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 :)
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.
Its been toned down and changed lads, fear not :p
Already changed the colours and stuff based on feedback :p
Its around 1k polies, but yeah, thats low seeing as what it is. Its all in the sculpt.
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.
Normal mapped from a high poly sculpt... Gotta love modern day tech :D
I'll pass it onto Stefan if he hasn't already seen it :p
No custom ammo types lads, but attachments are certainly in.
Bloody hell that tree and bush there are low quality, need to sort those out... they mess up bad with 8x AA and alpha to coverage lol!
No. At the end of the day, theres no limit on what the player wants to do, but then if the team refusts to accept that somebody needs to be an engineer... They are going to lose, really. You can have a time of Medics if you want, but you wont win the round that way.
There will be notifications telling the player how many of each class there are, as well as what is required. Also, players can switch classes at any time they want, as well as weapon and attachment load out.
The second you start forcing players into certain roles is the second you make the player feel like they have no control. We want a team to play to their strengths, NOT what we say they should do.
Love it guys.
I can understand the concern for it looking more advanced than you would expect the general look of the marauder inventory to consist of, but theres a reason for that if you read Josephs artwork. The weapon is, really, a railgun, thats been salvaged and retro-fitted. Its supposed to look like a really high tech weapon thats just been tinkered with, but was still in R&D.
Its the ying to the humans sniper rifle yang.
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!
Guys, we finally added a chat page for everybody. If you have a forum account, you can simply load the chat page and get chatting with us about anything, any time! Heres the URL:
Yeah but UE3 doesn't hv full real time lighting... So we are a bit more demanding.
With any luck towards the end of the year, thats the plan. We recently had a big pickup in help with weapon and character models so hopefully I'll be able to post a lot more soon.
I actually enjoyed Rage... I did.
I just think it was way too simple, in every way. They just played it far too safe. I wasn't expecting Fallout 3 like some people, but my God...
* Nightmare was far too Easy.
* Far too short with far too little to do.
* Racing was good! But even that... Not enough.
* Worst of all... Probably the WORST ending I've ever seen.
But really, once you beat an area, you had a chance of going back to it BACKWARDS (ZOMG!) and then... Thats it...? Sad :(
Updated the pic slightly because the scales of the head shots were making some heads look smaller than others, when in fact they are all the same scale lol.
Just FYI guys, I've went back to the older white guys and changed it all up so it all fits correctly and looks much better.
I'll be posting an update of this pic later on today.
First and foremost is that this is a class based game, and we put gameplay above silly things like limb loss that would really hurt the game. In other words, what use would a medic be, if I had an arm blow off? Is he supposed to just patch him up? The game play would be horrible then, pistol only, bad accuracy, slow movement. You would just want to respawn asap.
Now, as I said we have to be very careful with how we do our damage model because of Medics. That means that when you shoot players, of course they will bleed, and leave bullet holes on the mesh in the correct location that you hit them. When a player dies, he goes into a "help" state. During this time, hes down but not out and can crawl, very slowly, around the map... But he has a bleed out time. During this time, a Medic needs to get to him and "revive" him, to get him back into the fight. If there’s no medic around, another player can "use" him, and forfeits the use of their weapon as they drag the player where they want. This movement is much faster than crawling, and it allows the downed player the use of his pistol.
But there ARE certain times when people just, well, die... With no chance of a revive. Getting hit with a rocket or explosive with result in you just blowing apart. Good old fashioned gibs, with lots of gore. A direct, up close shot to the face with a shotgun, or a direct head shot with a sniper, will result in your bonce being blown apart, and yes we have our own damage model for that, complete with neck stump, brain, skull and eye fragments, and lots of gore. Thankfully, the neck bone on the player skeleton acts as a lovely base to "spurt" upward streaks of blood, like a faucet.
Make no mistake, OverDose is a horror themed, gory game. Its not messing about like COD would.