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 idea mainly here was to bridge the gap, its more like what would you do with parts, to make them function? As such its not so much a "nail gun" in that sense, its more a re-purposed SMG modified with whatever is on hand.
It already does. Its only for up-close shots with the shotgun, or Sniper head shots, which are both one hit kills and no chance of revive.
Ok, so I AM actually making the full body gib model, as I type this even. So bodies really will blow into several chunks of meat and lots of blood. But don't expect an actual damage model for arm/leg shots etc, its not what we are going for and is waaaaaay too hard for me to do. Remember that OverDose is based on a medic/revive system, and while head shots and full on body explosions are ok, individual limbs are very, very hard to get working in that system.
But yeah, we all love gore here, and we want bodies to pretty much explode in the mose horrific way possible. So stay tuned.
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.
Its 3d foliage, but made with planes, lol. So it doesn't auto sprite ala Rage, its made of low poly geo.
Maybe they mutated to have some form of extra sensory that made eyes redundant, and rather than feel like the lower form of human, scratch his own eyes off his face to prove hes more god like than us...
...or maybe I just thought it looked cool :p
Theres a reason why we like Natalie Portman over Katie Price, amigo ;) Natural beauty over in your face works a lot more, plus its weighted a lot better this way it seems.
Maybe if we had weapon specific melee it would be ideal, but we don't, so theres no need. ATM, it serves as a nice little extra. But value the point, and maybe it can be brought over into the more heavy hitting weapons like the MDR assault rifle?
Did we read...? Its like, it says in two places....?
MOAR!! MUST MAEK MOAR!!!!!1312
Perks were added ages ago. UNLIMITED SPRINT AND NO RECOIL FTW*!!!
I was gonna photoshop Leonardo Dicaprio's face on him, but thought naaah, it would clash with the goggles...
It was ingame, yes. But it was staged to the extent the player model was placed there. Also, as this is a menu scene, the particle effects ingame will be 10000x better.
The entire MDR weapon range is what you would call "fantasy", so yeah.
OverDoes Doesn't, and cannpt, use real life weapons. It can use bits and things in our own style, but it can't use other peoples designs without permission. Just becuase MOD X gets away with it, it doesn't mean we can. Also, the waepons set is already done.
I have to honestly question what made you think even for a second OD would be anything like Quake? Maybe if we didn't give out any informaton, that may be understandable, but the games got several websites, frequent news posts, lots of art work, pics AND two game design docs...?
We arn't really interesting in making another Warsow.
On the contrary, it happens to be right 730 times a year.
While the rocks a model, the rest are using ditribution maps are are placed by odmap, not by hand.
It looks nothing like it. At least not the UK one. Fail.
Don't be stupid, this is terrible.
lol, do I get a "hole in the wall of excellence" badge :p
Because there is no other recent engine that gives us the flexibility we needed. Quake 3 was the only other choice.
We wouldn't even dream of going with one of those "other" engines like Ogre and stuff, no chance lol.
OverDose, in code, is pretty much 99% all new, coded how we want, the way we want. Clean and fast. Thats what we needed more than anything. Engines like Ogre and stuff are, to be fair, full of ugly code and hacks. We didn't want that.
Plus, OverDose started out by using the Evolved engine, which is our previous engine, which was a source mod for Quake 2 that improved the graphics to that, so it all made sense.
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 firstname.lastname@example.org 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 ;)
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.
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.
PC, then if it take off we can look at those options later.
Check the forums for info on the SDK, Wiki and map editing :p
Folaige for terrain is created using scripts and foliage alpha masks, so its automated but you have some control over it.
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.
Not dead, but the IndieGoGo funding not being met seriously hit us hard for getting extra help :(
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.
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 :(
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 :(
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.
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.
It's me... I'll add ivy I'm sure lol. I was also thinking about none cage versions of the lights tbh.
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.
Its more of an SMG style weapon variant, to compare to the CMC's SMG class weapon, so its not as heavy hitting as you may expect but will have a deep clip. Just different weapons for different play styles.
Nicolas codes, I do everything else. That's all there is right now. So yeah, everything you see is one guy.
Remember OverDose is fully shadowed, not like other games. Its quite expensive to render **** as it is... But I am adding a few more misc models to this, smaller chunks and things. I'll try and get some bits added for it.
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.
Its been toned down and changed lads, fear not :p
It's quite high tech, it's a rail gun type weapon. It's still very rough in design, I'm sure that will come over more in the texture!
IMPORTANT UPDATE!!! - 26th February 2012
A lot of people have been talking with me with regards to the rewards and how I could change them up a bit. Thanks to their help and feedback, we have decided that anybody who donates $40 or more WILL get a copy of the game on release. Remember, the game isn't priced yet, but it won't be full priced as its not a huge tripple A title. This means that anybody who has already donated will of course get this perk as well.
Keep in mind all perks are stackable! Thanks again!
The game won't be $50 on release lol. That's just an optional tier, as you can contribute any amount you like. Donating to the cause helps us hire new people, and if you donate so much, why shouldn't you get a copy of the game thrown in as well as for your troubles?
Once I get md5anim support in the ui, then ill do that. For now, this is the best I can do.
Because of course, after a few nukes drop on an installation, foliage would be neat and tidy in the right places, and desks wouldn't be messy and pushed aside...
Larger than normal mapping of course, but the beauty of OD is that we run specific paths and settings for everything and don't skimp out on optional extras, which means this can be enabled/disabled and tweaked in quality with no hassle. The performance drop is no worse than it is in any other title/application, however it is worse than relief mapping as its a LOT nicer.
Its a selectable head, one of like, 20 odd or something. Don't like it, pick another head to go with one of five classes on the human side...?
Hahaha, I never even noticed that :P Picky, picky :P
No game on the planet has zero clipping, trust me on this. And for a rig/animation set that works on all our player classes, made by a single person, for free, for an indie team that doesn't get paid and does this in its spare time no less, I think its good enough.
People are MORE than welcome to step up and do a better job if they think they can, I'm sure Ben wouldn't mind at all people sharing the work load :)
Name me a game that doesn't have clipping in some form, and I'll get it fixed.
I'm so not happy with that hair/harline, I'll re-do the texture when I get home from work.
Its a menu... I think some of you are forgetting that. Its an alpha tested sprite.
The shape of his head is fine, its likely just perspective.
As for the "Shine" hes right in front of a light source used to light him in a test map. Of course hes gonna shine a bit :p
If it gets to a stage where it just causes a million and one head thumping nights of funless animating, it will take seconds to remove with no huge issue, so its not really a monster set of work in that regard.
We shall see, or rather you shall see... I have already seen.
Well in that case :p
The tubes ok, it may not be standard on models, but thats just because it poses a little extra work. Its still workable.
Asking a team to ditch an asset that took a long time to create all together because you don't agree with something isn't valid feedback, its trolling in my eyes. You are more than welcome to do better, there are spaces available if you think you can top it, thats never a problem.
Wow, obvious troll is obvious.
The tube will be fine to animate and weight, it just won't be an automatic process. Seeing as we use a skeletal animation system anyway, it wont cause a huge head ache. Lay off with the trolling, this **** takes a long time to make, the last thing anybody needs when pumping out art like this is people trolling.
The model is shown here in no pose, because its a high poly mesh. When animated it will be different of course.
We were around before Rage :D
Fog can't be disabled, bloom can. Simple as that. When it comes down to it, there are certain "obvious" levels of what can be tweaked and what can be turned off. Its ok on some to lower quality, its not ok in any way shape or form to turn others, off.
Trust us here, we know what will remain tweakable and what will be locked on pure servers, we put a heck of a lot of time into making sure that everything has three levels of quality and what can/cant be tweaked/disabled. The lower quality materials paths have had just as much attention as the higher ones.
With the shadows/lights, its no different. Each light has its own quality level, allowing the player to disable lower quality misc lights that wont really change anything if they wish.
Yeah, never really understood this obsession devs have these days with not letting people adjust graphical fidelity ingame. I can understand some things are just not wise to change, like for example we won't let players turn off the shadows, but there are several quality options players can set to make the game smoother for them, resolution, smoothness, quality, even disable misc actor shadows entirely.
Some of these games that just ship with a basic a resolution switcher in a windows UI before startup really do pain me... How can we still be on THIS level of ****** PC port in 2010 :(
Actually, that is something I don't think either of us though about. The trouble is, it would likely go on the knifes too, and those all use the same texture... Hmm, tricky...
The post I made previously was aimed at Kasplatt, not you, btw. Anyway...
Gavavva Jul 9 2010, 2:41am says:
Monitor was fixed. Keyboard scale was also fixed. Don't worry.
Kasplatt Jul 11 2010, 9:04pm replied:
No, he's right, it REALLY stands out.
Also, a monitor that had been smashed like that would most likely be lying down or have been disposed of.
Not been standing on the desk as if it was still in use.
Does the same thing REALLY need to be constantly said? Mate, if you knew me at all you would know that I actually dont listen, or even want, people saying "OMG Thats great!". Ask anybody that knows me, and the one thing they will say is that with my work, I don't go looking for a pat on the back. As an artist, that is the one form of feedback I do NOT want to hear. It will never let any art preogress. I see people on ModDB all the time post "OMG THATS AMAZING!" with really **** poor art and it just makes me feel sorry for the guy who made it, because he doesn't want that, he needs to know how he can make it BETTER.
I'm all for crits, but when its the same crit said over and over, AFTER ITS BEEN MENTIONED IT WAS FIXED, you have to back down a little.
You do know its people like you that stop small teams releasing anything, right? Being anal about a physics prop in the whole scene (One thats already been changed I may add Team-blur-games.com) really is worthless.
There has been an entire page of posts on something that was changes lik 10 mins after the pic went up. Time to grow up kids and see that the two artists that pulled all this work together don't have time to change every pixel because Sammy in lives in his mums masement thinks a pixel looks amiss.
We always had soft shadows, only now you get a lot more precision, a lot more control, and its all a lot faster.
Seems really cheap to me. Don't just throw textures into an automatic program, take time on them, or they will look really blotchey like that grate, or really wrong like the concrete.
Very poor smoothing group work, far too high poly for the engine, optimize the mesh more for the resolution and detail level the engine/psp can handle.
It will be client side, I imagine. But the "bit close to the starting point" is a bit odd because doesn't that depend on the over all length of the reload anyway? So, if the reload took 20 seconds, thats 8 seconds in. Not saying it will but you know. The length is about the same as gears, its CLICK........ *.5 seconds pass or so* CLICK again. Get it right, weeeeeeee it speeds up and goes around to the end with a fancy sound. Get it wrong, it turns red goes slower for the rest of the reload with a horrid sound as the onscreen animation tried to reload his weapon but stumbles. Do nothing at its just normal speed.
Its a risk factor. Its also totally optional in the UI, so if you don't want it you can turn it off and whack reload as much as you like. But that way, it will always be the average reload speed... So I suggest people learn ;)
TRB - Timed Reload Boost. Think Gears Of War style active reload. Moving it there makes a lot more sense, compared to sticking it in the corner where nobody looks.
I'm surprised people haven't asked why the crosshair is so huge... That would be because its not a crosshair :p But I'll leave HUD stuff for next time, will take a year to write anyway :p
Sure thing, hope you have some high poly modelling and sculpting experience :p
Not too shabby for a first pass, even more so I reckon when you think the engine OD uses before any code changes produced visuals like this:
Still a long way to go, but baby steps! We just need more modellers on the team, and fast :( So if theres anybody out there who can help, PLEASE let me know :(
Hell no, we are leaving that to Enemy Territory and whatever other unbalanced games want it...
Ranks have two features:
1) Servers can be ranked and unranked. Ranked servers gain XP while playing for doing stuff like you would expect, and you level up. When you search to play with people, it searches first for players of your rank and matches you up. If it cant find any it searches lower until it does. Ranked servers are also, at the moment, the only way to earn achievments, however we may change that...
2) Bragging rights. Simply put, you still keep your rank and level up in any both ranked and unranked play. So, if your a general, it will show next to your name on the scoreboard as well as on your player model (Ranks appear as badges). So people can see how good a player you are regardless.
We dont give the player anything for ranking up. You dont get more of this, or quicker that... We HATE that here. It just means the better players get better stuff while the lesser players get nothing and have an even harder time playing catch up. We know there are ways to "balance" it, but its just not what we want.
Plus, to steal a phrase from IW with all the modern warfare 2 mistakes...
"It just isn't balanced for it".
Working on getting the high res for you all, so yeah.
HINT: They are not hosted on this site, and the first picture is located on the post. Find the remaining 5 the same way with the hints below...
Its working fine for everybody else? In what way isn't it working?
Models are made from two model versions; A high poly model, and a low poly model. The high poly model has millions of polygons, and has every detail modelled onto the surface. Screws, bends and chamfers, the lot. The low poly model is what you see in game, but doesn't have any of those detail modelled onto it.
When you render to texture the high poly over the low poly, you get a normal map. This gives the illusion that the low poly actually has the detail the high poly does.
Its common place in... Well everything, these days. But I suppose the games that really show it off are id Tech 4 games, as they started the whole thing off mainstream.
Only the best show ever made :D and with 2 new episodes coming up? Fan smegging tastic!
Give that man an eyebrow! Hey, I'm feeling generous — give him two! :D
There are no bots. As I said, one coder means that stuff like that will have to wait until we get somebody wlling to work on that only.
You DO know thats a high poly source mesh to be rendered to texture for the normal map thats used over the low poly ingame model, right...?
Or did yo uexpect each model to be a few million polies, when no other game matches that detail ingame? :p
Erm... Rad has ALWAYS had that ability, you just change the view style so it shows those views. All 3 at once, lol... Muppet :p
Erm, no... This model was designed and made from scratch. I know, I made the texture myself.
Render? Its ingame. All shots here are ingame. Nothing is faked or taken from max, and it never will be unless it strictly says on it "taken from max".