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OverDose, ladies and gentlemen, is dead… Dead as a can of spam. That is of course you’re one of the internet busybodies who seem to know everything about our development. Its sarcasm guys, I’m British. You’ll get used to it ;) Things have been mental, moving home, sorting out my wedding (December 27th, and thank you!), all sorts. It’s been crazy! So, what’s it been? About 2 weeks since our last update? Well, I guess we have a lot to talk about… Lets start with the sound, shall we?

OverDose Has A New, Built From The Ground Up Sound System

You know that stuff that comes from your speakers? That’s called sound. The problem is that most game developers sort of forget that sound exists. The real reason is pretty obvious… You can’t show off sound in a (Faked) screenshot. Sound doesn’t sell. Pretty graphics and, occasionally, boobies… Those sell. So most game devs forget all about giving any sort of attention to sound. This means you get in the game and get smacked in the face with per pixel wibbles and million polygon wobbles, but the sound is the same as Half-Life, which dropped in 1998. Wow, 1998… Time flies when you’re stuck in an air duct with just a crow bar. It’s the reason that you play a game as amazing as Wolfenstein: New Order (Haven’t played it? Fix that.) and hear some impressive sounds, but notice that the actual sound design, the tech behind it, is flawed. Gun shots as loud as voices is a common problem. It’s all a bit STALE.
So, what are we doing with our single coder? It’s simple… Everything we can. The first thing we do, is allow our mappers to split levels up into “areas”. These “areas” are fantastic for a multitude of reasons, they allow the designers to set up different graphical effects, weather effects, wind amounts, post processing… All sorts. But they also allow us to set up different sound settings per location. This is how we can make an air vent give that lovely metallic echo, or a toilet sound, well, like a toilet. It’s classy. It’s sexy. It’s powerful. It’s also very, very easy to use. Take a look:


As well as, of course, allowing the designers to totally tweak each speaker entity to their hearts content to get it just how they want.


But we try not to stop there. Another simple idea we have is that all our locations can actually have a delay on echo. It’s a simple idea really, it’s that sound you hear when out in a large location. Make a bang and listen for the follow up echoes. It’s very effective. But like I said, it’s not really something I can show in a screenshot. So, here’s a duck. See if you can hear the echo:


Another thing we have added is something not a lot of people ever think about or even know about. It’s called HDR Audio. In theory, it's the same as HDR lighting in a way. One fakes a high dynamic range in LDR monitors by scaling and remapping light levels. the other fakes a high dynamic range in LDR speakers by scaling and remapping amplitude levels. It’s basically the same concept really. The idea is that every sound has a volume. A babies cry is far louder than the sound of a dripping tap, for example. So, have you ever tried to listen to a dripping tap while hearing a baby cry? Ever had loud music on and had a hard time hearing somebody who was speaking to you? It’s the same idea… One sound drowns out the other. And that’s what our new sound engine does, it figures out the current highest volume and loudness, then rescales the volumes of all other playing sounds. It’s simple, but again, very effective. It just doesn’t make for very good pictures, that’s all. Thankfully we have a LOT of sound tools that help the designer to get just the right effect.

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:


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 :)


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.


Gavin Stevens
Lead Designer for Team Blur Games [TBG]
User Posted Image
New Scriptable Particle & FX System

New Scriptable Particle & FX System

2 years ago News 1 comment

A new Particle and FX system? Oh hell, yes please! :D

OverDose Site Issues, Woes, & General Turtles

OverDose Site Issues, Woes, & General Turtles

2 years ago News 6 comments

Come on in, get sat down if you like, for I have a strange tale to tell...

New OverDose Website Is Live!

New OverDose Website Is Live!

2 years ago News 4 comments

A new Website for a new year! Also, OverDose needs you!

Release Date Change

Release Date Change

2 years ago News 9 comments

Release target is going to miss, but don't let it be a big downer!

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...
OverDose Tools Set

OverDose Tools Set

4 years ago 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

5 years ago Other 2 comments

An updated version of the OverDose Design Document for 2010.

OverDose Game Design Document

OverDose Game Design Document

6 years ago 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  (70 - 80 of 760)
PanderingPande Feb 23 2014 says:

Just looked through the SVN, still downloading in order to be able to test the game.. but so far:

Code - CLEAN, very clean, at least as far as I can see. And so many comments. Well done, really, really well done.
Organisation - superb. Everything is logically laid out, including the code folders. Assets have excellent naming structure, and nothing is confusing.

Presence of hand-made tools... just astounding, and extremely professional.

Am watching this project with passion, with luck maybe I can even contribute some day (only negative part... this seems very hard to do? Are you open to that or no?)

+2 votes     reply to comment
[Berserk] Feb 24 2014 replied:

Thanks for the compliments. And yes, we're always looking for help.

+2 votes     reply to comment
PanderingPande Feb 24 2014 replied:

I loaded the game up, but I have a few bugs -
I cannot click anything on the main menu
If I try devmap/map, I get this:

Encountered this before?

Video card: Nvidia GT 525M

+1 vote     reply to comment
[Berserk] Feb 24 2014 replied:

The main menu doesn't do anything ATM.

You need to set sv_pure 0 in the console before loading maps (otherwise the code only tries to load files from pk3 packs).

+1 vote     reply to comment
PanderingPande Feb 24 2014 replied:

Whoops, played again in a darker room and now I notice the text in the top right. :D Never mind.. ;p

+1 vote     reply to comment
FLAPJACKDAN Jan 30 2014 says:

This game looks pretty promising. If you guys are ever in need of a level designer (free work of course), give me a contact. I have quite a few years of level designing experience. Anyway keep up the good work, I'll be watching.

+1 vote     reply to comment
pvt.Johnson Jan 11 2014 says:

Update! Update! Update!

+1 vote     reply to comment
Gavavva Creator
Gavavva Jan 13 2014 replied:

Please, please, please!

+1 vote   reply to comment
Noah.Klabo Feb 19 2014 replied:

Please!, JK you guys take your time.

+1 vote     reply to comment
koburamoe Nov 19 2013 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] Nov 20 2013 replied:

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

+1 vote     reply to comment
Mr.John Nov 20 2013 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 Creator
Gavavva Nov 20 2013 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
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Team Blur Games
id Tech 2
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5 months ago
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