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 :)
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.
No not old, new geo from the last few days, so doubt it :p
Kickstarter when there is more to show. The IndieGoGo project was a failure, we only raised so much, which went towards web hosting and funding.
Sad thing is, we need the kickstarter money for hiring of talented new people to help, but they wont donate unless we have stuff to show... Stuff to show, from the people who help, who need the donations... Its the chicken and egg deal :(
You could at least offer to help, rather than expect **** to just magic out of thin air and appear? Or would that be too much effort?
I think seeing as we are working VERY hard on stuff and have made some of the biggest strides so far just recently, with more help than ever, we are coming on VERY well, even more so for a tiny, tiny, TINY team, making high end media and coding stuff from scratch.
If you want quick, go follow one of the countless UE3 clones out there that already have the base stuff done and just have to drop **** in. If you want done RIGHT, then by all means follow us, but don't expect stuff to just happen.
We are making a game with more media that pretty much anything else out there in the indie scene (You have seen I would say 5%), from scratch, with next gen visuals and ideas and top end features.
So either step up to the plate and offer help, or just be thankful there are still people out there keeping the real indie scene (not mod scene) alive.
We are currently pumping out more options than, say, Assassins Creed Unity, higher resolution assets etc, with a team of one artist and two coders.
Assassins Creed 4, that is, the previous one, had 900 employees. Nine. Hundred. Unity has more.
I'm not saying we are reaching too high, but if you don't reach high, you never know just how tall you can stand. I could easily, without question, make several maps right now, today, that will work, play, maybe even play well. Theres enough content for a "game" to release now. Doesn't mean it will.
Yes, its slow. Yes, its annoying. But with so few staff, what do you expect? We can't afford to pay people the large figures it would take to do this "the proper way". We ask for help. Help which, sadly, doesn't come. So, we do what we can.
As I said before, if that's no good to you, then all I can do is apologise. But OverDose will release. It may not be now, in a month, this year... But it will release. And when it does, it will be fantastic.
Maybe you could, you know, help out? Or understand how long it takes to make something with so few staff? Or you know, just act like a mature adult rather than a 13 year old?
But hey, maybe I'm right?
Lights updated, btw, see pic
It's me... I'll add ivy I'm sure lol. I was also thinking about none cage versions of the lights tbh.
No. It will be on steam, and be cheap, but we will cover the licence cost. The source will still be released as a way of giving back to the community.
Thanks for the donations, any support we get is remembered, as I have a backed up list of all contributors who will be getting goodies of so,e description (unless you paid to help build the game via IndieGoGo, then you get the game). All donations will go towards new help. One of which we badly need right now is an animator as we are at the stage of the real fun stuff.
New updates and things coming. I can't give a proper ETA as yet sadly because I've just moved and I'm also ill, but it will be here soon. So stay tuned :)
I'm actually preparing a big update, so stay tuned. Its just I've also been ill recently :(
Sorry for the delay in replying, I've been seriously ill recently.
1) you can use OdRadiant yet. It's currently being worked on by Buzz as quick as he possibly can, so right now it's just where we are with that. I suggest using D3rad/Q4Rad/DarkRad for now, anything that let's you work with doom 3/q4s map formats.
I have provided in the extras folder replacement materials for every material we use in the game. Simply copy those over to your doom/quake materials folder, and copy all media/models over too, and begin editing. It's that simple. But you will of course need to save your maps in overdoses map folder.
Keep in mind however that we rely on map models and model geometry a LOT more than doom 3 or quake 4 ever did. So we use brushes for basic walls and hull work and hen models for the rest. It's much better this way.