• Dead Matter - Open World Zombie Survival Sandbox
    104 replies, posted
[t]http://i.imgur.com/JWqdWm7.jpg[/t] [url=https://www.kickstarter.com/projects/qisoftware/dead-matter]Check us out on Kickstarter and show your support![/url] [b]Useful Links[/b]:[quote] [b]Steam Group[/b]: [url=http://steamcommunity.com/groups/deadmatter]Here[/url] [b]Official Forums[/b]: [url=http://playdeadmatter.com/forums/index.php]Here[/url] [b]Official Discord[/b]: [url=https://discord.gg/GQy4yrb]Here[/url] [b]Frequently Asked Questions[/b]: [url=https://www.kickstarter.com/projects/qisoftware/dead-matter/faqs]Here[/url] [/quote] [b]What is Dead Matter?[/b]:[quote]Dead Matter is a true sandbox survival horror. Players will fight to survive in a zombie-packed, post-apocalyptic world that fosters whichever play-style fits you best. Settle down and defend your home from outside threats with an expansive crafting and barricading system, cultivate and live off the land, or branch out, explore, and scavenge whatever vehicles, weapons, and food you may find in a zombie-plagued Alberta - alone, or with your friends. Originally released as a mod for Crysis 2 back in 2013 ([url]https://facepunch.com/showthread.php?t=1216076[/url]), Dead Matter has been a long time passion project for us, and we're very excited to show what we've been working on. Additionally, the team contains multiple Facepunch members :science101: [/quote] [b]Core Features:[/b][quote] [b]In-Depth Medical System[/b] - Our medical system keeps track of player health through a variety of factors, such as blood pressure, blood loss, bites, scratches, and broken bones. Individual limbs and organs track injuries, and to avoid to sweet release of death, trauma has to be dealt with. For those of you who love playing doctor, we've made sure you'll have plenty of fun. [b]Day and Night Cycle[/b] - Day in and day out, the world of Dead Matter never stops moving forward. The metagame system uses the time of day and time of year to dictate the weather, and the actions and decisions of all animals, AI, and zombies. As the days change, your threats change, and you've got to stay on your toes through all of it. [b]Weather[/b] - The weather is more than just a backdrop in Dead Matter. At any time, the elements could turn against you, and the warm skies of Alberta could birth heavy storms, blinding blizzards, and scorching heatwaves, all of which pose unique threats to your character and the world around you. [b]In-Depth Inventory System[/b] - A grid-based, jigsaw-style inventory system that challenges you to plan and conserve. Just as they are in the real world, items are host to a variety of unique variables beyond size and quantity, like temperature and quality. What you scavenge will often require unique planning and storage, so be conscious. [b]Scavenging[/b] - We didn't want scavenging to feel restrictive in Dead Matter. Any container you find can be physically opened and looted, from a nightstand, to a vending machine, to a locked-up gun safe. You can search the home for the key or force it open and play your luck - just don't make too much noise. [b]Electrical System[/b] - One of our earliest planned features. Electricity is a core part of modern life, and the beginning of the zombie apocalypse will reflect that. Our robust electrical system enables you to fully power your home, opening up many gameplay options from the typical minutia of turning lights on and off, to permitting the usage of power tools to enhance your crafting and upgrades. Nothing this good lasts forever, however, and bad luck and poor planning could leave you with dead equipment when things go south. [b]Hunting[/b] - Find, chase, kill, and skin the wildlife of Alberta for their fur and meat. We've tooled hunting to feel satisfying and fun for when you finally track down that buck you've had your eye on. [b]Farming[/b] - We've created an in-depth farming system that takes advantage of a variety of tools that all serve a variety of purposes. There are a large number of items that you can use to farm, and the more crafting-inclined can rig and repair devices to improve speed and yield. [b]Mod Support[/b] - Player freedom is an incredibly important aspect of a fun survival game, and as such we're putting everything in your hands--our procedural development tools (which support full polish control for our environment artists), C++ and blueprint access, everything. We're modders at our core, and we know how important modding support is for a healthy, long lasting community. Any user can host their own server, with their own settings and mods - on or off the Steam Workshop. It's all accessible and it's all free. [/quote] [b]Trailers and Gameplay:[/b][quote] [media]https://www.youtube.com/watch?v=z9sHTG87HHw[/media] [media]https://youtu.be/6BKbYvm7Q2A[/media] [/quote] [b]In-Game Screenshots:[/b] [quote][t]http://i.imgur.com/zXEvvXF.jpg[/t][t]http://i.imgur.com/F2tGCYo.jpg[/t][t]http://i.imgur.com/3jvWQMn.jpg[/t] [t]http://i.imgur.com/O3vYMsx.jpg[/t][t]http://i.imgur.com/HjBFX3E.jpg[/t][t]http://i.imgur.com/Sgrr6iU.jpg[/t] [/quote]
[URL="https://www.youtube.com/watch?v=i3vA-EE4HwE&t=126"]Crafting, Survival, Open World, Early Access?[/URL] With zombies nonetheless? That's gonna be a REALLY hard sell.
drop the crafting crap and focus on fun gameplay like what dead rising used to be and then i'll be interested like seriously, i'm sick and tired of awful zombies and """survival""" games, and this has both. even if it turns out good i honestly don't even know if i'd want to play it since i've more than had my fill of both genres
[QUOTE=StrawberryClock;52498222][URL="https://www.youtube.com/watch?v=i3vA-EE4HwE&t=126"]Crafting, Survival, Open World, Early Access?[/URL] With zombies nonetheless? That's gonna be a REALLY hard sell.[/QUOTE] Understandably so, taking on something cursed is pretty tough. Since I released the original [URL="https://facepunch.com/showthread.php?t=1216076"]Dead Matter mod in 2013[/URL] I've been watching anything survival related crumble. All of the developers on this project are from Facepunch, save for two that have lurked in the past. We aim to actually do something half decent with the project and not just have hacked in crap while running off with the cash. We've poured our souls into this project and really wanted to wait before posting it to Facepunch even though we had permission since before our Kickstarter. Feel free to ask questions, we definitely understand why people feel burned as we honestly feel pissed off with over half the games we bought.
it's procedurally generated too? good god man, hitting all the marks of early access aren't you :v: [editline]23rd July 2017[/editline] [QUOTE=Johnny Guitar;52498247]Understandably so, taking on something cursed is pretty tough. Since I released the original Dead Matter mod in 2013 I've been watching anything survival related crumble. All of the developers on this project are from Facepunch, save for two that have lurked in the past. We aim to actually do something half decent with the project and not just have hacked in crap while running off with the cash. We've poured our souls into this project and really wanted to wait before posting it to Facepunch even though we had permission since before our Kickstarter. Feel free to ask questions, we definitely understand why people feel burned as we honestly feel pissed off with over half the games we bought.[/QUOTE] What's the gameplay feel like? Is it purposefully clunky for 'survivalness,' or is it quick, intuitive, and feels good to smash zombie brains? That's honestly my biggest gripe with modern zombie games. I hope it turns out well and ya'll succeed, but I [i]really[/i] can't stress just how unremarkable it seems from your descriptions.
[QUOTE=ForgottenKane;52498248]it's procedurally generated too? good god man, hitting all the marks of early access aren't you :v:[/QUOTE] No, only certain tools use automated placement and procedural generation. Having an artist actually touch things up is very important but I don't see why it's a negative to automate certain elements of creating our world especially when artist control is in mind.
I'm sure this is a stupid question, but nails and fittings in general, are those able to be manually placed and adjusted? Something that would be an instant buy for me would be accurate material strength and the ability to fasten a shitload of things together with glue and nails and whatnot.
In any case, I really wish you guys luck with the project. You're gonna need it.
[QUOTE=ForgottenKane;52498248] What's the gameplay feel like? Is it purposefully clunky for 'survivalness,' or is it quick, intuitive, and feels good to smash zombie brains? That's honestly my biggest gripe with modern zombie games. [/QUOTE] Our movement would likely emulate a Battlefield game more than anything, I am a huge fan of arena shooters and the new 2016 DOOM, [URL="http://i.imgur.com/QqylxHm.jpg"]sinking quite a few weekends into arcade mode.[/URL] Finding the right balance of making it feel like you're in control of an average joe is difficult but we feel we're getting there. One of the reasons the Kickstarter went up is because we have no animators, we seriously want it to feel good to smash zombie brains, but satisfying visual and sound effects go MUCH farther when we can couple them with a good animation. Forget the raytrace and pray method of melee combat, we will go out of our way to make it feel good. [QUOTE=ForgottenKane;52498248] I hope it turns out well and ya'll succeed, but I [i]really[/i] can't stress just how unremarkable it seems from your descriptions.[/QUOTE] We all understand, it's hard to look at something like this, like people looked at The Dead Linger, like how people looked at quite a few games before us. We aren't being given nearly the same chance that The Dead Linger has or any other games because of the state the genre is is. That being said we're large fans of our own game and want to actually play and enjoy playing it, we're also fans of the genre and we knew that we'd be facing this and we are honestly quite excited to continue to showing off. [editline]22nd July 2017[/editline] [QUOTE=Phantom Lord;52498268]I'm sure this is a stupid question, but nails and fittings in general, are those able to be manually placed and adjusted? Something that would be an instant buy for me would be accurate material strength and the ability to fasten a shitload of things together with glue and nails and whatnot.[/QUOTE] Unfortunately no, window barricading is actually relatively static at the current moment, especially when compared to placing a generator, light fixtures, etc. We want to make window barricading a bit better, however it is tricky due to barricades affecting the line of sight for the non-human inhabitants and having it static was an easy and performance friendly way around that. As much as we'd want to add something like realistic material strength for fastening things together I can't see it working outside of something like a Garry's Mod contraption going horribly wrong. Nevermind the amount of physics calculations involved.
[QUOTE=StrawberryClock;52498270]In any case, I really wish you guys luck with the project. You're gonna need it.[/QUOTE] I Actually don't mind the skepticism, it's completely understandable, and for what it's worth we've all been burnt by disappointment in the past.
Oh cool, seen this on my Facebook a couple of days ago. Had no idea it had any connection with Facepunch. Will totally keep an eye on it.
[QUOTE=Arc Nova;52498336]Oh cool, seen this on my Facebook a couple of days ago. Had no idea it had any connection with Facepunch. Will totally keep an eye on it.[/QUOTE] It's awesome hearing that, I seriously love it every time someone says that they saw it on Facebook or YT. One of the best messages I got was this: [t]http://i.imgur.com/LDHKchQ.png[/t] My step mom has been actually pretty rude to me about it, dad doesn't seem to give much of a shit either. Though I'd expect them to not be happy as she said "I looked at that game you're working on and I know for a fact it wont go anywhere. Go get a job at a liquor store." Sorry for going off on a tangent, just feels nice n stuff.
Oh, no problem man, plenty of my friends were sharing it and that's how I seen it. They're not too into games or anything but they were excited for it. It was shared by the page "UNILAD Gaming" on Facebook and the thumbnail says "This could be the most realistic zombie survival game ever" and is currently sitting at 3,544,238 views. Thought you'd like to hear that if you aren't already aware.
[QUOTE=Johnny Guitar;52498348]It's awesome hearing that, I seriously love it every time someone says that they saw it on Facebook or YT. One of the best messages I got was this: [t]http://i.imgur.com/LDHKchQ.png[/t] My step mom has been actually pretty rude to me about it, dad doesn't seem to give much of a shit either. Though I'd expect them to not be happy as she said "I looked at that game you're working on and I know for a fact it wont go anywhere. Go get a job at a liquor store." Sorry for going off on a tangent, just feels nice n stuff.[/QUOTE] Looking up to your parents for approval shouldn't be your main driving force anyway, even though it's nice when they're being supportive.
I'm a sucker for crafting survival games. None have been as great as browser rust. What made browser rust great was it's simplicity.(For me, others probably disagree). I'll probably pick this game up when it launches, but the health system seems like too much. If I have to worry about all these different kinds of sicknesses and broken bones, I'm just going to let my character die and respawn if it takes too long to heal that stuff. I do hope one day there will be a survival game out there where the AI is scary and actually challenging to deal with. Best of luck, you have a customer in me no matter which direction the game goes in!
[QUOTE=StrawberryClock;52498398]Looking up to your parents for approval shouldn't be your main driving force anyway, even though it's nice when they're being supportive.[/QUOTE] My living situation has been kinda crap, having someone constantly shutting you down is a pretty good demoralizer. Regardless. I don't really have to care anymore. [editline]23rd July 2017[/editline] [QUOTE=Ricenchicken;52498404]I'm a sucker for crafting survival games. None have been as great as browser rust. What made browser rust great was it's simplicity.(For me, others probably disagree). I'll probably pick this game up when it launches, but the health system seems like too much. If I have to worry about all these different kinds of sicknesses and broken bones, I'm just going to let my character die and respawn if it takes too long to heal that stuff. I do hope one day there will be a survival game out there where the AI is scary and actually challenging to deal with. Best of luck, you have a customer in me no matter which direction the game goes in![/QUOTE] Just wanted to put this out there, most divisive mechanics will be easily toggled. It's a HUGE thing myself and Yadda have insisted on since day one.
I like hazmat zombies. Will be there more zombie variations? Like national guard ones?
[QUOTE=Chucko Kokos;52498511]I like hazmat zombies. Will be there more zombie variations? Like national guard ones?[/QUOTE] There will be soldier zombie variations.
Any plans for a sandbox mode where you can just spawn whatever you want (like guns and stuff)?
I seriously hope this isn't another Dead Linger, I just want a decent open world zombie survival game that isn't state of decay. Best of luck boys, looking forward to this.
[QUOTE=Rika-chan;52499171]Any plans for a sandbox mode where you can just spawn whatever you want (like guns and stuff)?[/QUOTE] I wouldn't be opposed to that but I feel if we implement modding, outside of console commands to do these things it should really not be up to us.
Just a honest question from a potential consumer: What's the appeal of most open-world zombie survival games, including this one? Also congrats on the exposure! Indie dev's public enemy #1. [editline]now[/editline] [I]I meant exposure is indie dev's worst nightmare.[/I]
Thanks! Exposure isn't a nightmare, it was hectic but we feel it was hopefully well deserved due to the effort poured into it.
Hey I remember this, and those running it. Good luck Steven and Johnny. I hope for the best for you and your team.
[QUOTE=Johnny Guitar;52498276]Our movement would likely emulate a Battlefield game more than anything, I am a huge fan of arena shooters and the new 2016 DOOM, [URL="http://i.imgur.com/QqylxHm.jpg"]sinking quite a few weekends into arcade mode.[/URL].[/QUOTE] Those are two very different types of movement systems. Battlefield games are [I]exceptionally[/I] clunky and janky for a triple-A shooter, while DOOM and other similar arena shooters are the tightest of the tight, giving the player as much control as possible. [quote]The world of Dead Matter is filled with every manner of weapon you could think of, and we've built them from the ground up to support all kinds of personalization. Whether you want to wrap your baseball bat in barbed wire and go out bashing, rig an alarm clock with C4 to go off with a bang, or strap up your gun with a makeshift kitchen knife bayonet, the choice is yours.[/quote] So like, is this just a more in-depth Dead Island crafting system and mainly for pre-existing weapons or when you say "every manner of weapon your could think of" does that include things like straight-up ripping pipes off the wall a la Condemned and bashing zombies with computer monitors like Dead Rising? It sounds like there's plenty of weapons and all, but all you have listed is guns, blades, bats, and bombs. There's no mention of unintentional weapons or features like ripping pipes out of walls a la Condemned or bashing zombies with a cash register like in Dead Rising because you didn't have any real weapons on you. [quote]Farming - We've created an in-depth farming system that takes advantage of a variety of tools that all serve a variety of purposes. There are a large number of items that you can use to farm, and the more crafting-inclined can rig and repair devices to improve speed and yield.[/quote] How long is the grow time? Is it feasible to, like in games like Unturned and Minecraft, plant some shit and survive off it pretty much from the get-go or is it more realistic and forcing you to scavenge for months before being able to survive on your own? If I were to start a farm out away from the inner city, would I need to worry about AI showing up at my doorstep? Would I need to/could I place actual traps and such? I ask about AI showing up and traps because I hate playing PvP in these types of games and would be playing it with a friend or two in a private server, so there's no risk of having others come loot me and the only danger would be AI zombies and looters. Unrelated to any quote but I feel the need to segment it from the Farming questions I had: How do you guys feel about a kicking feature? It's something to push zombies back, and in a survival situation I wouldn't doubt people would be kicking down doors. I assume there will be locked doors, but I didn't see any mention of getting them open listed, so I figured I'd bring this up because I love when games let me kick stuff and I imagine doors are a pretty core feature in the game. Either way, it'd be possible (and presumably pretty easy) to mod something like that in considering the blueprint access, right? [editline]a[/editline] Seriously, good luck with this. The only game I can currently turn to for a not [I]absolutely terrible[/I] zombie survival experience is Unturned, and it looks like you guys are planning on a super polished more in-depth version of that . Though $23 vs. free with optional $5 donation to get some cosmetics makes it your biggest competitor, I'd say.
[QUOTE=gk99;52500078]Those are two very different types of movement systems. Battlefield games are [I]exceptionally[/I] clunky and janky for a triple-A shooter, while DOOM and other similar arena shooters are the tightest of the tight, giving the player as much control as possible.[/QUOTE] Battlefield? Clunky? What the hell Battlefield games have you been playing? Was your last BF game BF1942?
[QUOTE=simkas;52500086]Battlefield? Clunky? What the hell Battlefield games have you been playing? Was your last BF game BF1942?[/QUOTE] I started with Bad Company 2 or 1943, then 3, then 4, then somewhere here came 1942, 2142 and 2, then 1, and at least 3 and up (in terms of release date) are the jankiest fucking shooters I've actually put time into playing. The most relevant example I can think of [U]in terms of movement[/U] is vaulting in general being fucky so that some times I'll try and do it but either I won't actually make it up and over despite the animation happening or I'll just jump instead. Not to mention that the jump is so shitty it can't get up certain terrain that isn't high enough to trigger a vault in the first place. WASD movement and crouch is fine but that's hard to fuck up, prone does that thing where it pushes you away from the wall rather than doing something similar to R6:S that makes it a non-issue or even CoD's system where they just make you get up if you want to turn in a direction that puts your legs in a wall. Either one I find preferable to just shoving you outwards. There's also the parachute that immediately negates fall damage so hey if you wanna jump off a relatively small building instead of taking the ladder then awesome, go for it, just don't forget to spam spacebar even though in anything else ever you'd still be hitting the ground fucking hard even after that. If you want me to go into all the other ways I think those games aren't polished I could, but they're all super irrelevant to this game. [editline]a[/editline] And trust me, I'm not the only one who's noticed all those. If you think Battlefield's movement is perfect, [I]your[/I] last Battlefield game has to be at least as old as Bad Company 2 and that's an estimate I'm giving just because I hardly played that one and can't remember the specifics of its movement.
The newer Battlefield games' movement systems have some flaws but they're extremely far from clunky. Most of the issues are caused by complex the terrain geometry interacting in unexpected ways with the characters (sometimes exacerbated by the destruction system). Considering the set of unique challenges that the movement system faces I think DICE has done a great job over the years.
Looks super dope, a lot of promises though; best of wishes and I will be following this closely!
Talented group of individuals on this project, so I believe you guys can create something great with this. I wish you all good luck :ok:
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