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 :)
Ivy are made of simple planes, and then a few tris in random places over the face of the Ivy to give volume. Its actually a really low poly solution that fakes depth, its cheap and as you can see, fools the eye quite easily.
Sadly, not many people will. It does help us in massive ways. We really need another coder for example, and would love the funds to get one on board :(
Hey, just a check, you know... Video game? Lets just say, I dunno, maybe its all gone nuclear, and plants grow in a few more spots? Or maybe, after a few hundred years, plants will over take in more places...?
Or maybe it just looks cool...?
If we are going to argue on tiny points, nothing will ever come out guys. Plus, download the SDK and by all means map something "realistic" if you like.
The game will be open source, but it will be a paid release. However, its not expensive, like, 10 english space bucks.
Head shots are in, of course. But not as common as you may think. Head shots happen:
* When shot in the head ONLY, up close with a shotgun..
* When shot in the head ONLY, with a sniper.
* When health is depleted on a "downed" enemy.
They are in, complete with full head swap and gib effect + animation.
Most people have at least some form of common sense. You would think that when somebody sees "early" they think "before its ready" or "before its time". The fact is, we show stuff to show things being worked on, and don't have to at all.
So, I'll post the next update in 6 months time now.
Damn it... If only I said it was a VERY early physics test of code thats only just made it in... If only I saw that a box, ball and barrel couldn't possibly all act the same... Geeeeeeeeeeeeeeee....
Really... It sucks? Because it looks so bad in Call Of Duty, right? :p
Remember what happens when you "die". You go into a "help, medic" animation. Its not a case of not being able to do it, its a case of not needing it.
First of all, we have specific plans for what we need, and they are simple things such as boxes and cans moving around when shot/blown up. We don't need/want rag doll or anything of the sort, simply because, well, we can't. How would that work if when a player dies, he goes into a "waiting for medic" animation?
So yeah, theres that.
Also, I dont think you really understand the differences here.. Its not a simple line change. You can't take, for example, Doom 3's code and drop it in here, because the colision system and bsp system is totally different. It wouldn't be a single line, it would be near enough the whole thing. So, you would actually spend MORE time changing it to work with whats there, than just making your own.
If it really was as easy as just grabbing an already existing physics codebase (of which there are LOTS), don't you think everybody would have done it by now, in the hundreds of other source ports...?
No, it would waste more time...?
Take already existing code > Understand how it works > Retrofit it into existing code > Risk having to change already created code.
Code from scratch onto existing code.
I know which I would pick. A lot of people seem to think these things are all drag and drop type efforts, like "oh, yeah theres a physics system out there, just use that". It doesn't work like that. What about our colision system, our bsp? Our model types, animation system? Its the same as saying "why dont you just move to D3 code, its the same thing". Why, because its per pixel lighting? Its nowhere near the same.
Sadly, a lot of people don't see these things.
Bullet...? This is all Nicolas, his own code, hes not using external stuff.
Fun fact; We have called it the "Evolved" engine for years now ;)
But you wouldn't say COD4 was built on the COD engine now would you. Its the Q3 engine.
The engine isn't complete, no? The rendering engine is complete, but thats a totally different "bit" :p
Creating an engine is a huge task, even for a dedicated full time team. So, rather than do it the silly way and just shoehorn stuff in left and right, we are doing it in the right order. Gameplay comes last, because thats all easy to change as its totally scriptable, same as everything else. In other words, its not at a decent enough level to show it yet, because Nicolas has been working tirelessly on the rendering engine, tools and sound engine, among other things.
The number includes misc models and filler, map models and clip models.
Also, come on, don't tell me you think content = playability? We could be sitting at 50gigs worth of stuff that isn't worth a damn for all you know.
Feel free to get in touch, we always need more animators. Contact me at email@example.com regarding both. Animations are needed, but donations go a long way to helping us get more help, as we hate having to ask for free work :(
Our movement system has been a focus point for a while, and has always been something we have tried to pimp. Without it, we are just another shooter, so of course we try to pimp it as much as we can. Thats why I have to facepalm a bit when people say they haven't heard of it... Its usually the first thing that I harp on about.
Sadly, there are far too many people out there who will see shooter... See id tech 2... And then just go off in a mood because "oh lordy, its all been done before, wont somebody think of the kids".
Freelance = Paid
Paid = Money
Money = From donations
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 ;)
Typed on a phone by the way so ignore typing :p
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. :)
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:
Before anybody ***** the bed, everything can be enabled/disbaled, as this has no effect on gameplay.
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.
Cheers guys, animation video coming later.
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 ;)
Its 3d foliage, but made with planes, lol. So it doesn't auto sprite ala Rage, its made of low poly geo.
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.
A good few months back!!! :p
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!!!
One does not simply produce a gameplay video out of thin air.