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DeadlyMatter is on Indiegogo


Nils
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Why is your first goal to move away from Torque 3D?

 

Yeah why? I mean how could you :? :? :? :? Just kidding :D


Ah it is stated here:

 

We have been developing our own custom engine (Momentum), which is originally based on the open source game engine Torque 3D. As we have full control over the source does it serve DeadlyMatter well enough, but on the other hand takes it huge efforts to keep it updated with present-day standards and technologies. If we manage to get enough budget than we will make an attempt to migrate DeadlyMatter to a different game engine. This will greatly improve performance as well render quality, but also create support for multiple platforms.
Edited by Dwarf King
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I understand why change, but I don't get it is why use at first instance the engine... it will be the same if in the future other super engine come to light, or when you realize that the new engine is not what you need... so we need to change again?


BTW I love this game :lol: people buy the game!!


I want a demo :(


I would consider first the possibility of putting improve what already I have and invested time, and them of course change the engine :D if I see that is not possible.


But comment aside this engine will be great :D always is coming new people, see the commits? you think is dead? come on! :D

Other comment aside a game need a good gameplay ;) not only graphics


good work nils! BTW you need to share it on facebook twitter and other pages

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If we manage to get enough budget than we will make an attempt to migrate DeadlyMatter to a different game engine.

 

Don't twist the words please; it doesn't say our first goal is to move away from T3D


We're not looking for possibilities to switch mainly because they look nice, or have some awesome features.

It's mainly because of performance, multiple platform support and up-to-date rendering. T3D has none of that (at least not working properly)


And yes, it's a huge amount of extra work. No attempts for migration will be made if we don't have the budget for it.

We're very aware of what we can achieve and what not.


Anyway, thanks for the cheering!


----


Website: http://www.deadlymatter.com

Twitter:


Youtube: https://www.youtube.com/user/StudioDimSum

Soundcloud: https://soundcloud.com/user-289877513/

Google+ : https://plus.google.com/+Deadlymatter

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=402901401

Indiegogo: http://dmgo.co

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  • 1 month later...
  • 2 weeks later...

T3D is a wonderful engine with a lot of possibilities. DeadlyMatter as a game has evolved well running on it; though a huge amount of work on the engine to keep up with the modern day standards also cost a lot of precious time which would else could be used for the game it self. But on the other hand can deep changes be made to serve the game; which most other engines do have these possibilities.


DeadlyMatter is a game; it's not a game engine and it's not sold as a game engine. As a developer we need to do everything to make the game the best product for the players as possible. If that would involve migrating it to another engine then it would be a way to go. I have been using Torque my self since 2005, so surely it would be a hard decision, believe me!


Of course time, money and expertise are crucial in the decision as well. We stated that we would look at the possibilities of migrating when we reach the funding campaign goal of 100k. At this time it's becoming less likely to reach that goal, as there only 2 weeks left. Not reaching the goal means it will keep on running on the current engine.


Yes, there's chosen for flexible funding because even if we don't reach the goal of 100k, the game can be developed. However when the funding is too low we are going to refund all the backers and put the development on hold (and most probably continue as a hobby project)


Thanks for the support and greetings from Shanghai!

Cheers, Nils

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It is not your fault if the campaign fails, it fails for most of the people now. I even saw a project fail that got added to the staff picks of the crowdfunding site, because it was so good.

You cannot really do much promotion yourself if you do not have many followers. Only chance is if you get a big youtuber, game magazine/news site/tech site feature your game. If you do not have all of that you could try paying for some advertising.

But even if all fails, if you manage to get it released on Steam you will for sure sell a bunch of copies, the release will give you more exposure than you ever had.

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Cool, thanks for the replies guys!


It's a bit of a mix I think; partly it's the lack of budget for marketing... it's common for a successful campaign to use 10k on advertising. As for social marketing; it's what the name says... it needs human interaction or it doesn't work.


There were a lot of bumps on the road since the start; including spending a lot of time in the hospital, a hardware crash taking 2 HDD's at once (including local backups), people leaving the team, passing away of the mother of our artist who just started... etc. etc. These events let us miss our chances like with youtubers that are waiting for a preview release for example.


There are also good things; like mostly positive responses, interaction rates of 8% on facebook ads (DM seems hot in Brazil :lol: ), truly helpful people, the people who already backed this project, new team members and my wife who still shows a lot of patience (but pushes to find a real job sometimes). A lot of things can happen in 2 weeks, and we're getting back on track, so this campaign is far from over 8-)


PS. Were looking for new team members: http://forums.torque3d.org/viewtopic.php?f=36&t=742


CodDM9eUIAAHKzg.jpg

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