OverDose is a class, team& objective based multiplayer game set on a post apocalyptic Earth, were the Confederate Marine Corps and Marauders battle it out for supremacy over the destroyed cities of a war torn world. Using idTech2 as a base, we are writing our engine from the ground up to take advantage of modern day graphical options and details levels to bring you eye popping class based multiplayer mayhem. This isn’t just war... Its an all out apocalypse!
Indie Devs sit down with Team Blur for an interview on an upcoming project called "OverDose". A promising Indie game with a heavily re-made Quake 2 Engine.
Posted by ninjadave on Feb 22nd, 2009
Indie Devs sit down with Team Blur for an interview on an upcoming project called "OverDose".
A promising Indie game with a heavily re-made Quake 2 Engine. If you don't know already, the Indie Devs are a group dedicated to the development and publishing of Independent and Standalone projects who have found their home right here on Moddb.
Indie Devs: So tell us a little about OverDose itself. Whats the gameplay like?
Team Blur: To put it simply, OverDose is a mix of classic RtCW style class based MP action, with more recent additions such as a first person cover based system. Its what we like to think of what ET:QW should of been, before all the major changes, like XP and Stats. Players get to chose a team/class, which each has a special load out, which grants that class special abilities, like giving out ammo, or reviving downed team mates. What this does is enforce team play, as no team can just be all one class, and no one soldier can run off by himself. Team play is obviously key to what OverDose is, which is why we have built quite heavy on team play features, like VOIP, clan support, and messaging. At the end of the day, we feel that ET:QW was a great game, but it just changed to much from the "fun but hardcore" style of RtCW's MP.
Indie Devs: Thats pretty impressive. Just how many class types are there?
Team Blur: Each side has 5 classes, each with different laod outs and abilities. The Confederate Marine Corp has the "Grunt", "Medic", "Engineer", "Recon" and "Field Ops" classes, while the Marauders have the "Drone", "Locum", "Technician", "Scout" and "Infiltrator" classes.
Indie Devs: You have some very well done and well made maps. What kind of environments have you created, and whats to be expected in the near future?
Team Blur: Well OverDose is set in what we like to call a decaying 2012. The plot involves a huge war in the closing days of 2012 that splits the world into two types of person, those that hid and those that were left behind. Cut to the present a good 150 or so years later, and the world is pretty much how it is now, only destroyed, decayed and rotten. Battles will take place over frozen mountains, dusty streets, burning buildings, sandy waste lands and more, as well as a few classic surprises that hint at old school maps of yesteryear.
Indie Devs: You've done an amazing amount of work to the quake 2 engine. How long have you been improving it?
Team Blur: We started back in the Quake 3 days with the Evolved engine, just adding little touches, a new particle system, a new menu and the like, so all in all its been a good 7 or so years. The actual OverDose engine is all built from the ground up, I'm told its probably around 99.9% new code over the Quake 2 engine, all re-written, all changed, all faster. We are quite proud of some of the features it has too, like the scriptable UI system, per pixel lighting, shadow maps and a whole host of tweaks and options for players to set to get the game looking just right. One large area we have spent quite a lot of time in, is tweaking, which means all the performance heavy things like real time reflections can be turned down a series of levels with pre-made materials, so that they can get great graphics but a better frame rate. Shadows use multiple levels of LOD and resolution so that we can allow smaller light sources to be faster for example. So a lot of care has gone into the still WIP engine to make sure it not only looks the best it can but plays the best it can.
Indie Devs: Very impressive so far. What can we expect to see in the near future?
Team Blur: More and more! As production gets further along we find it moving faster. More people are helping than ever before, so the more than help, the faster we move along. We have a few nice surprises in the near future, with more artwork, screenshots and levels revealed, as well as a few new movies too. So its certainly something to keep your eyes on!
Indie Devs: You know your stuff. Thanks for the interview! Your project looks very promising, we look forward to seeing more soon!