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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  (60 - 70 of 714)
Lunarts
Lunarts May 4 2013, 9:00pm says:

I see this project is still very active, keep it going! I still remember a very unfortunate critique which was made between it and another project in the past by admins at the almost abandoned freegamedev forums; the comparison was already weak, but soon time showed how flawed it was, your project is already an inspiration to many.

+1 vote     reply to comment
[Berserk]
[Berserk] May 10 2013, 3:39pm replied:

Yeah and my HDD died, so I'm unable to code ATM too.

Got me a new rig anyway (video card coming at the end of May, but I'm using the old one), so I'll pick up the coding again once I'm done installing all the stuff.

+1 vote     reply to comment
Indloon
Indloon May 20 2013, 12:09pm replied:

Off-topic: throw specs of your PC! ( then I know recommended specs for game :D )

+1 vote     reply to comment
[Berserk]
[Berserk] Jun 13 2013, 7:04pm replied:

Eight-core AMD FX, 8 GB, GeForce GTX 680.

You can of course run OD on a lower-end system, but I can't give a proper estimate of minimum and recommended specs ATM, as there is room for a lot of optimizations yet, but you'll certainly need a decent system because the dynamic lighting does take its toll.

EDIT: And yes, I run at maximum possible quality settings at a solid 60 FPS.

+1 vote     reply to comment
Indloon
Indloon Jun 15 2013, 1:14pm replied:

Btw, why didn't you go with GTX770?
It is equal to GTX680 GHz edition, but is cheaper and has GPu Boost 2.0.

+1 vote     reply to comment
Indloon
Indloon Jun 15 2013, 7:24am replied:

Nice, I will get a FX 8320 and a HD7870XT.
I have heard from many OpenGL developers that AMD cards are not the best for developing OpenGL applications because of drivers. Hopefully there will not be any problems with testing OverDose on that videocard...or even developing applications.

+1 vote     reply to comment
[Berserk]
[Berserk] Jun 19 2013, 2:37pm replied:

NVIDIA has its share of bugs too, but yeah, based on my own experience ATI/AMD OpenGL drivers are buggier, but not as bad as they used to be years ago.

+1 vote     reply to comment
Lunarts
Lunarts May 10 2013, 4:51pm replied:

It happens. I myself had to re-install my entire hard drive(it hadn't died though) to get rid of severe OS instability and to reconfigure my new router to restore wifi and expand the signal range two days ago. A couple of things remains for me to work on my game again.

+1 vote     reply to comment
Gavavva
Gavavva May 5 2013, 4:11pm replied:

Yeah I'm in the process of moving house ATM and internet is down so its a bit hard updating, but rest assured after this week is over its back to battle stations for moi. Nicolas is all over the code like a rash as per.

+1 vote     reply to comment
Pretador
Pretador May 5 2013, 10:13am replied:

Vodka.

+1 vote     reply to comment
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OverDose
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