At last a live one, get yourself over to the
scanner we will make sure you are functional.
Hi, I am Igor from InterWave, as a studio
our goal has always ever been to make the
games that we wanted to play but couldn't
because no one else was making them.
Today I would like to talk to you about Dark
Matter.
The inspiration for Dark Matter came from
those platformers that we loved to play as
teenagers and still play to this day. We started
from a metroid type framework and added several
tactical elements. Players in Dark Matter
will have to aim, mind their ammunition
and Iron Sight for better accuracy. It makes
every combat situation tense and meaningful,
then we layered on a whole bunch of adventuring
elements. On your trip through the Endeavour
you will be discovering a unique story aswell
as solving many vary puzzles. Finally, we
really wanted things like dynamic lights,
darkness and reactive enemies play a big part
in the game. So we turned to modern technologies
such as behaviour trees and deferred rendering
to make it happen.
The result in-game is shaped into a tightly
paced, enhanced experience that we are very
proud to show you.
Inspiration has always been one of Dark Matters
key elements. Even though the levels are designed
separately, you could stitch them all together
and end up with one massive map. But you can
travel back and forth at will. Not everything
is accessible from the beginning so as you
require the right abilities you will always
be able to back track, get past an obstacle
or door that you could not before.
Light and Darkness are key elements in Dark
Matter, enemies are a big part of that. When
you shine your flashlight at an enemy it will
come at you be more alert, more aggressive,
so you really do not want to fight these guys
in the light. On the other hand when it's
dark you won't be able to see them very well
and you really don't want to bump into these
guys, especially the big ones. Encounters
in the game are not scripted, we have consistent
rules in Dark Matter. Explosions will hurt
both you and the enemies, acid will hurt both
of you, fire will spread and you have ice.
So if you use all these things against enemies,
but some of these things are used by the creatures
too, so you can actually turn them against
each other.
In a game where the camera is at a fixed distance,
you take away the players ability to get up
close and rub their eyeballs in all the textures.
This is why we choose a style that is strong
from afar, light on noise and grime, inspired
by pixel art and classic space horror design
demonstration. In such a dark environment
characters silhouet and color become the main
way of recognizing the difference between
a weak enemy and one that will blow up in
your face.
Dark Matter has been in development for over
a year. We are now working on the final chapters
of the game, as well as making sure that it
is both accessible to newcomers and challenging
for experienced players. We are starting this
Kickstarter to give Dark Matter the final
balancing and polish passes that it deserves.
All funding will go straight to development
to make Dark Matter a more polished, varied
game. If you choose to fund us, you will receive
access to the games latest beta as well as
the final game when it's released. Depending
on the level of your pledge, you will also
be able to participate in Dark Matters development
with access to the beta forums, bi-weekly
builds and even one on one developers sessions.
We have many exciting updates planned so stay
tuned for more information on Dark Matter.
Thank you for your time so far, we hope to
hear from you soon on our Kickstarter page.
