DeadlyMatter is on Indiegogo

Friendly conversations, and everything that doesn't fit into the other forums.
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Nils
Posts: 222
Joined: Thu Feb 05, 2015 3:32 am
  by Nils » Tue Jun 14, 2016 8:46 am
We're on indiegogo!

Go here : http://dmgo.co
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Tue Jun 14, 2016 2:28 pm
Why is your first goal to move away from Torque 3D?
Dwarf King
Posts: 189
Joined: Thu Feb 05, 2015 7:20 pm
by Dwarf King » Tue Jun 14, 2016 3:28 pm
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.
Last edited by Dwarf King on Sat Jun 18, 2016 8:00 pm, edited 1 time in total.
Johxz
Posts: 444
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Tue Jun 14, 2016 10:40 pm
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
Nils
Posts: 222
Joined: Thu Feb 05, 2015 3:32 am
by Nils » Wed Jun 15, 2016 9:37 am
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: https://twitter.com/DeadlyMatter
Youtube: https://www.youtube.com/user/StudioDimSum
Soundcloud: https://soundcloud.com/user-289877513/
Google+ : https://plus.google.com/+Deadlymatter
Steam: http://steamcommunity.com/sharedfiles/f ... =402901401
Indiegogo: http://dmgo.co
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Jun 15, 2016 3:14 pm
T3D is pretty fast. It might not work well on all platforms, or render shiny things, but it's fast and efficient. Networking is also top-notch.
JeffR
DEVGRU
Posts: 957
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Wed Jun 15, 2016 9:11 pm
I'll have to chuck some buxx at it when I get home!
Nils
Posts: 222
Joined: Thu Feb 05, 2015 3:32 am
  by Nils » Thu Jun 16, 2016 2:58 am
Thank you @ JeffR !!! :) :) :) :)
Julius
Posts: 28
Joined: Sun Apr 05, 2015 6:45 pm
by Julius » Mon Jul 18, 2016 3:00 pm
Hmm, plan to move away from T3D and no linux support even though the engine supports it? And flexi-funding... sorry but this really doesn't sound very interesting from my perspective. But all the best for the campaign.
Nils
Posts: 222
Joined: Thu Feb 05, 2015 3:32 am
by Nils » Thu Jul 28, 2016 11:42 am
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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