• Dead Matter - Open World Crysis 2 Zombie Survival Madness!
    303 replies, posted
How is the combat going to play out? Is it going to be shoot every person/zombie you see or can players approach a situation with a different tactic like sneaking, using the environment to get past enemies or even trying to talk them down to let you past and/or team up with you?
I love me some cryengine.
Will there be multi[sp]core rendering[/sp]
Now I got that Johnny Guitar song in my head again, Looks great man.
[QUOTE=Zillamaster55;37949279]Will there be multi[sp]core rendering[/sp][/QUOTE] Yes
141 photoshop layers and 5 hours later I finally got the HUD ingame, now to hook it up to the inventory and health system [IMG]http://files-cdn.formspring.me/photos/20120626/n4fe9bfdedbb47.jpg[/IMG]
looks nice unless all those open world zombie games that claim to be doing something original you're doing something on your own with these phases and I can't wait to see
[QUOTE=Onirik;37968594]looks nice unless all those open world zombie games that claim to be doing something original you're doing something on your own with these phases and I can't wait to see[/QUOTE] I just want to stick to my original vision instead of adjusting to somebody else's.
Holy shit that looks kickass.
Gameplay video on the 15th, one month anniversary of the photo album, what types of things do you guys want to see. I was thinking of gameplay video that has like 3 minutes of scavenging and the survival phase and then a couple minutes showing off base building and the bunker down phase.
[QUOTE=Johnny Guitar;37968929]Gameplay video on the 15th, one month anniversary of the photo album, what types of things do you guys want to see. I was thinking of gameplay video that has like 3 minutes of scavenging and the survival phase and then a couple minutes showing off base building and the bunker down phase.[/QUOTE] That'd be perfect, I'm not trying to overreact or anything but this just could be THE zombie game people have been waiting for so long. I wouldn't be surprised if the gameplay video turns out to be really good and goes viral.
[url]http://youtu.be/i9QpGPVB1rE[/url] Real footage ends at 0:45, I haven't gotten the zombie spawns implemented but how does the HUD look. (I'm aware of the shoreline looking open and empty, I haven't imported the content from the FreeSDK over yet.) Also for picking up items is pressing F to grab it enough or should a player have to press f then a screen tells them some info about the item and an additional key to press to grab it. The City will be more detailed by this weekends gameplay video, I will also get some zombie spawns hooked up!
[QUOTE=Johnny Guitar;37981566][url]http://youtu.be/i9QpGPVB1rE[/url] Real footage ends at 0:45, I haven't gotten the zombie spawns implemented but how does the HUD look. (I'm aware of the shoreline looking open and empty, I haven't imported the content from the FreeSDK over yet.) Also for picking up items is pressing F to grab it enough or should a player have to press f then a screen tells them some info about the item and an additional key to press to grab it. The City will be more detailed by this weekends gameplay video, I will also get some zombie spawns hooked up![/QUOTE] Oh good lord why did you use youtube's steady feature, that just hurts to watch. Also you should make it so when you look at an item and wait a second or so, the info stuff appears on it and you just press F to take it.
[QUOTE=simkas;37981571]Oh good lord why did you use youtube's steady feature, that just hurts to watch. Also you should make it so when you look at an item and wait a second or so, the info stuff appears on it and you just press F to take it.[/QUOTE] I didn't know that it was that brutal, undid that shit in a heartbeat. I could see that being frustrating looking at an item for two seconds just to grab it. Sorry about the shit video, its getting the antishake undone. [editline]10th October 2012[/editline] Uploaded another video, still needs to be processed but I'm too tired to wait out the anti-shake being removed [url]http://www.youtube.com/watch?v=SxogHTiwdHI&feature=youtu.be[/url]
[QUOTE=Johnny Guitar;37981582]I didn't know that it was that brutal, undid that shit in a heartbeat. I could see that being frustrating looking at an item for two seconds just to grab it.[/QUOTE] It worked fine in Borderlands.
[QUOTE=simkas;37981688]It worked fine in Borderlands.[/QUOTE] I've never played borderlands, but I think a compromise would be that you would have to in a certain proximity of the item for a certain time to grab it. It could get annoying considering there will be no crosshair to pinpoint wether or not your looking at it.
So how about that video?
I think I remember seeing this on ModDB a while back, glad to see it coming out! Also how many guns so far? It looks like this could be the counterpart of Dead State!
this looks sexy as fuck keep feeding us with updates
[QUOTE=werewolf0020;38237532]this looks sexy as fuck keep feeding us with updates[/QUOTE] don't eat my updates, you'll get a pretty nasty infection. Anyways, I've taken up 3d modelling and I also got permission to integrate scope mod with dead matter, there are now a variety of optics for use. Why I'm posting, to give that info and to ask a question. In regards to sniper rifles, should you have to find the base rifle then have to find the scope or just the rifle with the scope already on it. I feel it would make things interesting to have the attachment separate so you have more to look for. Also, in other news I am looking into getting a port of the original Crysis weapons into the mod. (I had the old files from a mod that died but I got permission to use it before it went under. Just need to get the files downloaded again)
about sniper rifles why not both?
Alright small update but with big news! 1.) I have thought of a compromise for sniper rifles, in rare spawn locations such as a police station they will spawn with a scope. Where in random suburbs, they can spawn with an E-Sight or a scope, 75% and 25% respectively. 2.) I have restored [url]http://deadmatterga.me/[/url] we will be changing the site around shortly, I hope to breath life into the forums so people can get together, express ideas, play games and interact. (I'm looking for forum mods, pm me if interested) 3.) I will be recording a developer log, it won't be gameplay per say but it will show off the mod and some features. I will show off the zombie ai in the dev log.
Aspens! [IMG]http://i.imgur.com/XKxvM.jpg[/IMG] EDIT: Ignore the grass, its going to have sprites/grass models on top of that. People probably neglect there lawn after the dead walk ya know?
What is awesome is that you're asking the community. What's even more awesome is you're a facepuncher :v:
Is the grass any better now? [IMG]http://i.imgur.com/J5wOM.jpg[/IMG]
wow you made that? i say wow becouse i never have made any spirites/planes for grass so i would like to know how you made it :v: so yeah looks good but could use a bit of detail
[QUOTE=Johnny Guitar;38401889]Is the grass any better now? [IMG]http://i.imgur.com/J5wOM.jpg[/IMG][/QUOTE] It does, though that house looks REALLY close to the street curb.
agreed, I'll be pushing a whole bunch of buildings back
I was wondering what kind of guns we might be seeing in this, since the default Crysis 2 ones seem a bit too tacticool for a zombie survival game to be honest.
Default Crysis 2 and 4 guns from Crysis 1, plus the Fy71 from Crysis 2 regardless of whether or not you own DLC
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