Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)
The tool on indieDB is ancient, and you need the new full SVN one, otherwise it won’t be anywhere near complete. Our maps are built with models mostly now, with brush work for just simple primitive things.
Quite an easy answer for this. The engines been done for a long time, and we all have a history with id tech. No history with unreal engine. I mean, aside from a few missing shaders, there's nothing left for us to add to the OD engine at this stage that's missing in UE4.
There is one huge benefit though...
See UE4 is great and all, Unity and Crytech as well. But they are full of bloat. They are catch 22 engines, meaning that they try to do everything. It would actually be just as much work to get UE4 to where we need it, because there is just so much jank in there that's not needed. Take a look at Player Unknowns Battlegrounds. It uses UE4, but runs like ***, looks like *** because of the performance, and even now they struggle to get it running anywhere near decent. Yet we can pull 64 sample shadow mapping, something that's just a pipe dream, quickly. Why? Because our engine is custom built for what we need.
Old engine bugs are a little bit of a strange one, as engine bugs that were actual problems were fixed years and years ago, and some were not so much bugs, just incomplete ideas, or misconceptions. Like for example how sometimes you could jump a bit higher with a certain frame rate? The beauty of us making this thing from the ground up means we bypassed a lot of those issues.
So like I say, really, we only have a few missing shader effects left to go. Which to be fair, because of our shader system, wont be a big job (and as such is reason its been left until now).
So I fully get what you are saying, and in some ways even agree. But we even made our own toolset and level editor custom built for OverDose's custom engine, to make converting model formats and mapping a breeze.
Yeah, it does, in a way. Its not exactly as perfect as you would assume, and seems to be done on a per model basis, i.e. barrels have their own version of it. So yeah, you can knock a barrel over and have it roll down the stairs, not just bounce down. This isn't implemented yet, but its on the ToDo list and isn't a massive job, its just as I said we hit that snag that sucked our development code time down.
I think its worth mentioning as well that the physics in Doom 3 are now 15 years old or so, and that its actually still a fairly decent system. If we were making a big single player experience, we would likely have a much more in depth physics implementation, but we don't really see any benefit in a game such as this.
Absolutely agree that games can be fun without fancy graphics, 100% onboard there. Some of my fave experiences in recent years have been over the top simple games that look like they were made in a weekend (but really weren’t). But I stand by game > graphics. Every time. There’s no point in having good graphics if you don’t have the gameplay to back it up.
I’m gojng to be talking in the next few days about some major changes to the game that will make us stand out a little bit more in the crowd. Sadly I can’t as yet, as I want to give a little more time between updates :) cone on, two in one year, don’t rush me! ;)
Its the gamble you take. We essentially have a mixture of our own engine that has roots in id tech. I mean it IS id tech, but we have changed so much. But this scares people, because its not unreal engine, or cry engine, or something most people "know" these days. The sad thing is, if this was 20 years ago, people would be all over a Quake engine game. But alas, times have moved on, and id Software just aren't the powerhouse they once were in the modding world :(
It’s a derivative of the doom 3 physics library, cleaned up and retooled. It works more than well enough for what we need, allowing rigid bodies, inverse kinematics etc. I mean let’s face it, you’re not doing physics puzzles, you’re going to be having players with one foot on a step while somebody kicks a box... Not exactly taxing.
However at this moment in time we have a math problem that’s causing a huge head ache for us, where sometimes, boxes will land and then... just keep going. Or barrels will spin on their ends forever.
I would said it’s turned Nicolás’ hair grey, but he’s been grey for the last 97 years :)
We already have a few things from the doom 3 source, meaning a doom 3 licence would required if we ever go retail, but we knew that anyway. Just because we made things our own way, doesn’t mean we don’t credit the original.
Short answer? Yes.
Long answer... Yes sir? :)
See the way I see it is there’s a million games out there that are like what you linked, with graphics or features that are half baked, half done, not really polished. It’s just not “us”.
However don’t assume that just because something is more simple in nature than it’s any faster to produce. It’s legendary that the first version of minecraft took just 6 days to produce... but that doesn’t mean it was any good. But even a game like minecraft is complex, detailed and polished.
And that’s what we strive for, that polish. Our code is so clean and optimised, but also simple for people to use. Modders will have a field day with it. Even our weapons and effects are all scriptable so that you can make changes with ease. But it’s because we spent so long doing those things that they are possible.
But really and this is cards on the table time, the reason it’s taking so long is simple: we need mappers and character/weapon model/animators. Sadly both of which I can’t do, and am nowhere near skilled enough to do. I struggle with detailed weapons, having only done a few things like the marauder hands and knives, and struggle with full character, having only done some heads. I’m awful at maps, and take an age to do them as well. If we had help there this would be done, quickly.
But I do understand your point, in that aim lower and finish quicker... but when everybody else is doing that, why be another stranger in the crowd when you can stand out?
Oh that isn't our site, that's a temp one that was set up for us by... I actually don't know. I wish I did though so I could thank them.
I'm currently in the process of converting all media to a PBR workflow. Recently made LOD models for every single asset as well. We are in the process of doing some other things and have hit a few stumbling blocks, but getting there I feel.
I will be adding a proper website and forum again soon so we can at least get the old gang back in the community :)
ET:QW is sort of like OD, yeah, but when it comes down to it, not in the way you may think. OD is much more close to RtCW in scale and gameplay. There isn't really anything like that out atm.
Theres a rather large update coming in the coming weeks/months that I can't talk about as yet, but I do see the issue with taking time. The strange part is, we still don't look behind in terms of visuals, so we have that going for us still.
You know it.
Nicolas is our engine coder. We do have rag doll yeah but you have to understand the way we do ragdoll will be slightly differently, because when players are killed they go into a down not out state, where they go down to their knees and wait for a medic. During this time they are animated and can move around. Its only if they are killed then, that they actually die. Now, during this point, this is where we can implement rag doll, but syncing it with the death anim is difficult, so it will need proper testing. Likewise, head shots will kill instantly with some weapons, with no come back, so that will make rag doll happen right away.
Thank you, I did mail you also :)
Yup, complete rewrite of all physics and collision code, allowing rigid body physics. Of course the way we will handle this on bodies is still up in the air atm, due to the fact when you die you don't "die", you go down to be revived first, before you die. But physics to animation like that can be quite tricky in spots, so its something we need to look into.
However the map will be littered with lots of physic objects that don't have much weight on gameplay, but are good visual flair, like cans, boxes, and sexual turnips.
No no, please don't misunderstand. Feedback is very important to us, so its more than needed. Would really like to hear a lot more about what people "expect" to happen, because after all I'm only one guy, and quirks may get away from me. Nicolas and Buzz are not mappers, and as such don't really know how to use it the same way normal people would.
We were on Indiegogo, sadly I did the whole thing too early, it failed and we didn't make much of anything. I'll be trying a kickstarter or something, but not until I have solid stuff to show for backers, otherwise its not really fair to pull that again.
If cap works fine, it's just now fixed with redundant options removed. The vertical and horizontal shifting and scaling works the right way now as well however there's also an option to centre transforms which results in the older behaviour. Multiple brush selection and manipulation not only works like before but also works better now, so not sure what that one is about, but would love to hear more?
This may sound like me making excuses but believe me it’s not. Nicolas and myself sat down many times and discussed it having real time lighting and the like, and true enough I would have shown it in the video if so. The issue with that is that you need to make sure all your rendering is exactly the same over both the game and the editor otherwise you have incorrect results. It’s not actually a matter of time or skill, because if we wanted, we could easily do it. It’s just a hard thing to keep track of because it becomes essentially two different "engines" that you need to keep running identical in parallel.
Now comes the arrogant sounding part, our engine is a LOT more advanced than The Dark Mod. A LOT. (Not their fault at all, Dark Mod is a mod, we are a totally new game and engine) That means that any little inconsistencies will stand out like a sore thumb.
We like our tools. And in game, you can change the properties of every single light and sound, in real time. Meaning that you can make fine tune modifications (or totally new lights from scratch) in the actual game environment that people will play in.
So, yes you can edit the lights in real time. Yes, you will see everything. Just... Not in the editor :p
To be fair, while his work didn't work out too well for what we needed before, its clear that his stuff has improved, and I'm all for allowing people to try. I mean, the tools are there now, level editor included, so I'm happy to allow people to take a shot at things regardless.
And afterall, polish isn't the issue, its getting the base map layout down.
If that mail includes those amazing trees and rocks, then yes, I want to. I'm really interested in how you got such amazing looking assets!
*Artist. Just one ;) Hence why we need help haha! But thank you :)
haha thanks! Its a tough job, but at least that one will release soon!! :D
I've uploaded a few, but to be honest until we get the new terrain texturing stuff done and LODs, I can't show a lot outside :( But you know me, I'll try my best!
Haha, yeah it is! I don't have an overhead ATM of our maps to hand so it was a stand in :)
Of course you can, and we offer all those plus a few more and custom layout. The layout isn't really original, and to change from the standards too much can make it a distraction.
All lights are hooked up with wiring, with car batteries etc powering them, but the truth of the matter is this is a game, not the real world. You simply can't make the world pitch black, with fire everywhere. It doesn't work.
You have to find a balance between the real and the fake, the working and the realistic. So that way, you have low powered lighting, hooked up and powered in any old way.
OverDose is set less than 200 years after present day, but that doesn't mean these lights have been active for 200 years. They could have just been found, and powered. The simple fact is that, unhandled, a light bulb can "in theory" last hundreds of years. So yeah, theres that.
A much more accurate question would be "why in the current build do our old broke computer models shoot electric sparks when shot" :p
Of course it is :| I don't upload none usable stuff.
If you really did more than we have that's fine, really it is, its not sine sort of competition. But we have currently 10.4gig of data, 17,192 different files. Its not even anywhere near the full list as that's just in my working directory. You have done more than that on your own? Nice one, you should look into a job.
If I was to say "nothing", would I be wrong?
OverDose has its own features and additions to the genre that will make it fresh, as well as a true return to classic RtCW style objective based play, which those titles don't all have as such.
But if I was to say "nothing", would I be wrong? See, I live in a house that has a PS4 and an Xbone... And a Wii U, a PS3, a 360, a PC, a 3DS and a Vita... And an iPhone... and iPad... Sooo... Am I only allowed to play one of those at once...? Because, you know, fanboys and all that...
Oh wait, I have COD:AW installed on my PC... And also Black Ops... ****, I can only play one, right...?
Do you see where I'm going with this?
Sometimes people don't want you to reinvent the wheel. Sometimes you just want it a bit smoother, a bit fancier, a bit different looking, oh and 5x cheaper.
"People are not interested in first person shooters anymore"
490,132 843,845 Dota 2
103,924 395,858 Counter-Strike: Global Offensive
31,927 66,070 Team Fortress 2
19,457 41,174 Sid Meier's Civilization V
17,410 72,645 Football Manager 2015
16,281 37,621 The Elder Scrolls V: Skyrim
14,478 36,524 Garry's Mod
13,612 21,997 Warframe
11,059 27,801 Evolve
10,627 22,082 H1Z1
Of the top 10 games on Steam... 7 are FPS games.