Nominate for Indie Game of the Year 2009

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8 comments by Gavavva on Dec 21st, 2009 digg this super bookmark


Vote For OverDose As Upcoming Indie Game!

Wow has it really been a year since last time already? Crazy. We did really good last year seeing as we had nothing to show for it, so let’s try just as hard this year again :) Please push the link above, and receive bacon:

Some more information as to what is up for grabs on how this could help not only promote OverDose but also possibly speed up the release can be found at the official info page here.

Also, unlike a lot of teams who will be self pimping, I'm gonna do something a little different this year. While I can't really promote other Indie games as such, let me mention a few I know about that you guys should look into and vote for:

Airborn: I've been keeping track of this UE3 mod for a while now, and it’s probably the most stunning and visually impressive piece of work to grace the engine. You won't find a gloomy brown or gun metal grey texture in site, but what you will find is an expertly crafted game that looks amazing to the eye. This game deserves to win for shear originality, far more so than that "Blue Tesa" mod.

Shift: Any game that takes an engine and makes it fit its needs like an evil puppet master gets a vote in my book, and with Shift, the guys are turning the Source engine into a racer. It looks good and the plans are great, lets hope they get somewhere.

FPS Terminator: Is it original? No. Is it kick ass? Yes. Will it wipe the memory of that terrible Terminator Salvation game from my mind...? No, because its not made with bleach. But check it out.

Well, that’s all for now guys, have fun, enjoy the selection, and remember to vote for us! :)

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What’s New With OverDose

Quite a lot, actually. Work continues on with the maps and media assets as well as the code. We have some amazing new features coded in your guys are going to love, everything from HTTP redirects for downloading, to ranking and statistics support on the master server. It’s all happening behind the scenes, it just doesn’t make for a very interesting update post. I’m sure by now you have noticed a few changes, what with the new OverDose site and Forums, but here are a few select goodies from the game for you to look at:

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Modelling is slowly ongoing, with Dan now looking into his character modelling. I’m sure you’ll all agree he’s made a great start. As OverDose hopes to have customizable heads, this is going to help go a long way for the game in terms of personalisation.

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Just some of the new models we have been working on… Yeah… this shot contains over 100 models, although it doesn’t look it.

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A sneak peak of our ingame HUD system. I won’t explain how everything works as yet as I’m saving that for a new post in the new year, so for now just see this as a taster. DOH: Forgot to turn shadows and particle effects on in the pic, sorry!

Catch Up On OverDose – Anywhere

It’s no secret that OverDose is spread over a few sites. But do you know WHERE these sites are, what they are for, and why they exist? Let me fill you guys in:

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OverDose Main Site – This is our base site for the game, here you can find links to everywhere else, as well as the latest and most current news.

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OverDose Forums – The main hub of our world. I can pretty much guarantee that anything you find posted anywhere else will originate form here first, and nine times out of ten you will find stuff you have never even seen on here. These are our discussion forums which have just been re-launched (And sadly, lost a few billion posts with it).

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OverDose SDK/Editing Wiki – Our pool of knowledge. Here, you can find tutorials, information and help on working with the OverDose engine and its files.

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OverDose On Twitter – We now tweet! Every new piece of news we post will be sent straight to Twitter, so any subscribers can get the latest info on OverDose any time.

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OverDose RSS Feed – We also do RSS. As above, you can get this anywhere in the world easy and instantly.

Hopefully that’s enough info for you all ;)

OverDose – Development

I’m sure by now a lot of you know just what OverDose is, where it’s heading and what we are trying to do. Its no secret that OverDose, in the teams eyes, is Return To Castle Wolfensteins multiplayer style with next gen visuals, coupled with all the knowledge and ideas we feel we can incorporate into the product to provide you all with an end result we feel more a spiritual successor to the original. But the clue is in that phrase; “next gen game”. OverDose isn’t a mod, it’s a game. It’s not a source port… It’s a game.

So just what goes into this game?

Well, I’ll start by telling you the current team, and this is no bulls**t, this is all 100% correct. A lot of people don’t believe us on this, but team wise, let me fill you guys in…

We have one full time coder.
We have one full time artist/modeller.
We have one music guy.

Stop count.

No, seriously, stop. Contributions wise, let me say that Mohawk has been a great help, filling in the high poly modeller role with gusto, but he can only do, say, one model every month or so. Dan has been trying his hand at more complex stuff recently, like the new character shots I’ll be uploading soon, but he has no work in the game at all yet. It’s no secret that Nicolas and I are pretty much doing this by ourselves 99% of the time, and that’s a real bummer. We need more help on this project, because we simply can’t make a full games worth of content by ourselves… But that doesn’t mean we won’t try.

Let me lay down some numbers for you… Given just the three people above, and not including helpers like Mohawk and Dan, take a look at this count:

1,678 Texture Files
776 .CM, .MDL, .LWO, .ASE, .MD5Mesh, .MD5Anim Model Files
297 .WAV Files
227 Code Files
224 Tool Code Files (That Are Public)
53 Programmable Shaders
33 .MTR Material Files
21 SDK BSPs
21 SDK .MAPs
15 Compiled Post Process Files For Maps
7 .OGG Music Files
5 OverDose Tool .EXEs, Not Including ODRadiant
2 Compiled Game .DLLs
1 .ROQ Movie File
1 OverDose .EXE

Making for a total of 3,361 different files all created just for you, which amount to just under 3gigs of data.

Now, like I said, that’s pretty much with only a couple of guys. Notice it doesn’t show maps? Notice the crazy low model count? Yeah… Now you are starting to see our problem. OverDose has been so far riding on doing the impossible. We have a single coder who in my honest opinion is GOD when it comes to this stuff who has managed to take a 12 year old engine and make it look better than a lot of the engines out there. We have the jack of all trades, that would be me, and I’ll toot my own horn here but nearly 2.5gig of stuff by myself…? Yeah, its hard work. We have a soundtrack composed by one guy. ONE. GUY.

Guys, I won’t lie to you, this sucks. This is horrible, and we need to change it. We just need more modellers who are ok working with high poly sculpting, more coders who can help out with our tools like our OWN LEVEL EDITOR which just needs a little more work doing to it (Yeah, our single coder coded our own toolset… Madness). We just need a little more help, so we can actually release this while it still looks visually relevant, otherwise we may have a Half Life 2 Episode 3 case on our hands, where the engine just doesn’t look as hot any more by the time it gets around to being released (Just you watch Valve release some awesome shots now to shut me up).

Please guys, any help, no matter how small, will be hot. We split all donations evenly over the team no matter the work load of a given person. We give credit where credit is due, and if this goes to retail like we are planning, you can rest assured that you won’t be given the shaft when it comes to royalties, hell, it will likely be a great launch platform for you if you want to build into a profession.

Right then, I think I’ve said everything I wanted before I got on with my Christmas shopping. If you don’t hear from me, it’s because I’ve gone into town and been killed by the madness… I hate shopping this time of year… *gulps* *grabs shotgun*

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OverDose Game Design Document

OverDose Game Design Document

Feb 18, 2009 Full Version 2 comments

This is the OverDose Game Design Document, detailing everything the game will feature. Download here to find out more about classes, weapons, ballistics...

Comments  (0 - 10 of 262)
Inafinus
Inafinus 7hours 43mins ago says: New Comment

I'm a vegetarian, I don't want your bacon. I still voted though.

+1 vote     reply to comment
Gurra300
Gurra300 19hours 11mins ago says: New Comment

Voted!

+1 vote     reply to comment
Gavavva
Gavavva 17hours 30mins ago replied: New Comment

Thank you, your bacon is in the mail.

+1 vote     reply to comment
Salsa_Shark
Salsa_Shark Dec 21 2009, 3:55am says:

Do you know if the game will work on a Windows 64bit System?

+1 vote     reply to comment
Gavavva
Gavavva Dec 21 2009, 5:46am replied:

Tested on XP/Vista/Seven, works perfecto.

+1 vote     reply to comment
Gurra300
Gurra300 Dec 20 2009, 11:43pm says:

if this is really coming for PS 3, a download directly, or buying, whatever it will be :P

+1 vote     reply to comment
Gavavva
Gavavva Dec 21 2009, 5:22am replied:

Not sure yet, but yeah. PC is 100%, 360/PS3 is defo planned.

+1 vote     reply to comment
Gavavva
Gavavva Dec 19 2009, 11:45am replied:

What do you mean? Once OverDose is done, anybody, as long as credit is given.

+1 vote     reply to comment
Kasplatt
Kasplatt Dec 20 2009, 3:37pm replied:

Okay, that's exactly what I meant.
Just speculating who would be allowed to use this engine for their own projects. You've done some amazing work with it!

+1 vote     reply to comment
Gavavva
Gavavva Dec 20 2009, 3:48pm replied:

Well, we are writing a LOT of documentation not jut for people working on OverDose but also for people who want to work with the engine, too. Its a huge task, but it should pay off... We hope :s

+1 vote     reply to comment
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OverDose
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id Tech 2
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