everything fits together in different combinations. See you all in the new year! Environment - Yadda I’ve added quite a few new environment assets to the game starting with a wide variety of sculpted rocks of all shapes and sizes. In total there are about 8 unique models with a variety of textures. Additionally I produced a much needed river and stream set, gameplay wise this will be a means of obtaining fresh water without having to travel to a lake. These have animated flowmaps and moving water which you can see in the following animated gif. https://i.imgur.com/1zL2k7q.gifv As the winter approaches, ice freezes over and all bodies of water become solid, which means the water can only be obtained by carving away at the ice. In addition to the stream and river objects which follow a spline, I produced some gravel road paths. Double Barrel Shotgun - Dusty Dusty has been working on expanding the attachments, as well as a double barrel shotgun. Here's a quick teaser. Just like the rest of the weapons, the double barrel shotgun was developed with customization, variation, and future-proofing in-mind: new stocks, barrels, and attachments can be developed and seamlessly integrated at any time. Conclusion As the end of 2017 draws near we’d like to wish everyone reading a fantastic holiday! While we continue to work through the next few weeks, we’ll remain prudent in posting development updates in the new year; it’s going to be a big year for us and we hope you’ll enjoy what’s to come. Thanks for reading and see you in the new year!
  9. Yad

    Spray cans

    Custom paint jobs for cars you obtain is already confirmed, I can't say the same applies to freeform painting or houses.
  10. Yad

    We need it

    Optimizing the core game experience on PC is our goal first and foremost, that isn't to say that a console release is impossible in the distant future but I wouldn't count on it until after a public release in some form. That's all we have to say on the matter.
  11. Personally one of my favorite games hands down was and always will be S.T.A.L.K.E.R. Shadow of Chernobyl. Meticulously crafted, visuals way ahead of its time, and a talented modding community to boot. It had a great blend of storytelling, rpg and open world elements that kept me coming back for more. The Call of Chernobyl mod for COP was very enjoyable too, definitely worth checking out if you haven't had the chance already. Pertaining to Dead Matter, there's a few other games that come to mind within the zombie survival genre, and that's certainly Project Zomboid, Cataclysm: Dark Days Ahead, both for their level of interactivity in particular. DayZ mod for Arma 2: OA was quite impressive for its time as well.
  12. @TayHD The sky is done entirely in house, we aren't using third party shaders. Same goes for our master material and weather effects.
  13. Welcome to the forums! We're busy working, but we'll be on every so often to answer questions and take suggestions. Cheers!
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