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Showing content with the highest reputation since 03/28/2018 in all areas

  1. 4 points
    I think it would awesome to have have creatures from real Western and Native American lore such as the Si-Te-Cah (The Red Headed Giant Cannibals), Sasquatch (Bigfoot), Teihiihan (Cannibal Dwarves), etc. I think these could be implemented much the same way as the Zombies, but have some actual Western lore behind them.
  2. 4 points
    Hello there... Stumbled upon this over at MMORPG Looks very promising. Looking forward to getting more info on this gem.
  3. 3 points
    I know! I'm so intrigued about hunting and fishing in this setting. A rich pristine environment full of plagued bunnies and squirrels. Imagine setting traps (hopefully you can) and you trap an infected animal...How's it play out? Do you just leave It? Lose your trap? Or do you kill it and run the risk if maybe infection when removing it....or maybe another animal sees the trap, eats the infected bunny and now there is a hyper aggressive infected wolf lurking near
  4. 3 points
  5. 2 points
    Dear Community, we thought it's a good idea to release a little sum-up of what we've worked on the last few weeks, the list also includes 'behind the scenes' stuff which we haven't covered on our site yet, hopefully this gives you guys a good update on our progress. Engine: Our first prototype has been updated to Unity's 2017.4 LTS (Long Term Stability), which we plan to use for our first release. This version is guaranteed to receive bugfixes without major changes which could break backward compatibility. This version has also been the most stable one for us so far. Terrain: Progress is looking good, we also had some major workflow improvements. Networking: All player movements are now double-checked by the server instance (authoritative movement) to address teleport- and no-clip hacks. Networking: Interpolation added. Networking: Dead reckoning added. Networking: Lag compensation is still being worked on. Combat: Damage drop off for range weapons is now properly calculated. Character: Improved character controller handling on slopes. Character: Weapon handling has been optimized when activating/deactivating them. Animations: Workflow improved for animation retargeting (especially for motion captured ones). Weapons: 1866 Yellowboy Rifle added (https://twitter.com/DeadMansCountry/status/979384778855247873). Weapons: 1861 Navy Conversion Revolver added (https://twitter.com/DeadMansCountry/status/979747245422776320). Weapons: 1860 Double Barrel Shotgun added (https://twitter.com/DeadMansCountry/status/980102521426497536). Weapons: 1874 Sharps Rifle added (https://twitter.com/DeadMansCountry/status/981503473819713538). Weapons: Tomahawk added, melee combat still needs some love though (https://twitter.com/DeadMansCountry/status/983724748076208128). Weapons: 1858 New Model Army Revolver added (https://twitter.com/DeadMansCountry/status/988703525369733120). Weapons: Sticky bomb added (https://twitter.com/DeadMansCountry/status/992008560912601088). Shader: Various post-processing stack improvements. Shader: New ambient occlusion modes added (MSVO and SAO). Shader: Our character skin shader is almost finished (https://twitter.com/DeadMansCountry/status/980909856361275392). Shader: We've implemented a motion blur shader which relies on the moving object instead of the player's camera (https://twitter.com/DeadMansCountry/status/984723884367892480 ). Shader: Volumetric lighting improved. UI: There is some good progress on our UI, nothing to show yet, but we posted an early mockup from some months ago (https://twitter.com/DeadMansCountry/status/981153951218270209). Environment: We finished our grass shader with physically based shading support (https://twitter.com/DeadMansCountry/status/981917793812697090). Environment: Our grass shader also supports touch bending now (https://twitter.com/DeadMansCountry/status/983345950042345473). Environment: Mesh blending has been added (https://twitter.com/DeadMansCountry/status/982299162569035777). Environment: New canyon walls (https://twitter.com/DeadMansCountry/status/993926569491140609). Props: We continuously working on adding new props (https://twitter.com/DeadMansCountry/status/982702739250733056, https://twitter.com/DeadMansCountry/status/984137263062937611, https://twitter.com/DeadMansCountry/status/990934430691790848). Placements: A new feature has been added which removes all kind of foliage for dynamic placements. (https://twitter.com/DeadMansCountry/status/985960044469587970). Equipment: Tribal mask added (head item, https://twitter.com/DeadMansCountry/status/987298912259248128). Particles: We improved our particles in regards to lighting (https://twitter.com/DeadMansCountry/status/989497266582052865). Particles: Worked on our revolver muzzle flash (https://twitter.com/DeadMansCountry/status/995994191510605825). Farming: We made great progress on our crop/tree grow system, which is also fully server-synced and runs with almost no performance cost (https://twitter.com/DeadMansCountry/status/997478138169970688). Environment: Our ore spawning algorithm got some love (https://twitter.com/DeadMansCountry/status/999247022539583488). API: A device token has been added, which will later be used as a parameter to identify account hacks. Forum: News & Announcements module added (you are here!). Please note that the list is in no particular order and doesn't include bugfixes, the later will be listed with the start of the alpha on a separate release-/changelog page.
  6. 2 points
    Thanks for posting this! Its great to see all your hard work compiled in a post! Cant wait for another one!!
  7. 2 points
    I know things have gone a bit quieter since the initial reveal of DMC but I just want to let you devs know I am still HYPED! Hope your days are productive and can't wait to see some more in game footage!
  8. 2 points
    I just came across this today. Not saying any of this is true, but videos like these may start making these things more popular. Living in Wyoming and being part Native American myself these things interest me. https://www.youtube.com/watch?v=Q9SOFiTG9Ng
  9. 2 points
    Any chance you can explain a bit about the building system? Looks like we start off with a structure then upgrade it to a cabin? Will there be more than one model and different sizes? How are building areas delineated? Is it free build in your realm? Can't for Dev Blog #1
  10. 2 points
    Dirty Paws - Of Monsters and Men
  11. 2 points
    I pick shooting, this is kinda very important, bec. we will shoot tons of ammo And hope that shooting is with movement
  12. 2 points
    B.Y.O.B - System of a down
  13. 2 points
    Whats the status on Female character models? I don't see them on the trello.
  14. 2 points
    Saw the game on reddit and came right over. Let the hype begin.
  15. 2 points
    Hi massivelyindie, yes, we have bows and different melee weapons like spears, shovels, tomahawks (which you can throw) and pickaxes. We will post different weapons on our social channels in the next few days :)!
  16. 1 point
    Was für Seltenheitsstufen der Items wird es in Dead Man's Country geben?
  17. 1 point
    Musical Instruments are fluff, but make a great addition to social events.
  18. 1 point
    I agree it'll not be an easy job, but the alternative would be a very limited building area and/or pre-defined building slots, both wouldn't fit in our concept. Some of the bugs/exploits you mentioned can be fixed by adding a minimum distance radius to each object (except walls), which is something we're currently working on. As for walls, we could allow the AI to climb/jump over/destroy them depending on the size/strength of the controlled entity.
  19. 1 point
    The dollar is the main currency in Dead Man's Country, but there are some NPC's which require special items in order to trade with them. Players will probably prefer water over hard cash because of its limitation. Yes, players will be able to trade through a traditional trade-window.
  20. 1 point
    In DMC wird mit Dollar bezahlt. Es gibt aber manche NPC Händler im Spiel, die nur spezielle Gegenstände zum Handeln annehmen. Durch die Wasserknappheit (wird auch Storytechnisch erklärt) wird es viele Spieler geben, die nicht auf dein Geld aus sind, sondern auf dein Wasser. Ja, das wird über die Handelsfunktion möglich sein.
  21. 1 point
    Das Bausystem bietet mehrere Gebäude, nicht nur solche die für das Housing benötigt werden, sondern auch jene, die man aktiv für den Betrieb der Farm nutzen kann. Beispielsweise ist es möglich einen Wassertank zu bauen um Regenwasser zu sammeln, oder einen Schuppen um Gerätschaften zu verstauen. Größere Gebäude werden immer in mehreren Stufen erbaut, ähnlich wie es auf unserer Webseite dargestellt wird. Neben Gebäuden gibt es auch kleinere Gegenstände zum platzieren wie z.b. Brunnen, Zäune oder Lagerfeuer. Im Prinzip alles was man für eine Farm oder kleine Stadt benötigt. Es wird vordefinierte Bereiche geben, welche ausreichend groß sein werden. Dadurch verhindern wir das Spieler keine Gebäude oder Gegenstände an wichtigen Punkten oder Dungeon-Eingängen platzieren.
  22. 1 point
    Angepeilt ist eine Größe zwischen 8x8 und 4x4 Kilometer pro Gebiet (Biome), jedoch müssen wir zuerst noch ein paar Benchmarks der kommenden Live-Umgebung (Alpha) abwarten, da die finale Entscheidung von dem Speicherkonsum der Serverinstanzen abhängig ist. Es ist uns außerdem sehr wichtig, dass die verschiedenen Gebiete genügend Inhalte und interessante Punkte bieten, damit die Welt eine lebendige und vielfältige Erfahrung hergibt.
  23. 1 point
    Agreed Keller, I think this is a key ingredient in the genre that you see some games today having to totally backtrack on. Getting it close to what the community wants is a good step. I voted the same. However now I am wishing I could vote for more than one! Maybe the devs are planning to have a poll every time before their Dev blogs
  24. 1 point
    Neben ausführlichen Alpha und Beta tests wird auch der Early Access auf Steam verfügbar sein.
  25. 1 point
    Wird es möglich sein in dead mans country weibliche Charaktere zu erstellen?

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