The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!
Demo of the ingame Marauder Burst Rifle Animations, showing various anims such as firing, reloading, sprinting, vaulting, sliding etc. Model & Texture by Andreas Strømberg, Animations by Javid Ali.
See the video in HD Here:
*chucks money at screen*
Wow! I like it. Just one question: Why is he watching at his hand? A new way to check the healt or something?
(Sorry my bad english)
Read the first sentence of Gavavva's comment (the one below).
The left arm channel in the model will blend in, as seen here, when you are hit with a flash bang. Even though the screen has an effect to hde your view, the hand comes up as well to show that the player is trying to cover his face/eyes, like you would in real life. As the flash fades and the game comes into view, the hand is still shown partially behind.
what if u guys create a system: the player can press a button to raise the hand in front of the eyes to cover the flash light and not go blind that way
The ammo check at the end made me very happy. ^__^
This is great, really impressive.
Very good animations. :)
Maybe a bad question... But are iron sights planned to be added?
I can live with or without, just would like to know :)
Iron sides are animated and ready to go, its just that theres no way to show the switch into them at the moment, so its a either/or effect ingame. Rather than have a million kids complain how the effect should look, I left it out of the video. I'll be making a new ViDoc soon with weapon handling, movement vs accuracy, iron sights and distances, so that will solve that one.
Also this video contains no DOF blur. DOF is on at all times by default, even when in normal none iron sight mode. However, it only applies itself to the weapon on screen. Heres an example:
Frictionlessinsight.com
Before anybody ***** the bed, everything can be enabled/disbaled, as this has no effect on gameplay.
Images.tvrage.com
ironsides
very cool progress. good animations. :)
Can you explain why you guys choose for the lefties guns ?
I can imagine this is a realistic future/game you got but this is really a big bummer for me ,most of the games i know have this and i dont like it ..
Care too reply on this ,not that i want to change your mind on all this cause i know youve given it some good thought.