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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 714)
[Berserk]
[Berserk] Jun 13 2013, 7:18pm says:

Just a little update:

Gavin is still waiting for his internet at his new home (it's been like two months now, which is beyond stupid), so that's why there hasn't been any updates in ages.

I'm not much of a community guy, so don't expect me to post news or release some media (programmers don't take good screenshots, lol), but we're still working hard on this project, so it's definately NOT dead.

Hopefully Gavin will get his net sorted soon and post a ton of new stuff. As for me posting any of my own work, well, you can always grab the full source code from our repository at www.sourceforge.net (but do note I hate releasing dirty code, so I don't update it every day or every week).

+4 votes     reply to comment
0Buzz
0Buzz Jun 14 2013, 5:30pm replied:

Good to hear some news!, thought it was kinda dead around here xD. Kind curious of whats coming up next with the engine, any hints ? :D.

+1 vote     reply to comment
[Berserk]
[Berserk] Jun 14 2013, 9:29pm replied:

ATM I'm working on the FX system and other misc stuff. But yeah, the FX system would be the most important feature in the upcoming internal build.

+2 votes     reply to comment
0Buzz
0Buzz Jul 15 2013, 4:05pm replied:

When do you plan on working on entity stuff like the local player entity and ET_PLAYER?.

+1 vote     reply to comment
Gavavva
Gavavva Jun 21 2013, 4:45am replied:

2nd of July people. This time, third time lucky, I hope :( Plus I've had a virus around my heart and I've been seriously, seriously ill, recently, so haven't been much use anyway :( Once I'm back, I'll get all up to speed and update everything, trust me.

+2 votes     reply to comment
NaikJoy
NaikJoy Jun 30 2013, 1:10am replied:

Don't die on me man.. I'm around since you started Quake 2 Evolved and I want to see and play this game and insult the **** out of you if climbing animation movements wont be implemented

+3 votes     reply to comment
Gavavva
Gavavva Jul 8 2013, 2:44am replied:

Thanks guys. I've all better now, going out with the camera in this stupidly amazing British weather to get some photosources of a local train yard that's all ruined. Sadly my net fell through again, so we told them to shove it because missing FIVE appointments was a bit of a **** take, so I've gone with another service which is better anyway.

So, at the very latest, I'll be back online on the 19th maybe? But keep everything crossed for me eh, because I BADLY need to be back online!!!

Then we can get with the REAL show off **** ;)

+2 votes     reply to comment
MetalMind
MetalMind Jun 21 2013, 5:07am replied:

Sorry to hear man, take care and get well.

+1 vote     reply to comment
GalaxyC
GalaxyC May 13 2013, 2:54am says:

Ive been looking around and this is one of the best looking games that im looking for.

+1 vote     reply to comment
[Berserk]
[Berserk] Jun 19 2013, 2:35pm replied:

That card is not yet widely available over here and I couldn't find any decent brand either. The price difference is insignificant between a first-class-brand 680 and a second-class-brand 770, so I went for the 680.

It also requires a bit more juice and I didn't want a new PSU.

+1 vote     reply to comment
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OverDose
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