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Blog RSS Feed Report abuse Latest News: New Scriptable Particle & FX System

1 comment by Gavavva on Sep 4th, 2013

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Now then now then! Oh wait I can’t do that anymore… Tie me’ kangaroo down sport? No, not that… Do you wanna be in m……. Bloody hell, the worlds full of toaster fiddlers! Howdy doodly do people! Look, at update! What, did you think we were dead or something? :) No, far, far from it. In fact, just recently the “real world” took over sadly, and I had to move home, which also sadly meant I had to go with a new internet service provider… And I had the insane thought of going with Talk Talk in the UK. They missed FIVE appointmens, cancelled my internet twice and took months before we told them where to go. So now I’m on Sky, I get 10 minutes of free porn a night, and I get to watch Fact or Faked while having me’ tea. Marvellous! More importantly, I’m back online, and I can update with news as and when needed :D

So, first things first :)

OverDose Now Has A Fully Scriptable Particle And FX System

I know, you’re likely thinking if you read that right? Well, we’ve been busy. What most games do these days is hard code a bunch of stuff, flop it out, and let you just get on with it. But we don’t like chains, no sir no way. So we took a leaf out of the legends that are id Software here as well. Everything in OverDose remember is to be fully scriptable and can be changed by even a twerp with notepad. The same goes for all our FX and particle files. Don’t think the effect a bullet makes as it rips into sand? CHANGE IT. Just open the text file, edit it, and save. Boom, done. Who knows, maybe you can even lick our own work and make some pretty sexy effects that we could adopt? It really is as simple as this:

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So of course, you get some nice effects where the only real limit is on what you feel you want to do. I can’t wait to see what people come up with for this :)

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Website Status?

As I mentioned previously, the website just wasn’t getting enough traffic compared to our ModDB page here, and so we decided to let our contract end and not renew. Both Nicolas and I have our own lives, with our own expenditures, and we do OverDose in our free time. So spending money on a website we couldn’t afford that wasn’t being used seemed like a bit of a silly idea. Granted, when OverDose is ready, the site will be back up and boom… Its on like Donkey Kong. But for now, we will remain using our ModDB site.

Donating To The OverDose Project

As always, the guys here at Team Blur Games are making OverDose with an exceptionally high hourly wage, plus several holidays per month and a monthly bonus. Also, look at that pig flying outside my window? Nah, we don’t get anything for this work, and all work is done in our own time after we manage to sort out our own lives. Donating to the project allows more work to be done, more talent to be hired, the website to go live, and also allows us to look into new and better ways of supporting the game.

So if you’re a true OverDose supporter, any donation, no matter how small, goes a long way to helping us. Any funds we raise will go towards hiring out more talent and funding people for help, which we see as only fair. Its amazing we have gotten so far with so little funding at all, because pushing these visuals, creating this media with some really awesome people, all for free… Its fantastic. But I sure as hell wish we could repay these guys before the game ships, just to keep motivation up more than anything. Any donations, no matter how small, will go a long way. Thank you.

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Gavin Stevens
Lead Designer for Team Blur Games [TBG]

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OverDose Tools Set

OverDose Tools Set

Jan 16, 2011 Graphics Tool 1 comment

ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!

OverDose Design Document - 2010

OverDose Design Document - 2010

Jul 7, 2010 Other 2 comments

An updated version of the OverDose Design Document for 2010.

OverDose Game Design Document

OverDose Game Design Document

Feb 17, 2009 Full Version 3 comments

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

Post comment Comments  (40 - 50 of 717)
Slacker1994
Slacker1994 Sep 11 2013, 12:42am says:

Have you thought of showing this off as a concept on Steam's Greenlight?

+1 vote     reply to comment
Gavavva
Gavavva Sep 11 2013, 5:38am replied:

To tell the truth, I thought Greenlight was for games about ready to release, but having looked over the site it seems its a way to also get a following and get known. So I'll look into it in a bit. Cheers old bean.

+1 vote     reply to comment
Gavavva
Gavavva Sep 11 2013, 5:41am replied:

Ahh, £70. Knew there was a fee, didn't think it was that high. I simply can't afford that right now sadly, I'm saving for my wedding and for what I need to set up for a cancer run :(

+1 vote     reply to comment
darth_cal3b
darth_cal3b Sep 5 2013, 9:43am says:

Wow, I can't believe this is based on the Quake 2 engine, you guys should definitely be proud of what you have manged to accomplish so far. I look forward to seeing the final version and how it works!

+2 votes     reply to comment
SinKing
SinKing Sep 4 2013, 6:17pm says:

Cool. thanks for replying! Sounds good.

+1 vote     reply to comment
SinKing
SinKing Sep 4 2013, 1:52pm says:

Really cool the way you are coding the **** out of this old engine ^^

It's also amazing how well it all works. If I buy the game, what can I do with the editor? Is it, in theory, a good base for my own development (a purely multiplayer game)? I'm toying with the idea, since you achieved true awesomeness with Overdose.

+1 vote     reply to comment
Gavavva
Gavavva Sep 4 2013, 3:09pm replied:

Full SDK is available, and level editors can be whatever works for Doom 3. Also we have our own tools that make life a lot easier. Plus as I said before, its mostly fully scriptable without having to re-compile game code.

In short, it should be possible to make a new setting, characters, objects, maps, textures, sounds, weapons, weapon effects and functions, teams, everything... All without recompiling code.

Then clearly if you CAN code, you have that whole other area to play with too, as the code will be fully available, and is now if anybody wants.

+2 votes     reply to comment
Stoiss
Stoiss Nov 2 2013, 7:09pm replied:

so we need to buy the game to get the Full SDK ? or is a donwload link somewhere ?

+1 vote     reply to comment
Gavavva
Gavavva Nov 4 2013, 3:32pm replied:

No the SDK is available, contact us via mail and I'll hook you up :p

+1 vote     reply to comment
NaikJoy
NaikJoy Jul 31 2013, 7:41pm says:

Hey.. can I work in 3D stuff for you? but i'm amateur..i started on blender in january.. I know how to extrude.. grab vertices..move them.. make something look fine.. And I think I could give it a try in making 16k textures to use on small faces.

+1 vote     reply to comment
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OverDose
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id Tech 2
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