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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  (50 - 60 of 739)
pvt.Johnson
pvt.Johnson Jan 11 2014, 5:06pm says:

Update! Update! Update!

+1 vote     reply to comment
Gavavva
Gavavva Jan 13 2014, 1:17pm replied:

Please, please, please!

+1 vote     reply to comment
koburamoe
koburamoe Nov 19 2013, 10:01pm says:

Given the fact that you've built upon a what is considered old tech, aka the id tech 2 engine, seeing how you've added quite some nice eye candy to it, would games made with your SDK, be greatly optimized ?
For example, would the playthrough in the last video made, be playable at an average of 30 fps on a 10 year old computer be possible ?

+1 vote     reply to comment
[Berserk]
[Berserk] Nov 20 2013, 5:44pm replied:

No, you still need a modern computer, even to get a stable 30 FPS.

+1 vote     reply to comment
Mr.John
Mr.John Nov 20 2013, 3:07am replied:

I doubt it. The more eye candy, the more processing power is needed. Just because its an older engine, doesn't mean you cant spectacle it beyond belief.

Call of Duty's engine is based off Quake 4.

+1 vote     reply to comment
Gavavva
Gavavva Nov 20 2013, 6:37am replied:

Call Of Dutys engine is based off of Quake 3 IRC.

And yeah just because its an older engine it doesn't mean it will run on older hardware. For example, we actually have a minimum entry system spec where the game will just refuse to run, because it lacks the correct hardware.

The great thing about what we are doing however is that nearly everything is tweakable and can be turned off or lowered several times in terms of quality. Every shader we do has fall back lower quality shaders. This means that even older computers can run the game at a decent speed, just maybe not as pretty (but still pretty if you get me), as long as they pass the entry requirements.

We also added a few future proof options, like 64 sample shadow mapping, which is... Insane, to say the least, but looks utterly stunning.

+4 votes     reply to comment
Indloon
Indloon Nov 14 2013, 2:13pm says:

What do you think of Mantle API? The fact that with it is possible to have 100k draw calls per frame is pretty amazing with solid performance. Also it was said that it is not only limited to AMD cards - so for you, B., your GTX 680 might have support soon for it! :D

+1 vote     reply to comment
[Berserk]
[Berserk] Nov 16 2013, 6:01pm replied:

If it's really (and properly) supported on other GPUs, and it's not too much time and effort to port the current OpenGL code, I might consider it.

+2 votes     reply to comment
ImADolphin!:D
ImADolphin!:D Nov 13 2013, 3:25pm says:

id Tech 2? Seriously? o_o

+1 vote     reply to comment
Gavavva
Gavavva Nov 16 2013, 11:32am replied:

Yup, tech 2, everything added was on that as our base.

+1 vote     reply to comment
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OverDose
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