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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!