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 :)

Comment History  (60 - 90 of 596)
Gavavva
Gavavva Aug 14 2012, 5:39am replied:

Freelance = Paid

Paid = Money

Money = From donations

:p

+2 votes     game: OverDose
Gavavva
Gavavva Aug 12 2012, 5:50pm replied:

Also, back to the whole Q2 engine thing... We brought OverDose to better than Doom 3 level engine wise, all with ONE coder, with it's own SDK, wiki and tools... That's better than Carmack level. We like to think people can spot the difference between that and ANOTHER UDK game that somebody made without doing any large amounts of code for.

Trust me when I say the second I see some polished, decent enough gameplay, I'll release more than enough media. We have one coder. ONE. Give us time and well deliver, I assure you ;)

+4 votes     game: OverDose
Gavavva
Gavavva Aug 12 2012, 5:32pm replied:

Typed on a phone by the way so ignore typing :p

+2 votes     game: OverDose
Gavavva
Gavavva Aug 12 2012, 5:30pm replied:

We can't all believe the world is full of idiots. So why think it is? The shear fact that it says id tech 2 isn't an issue... The most popular MP shooter of all time is well known to be on id tech THREE. The shear point we even say what the engine is, is two fold. One, we have to. And two, because we want people to see just how far weve taken this and improved upon it.

There's a reason the indie go go campaign didn't succeed, and it's simple - we didn't show gameplay. There's a reason for that.

Also, when it comes to no original ideas, you might need to look again. With our movement system alone, you're looking at something not done before in a MP shooter... Unless you can point towards another MP game you can climb, hang and even use team mates to pull yourself up and work together to get to new places. It's all about the team play.

So, in short... Add the fact we purposely didn't show gameplay, with the realisation it's a first person shooter on new tech, and... What do you expect? At the end of the day, there will be people that don't care and just see id tech 2... Or just see FPS... Or just see "quake". We don't care. The extra funds are for people to help, not to line our pockets. We get all we need from making this, working in the art/code, and enjoying it as we go.

Everything else is a bonus. :)

+3 votes     game: OverDose
Gavavva
Gavavva Aug 9 2012, 7:13am replied:

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.

+1 vote     media: Marauder Burst Rifle - Animations
Gavavva
Gavavva Aug 7 2012, 3:54pm says:

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.

+2 votes     media: Marauder Burst Rifle - Animations
Gavavva
Gavavva Aug 2 2012, 1:19pm says:

Cheers guys, animation video coming later.

+1 vote     media: Marauder Burst Rifle - Final Ingame
Gavavva
Gavavva Aug 2 2012, 11:38am replied:

Eh...? Its an objective based first person shooter, semi-tactical in nature, more like a blend of classic RtCW multiplayer and COD, with a heavy lean towards the former. Its been that way since the start :p Flash nades are an optional extra, just like attachments and weapons, every single thing has a pro/con.

Don't let COD ruin it ;)

+1 vote     media: CMC - Flash Grenade
Gavavva
Gavavva Jul 15 2012, 9:42am replied:

Its 3d foliage, but made with planes, lol. So it doesn't auto sprite ala Rage, its made of low poly geo.

+1 vote     media: Foliage Tests...
Gavavva
Gavavva Jul 15 2012, 9:39am says:

Bit of both, it was 8 shots to compete with the CMC pistol, but in different ways. Both teams have a-sym weapons, with this being a slower shooting but much more powerful weapon.

+1 vote     media: MDR Pistol - Update
Gavavva
Gavavva Jul 15 2012, 9:39am says:

A good few months back!!! :p

+1 vote     media: Marauder Locum
Gavavva
Gavavva Jul 15 2012, 9:38am replied:

With gameplay in such a rough, pre alpha state, it would be worse for us to do that at the moment :( But thats ok, we are a small team, and it IS coming along trust me!!!

+7 votes     game: OverDose
Gavavva
Gavavva Jul 4 2012, 6:41am replied:

One does not simply produce a gameplay video out of thin air.

+5 votes     game: OverDose
Gavavva
Gavavva Jul 3 2012, 9:59am replied:

By definition yes. It was made on the Quake 2 engine. But theres like, hardly any of it left now. Nicolas is a coding GOD in my eyes and hes ripped that engine apart.

+2 votes     game: OverDose
Gavavva
Gavavva Jul 3 2012, 9:58am replied:

PC, then if it take off we can look at those options later.

+2 votes     game: OverDose
Gavavva
Gavavva Jul 3 2012, 9:58am replied:

Check the forums for info on the SDK, Wiki and map editing :p

+2 votes     game: OverDose
Gavavva
Gavavva Jul 1 2012, 8:53am says:

Folaige for terrain is created using scripts and foliage alpha masks, so its automated but you have some control over it.

+2 votes     media: Foliage Tests...
Gavavva
Gavavva Jun 30 2012, 7:26am replied:

Trust me, I hear you. People want to see the art, not see it get ruined by post process.

The general feeling in the team is that outside, it really will be washed out like this, because it gives that really warm, burnt, post apoc look. Inside it will be much less severe.

+3 votes     media: Foliage Tests...
Gavavva
Gavavva Jun 28 2012, 7:10am replied:

Not dead, but the IndieGoGo funding not being met seriously hit us hard for getting extra help :(

+3 votes     game: OverDose
Gavavva
Gavavva Jun 15 2012, 9:37am says:

Just FYI, I just sent out about 20 or so mails to various news sites with a written message containing info, pics, concept, media and videos, as well as links.

If everybody could list sites they read for gaming news and let me know of where they think I should send this to, please be my guest, it will help a lot.

+1 vote     article: OverDose Closes In On Last 20 Days Of IndieGoGo Campaign!
Gavavva
Gavavva Jun 15 2012, 8:13am replied:

You're telling me!

But sadly, heres the thing... I've mailed news quite a bit to a lot of big sites, tried to get the word around, all sorts. Best I got was a Joystiq indie pitch a while back which was great, but since then, Joystiq hasn't posted anything, Kotaku wont even admit it exists (Because unless its on NeoGaf, its not worth it), NeoGaf won't let me post any more because I had the utter nerse to tell people "of course we accept donations" when people offered, and of course because this was BEFORE the whole Kickstarter crazy took off, it was seen as me begging for money (No idea)...

So many other sites I can't even remember...

Thing is, I send pics, video, info, all sorts, and no bugger will run with any info.

So yeah, as a little call out to fans, if anybody can, mail whatever sites you can and just let them know all about OverDose, because we DO want the word out! But its hard :(

I may actually write up a template in a bit and then mail it to every site I can, but even then... Bet nobody posts anything :(

+2 votes     article: OverDose Closes In On Last 20 Days Of IndieGoGo Campaign!
Gavavva
Gavavva Jun 8 2012, 7:30am says:

The swinging light is next to a window, which has a large overview. The shadow from the light is indeed the correct direction.

The flames have bene toned down a lot. They used to use a flicker because the shadows never moved, but they they do, so I toned that down.

Mateos, if things are moving too slowly for you, then I apologise, but theres only so much one guy can do at a time, and with nobody helping and/or donating, I don't see that getting any quicker, sadly :(

+2 votes     media: OverDose - Map Teaser Thingy
Gavavva
Gavavva May 29 2012, 10:26am says:

Oh and just as an "aside", we don't compete with anybody. Least of all another indie team who don't get paid big bucks for all this. Anything that progresses hobby guys like us is fantastic. We do have a kickstarter page set up, but we are waiting on launching it.

+3 votes     article: OverDose Closes In On Last 20 Days Of IndieGoGo Campaign!
Gavavva
Gavavva May 29 2012, 10:25am replied:

Ravaged is built on Unreal Engine 3, so they didnt really need to do much code wise to get it up and running. OverDose is built on Id tech 2; The same engined that powers Quake 2. So theres been a huge ammount of work done, even though you may not think ;)

I do think sometimes people forget just what goes into re-writing an engine from the ground up to compete with current day ones. Some may call us crazy for not going with the doom 3 engine, but hell, OverDose is far moire advanaced and faster/cleaner now.

Also, For $15, you get the OD beta/alpha and the game pre-purchase.

+4 votes     article: OverDose Closes In On Last 20 Days Of IndieGoGo Campaign!
Gavavva
Gavavva May 22 2012, 11:49am says:

Its been toned down and changed lads, fear not :p

Team-blur-games.com

Team-blur-games.com

+5 votes     media: WIP Media 2
Gavavva
Gavavva May 22 2012, 11:49am says:

Its been toned down and changed lads, fear not :p

Team-blur-games.com

Team-blur-games.com

+2 votes     media: WIP Media 3
Gavavva
Gavavva May 22 2012, 8:45am says:

Already changed the colours and stuff based on feedback :p

+1 vote     media: WIP Media
Gavavva
Gavavva May 22 2012, 6:43am says:

Its around 1k polies, but yeah, thats low seeing as what it is. Its all in the sculpt.

+1 vote     media: Misc Low Detail Map Object - Body
Gavavva
Gavavva May 22 2012, 6:43am replied:

We have plenty of speed stuff in there, trust me. We ever write multiple shaders for everything so that everything looks good even on lower settings. Models have LOD, too, and decals can have settings.

What you actually suggest can be quite expensive, actually, and end up running slower even. The game isn't polycount bound atm anyway.

+2 votes     game: OverDose
Gavavva
Gavavva May 21 2012, 12:00pm says:

Normal mapped from a high poly sculpt... Gotta love modern day tech :D

+6 votes     media: Misc Low Detail Map Object - Body
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