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 :)
There isn't any darker edges. You are looking at foliage being lit away from a light source, so the edges are of course going to be darker. Foliage is still created from high poly models, same as every other surface in the game.
About as much as can be for one coder, but better than most people would expect. Everything you can disable, we let you, and everything that eats performance has a boat load of options to lower quality and make things faster while still giving you nice enough detail.
And before you ask... Yes, it is ingame with no editing in PS. Read the description also.
It wasn't animated, there's no animations yet because there's no animator.
I get the fast moving clouds comment. It guess its more stylised? But its certaintly not a hard coded solution, same with the size of things as well. Its all easily changable and I guess depends on the location.
But I couldn't very well upload a video of a sky portal that has multiple layers to the clouds and have them hardly move :p May as well use a static box then :p
Anything is better than Rage's skies....... Right?
Then change the sky portal scale per instance...........? *sighs*
In between. Fast is Quake 3. Slow is Rainbow Six. Theres realistic tones here, you have iron sights, you can't sprint and shoot and hit anything etc... Think of it like COD, Killzone, Gears, you know a hint of realism, a hint of arcade, but its own beast.
Its pretty simple. Rather than a long, 3 minute looping track full of guitars and heavy music that drowns out the game and people turn off anyway, they simply have several short, 30 second or so ambient style tracks. These play at various points during the match, so that music isn't always playing, but even when it does, its short, atmospheric and complimenting, rather than over powering.
We are looking at basic client side physics for objects like tin cans and things, stuff that wont need to be sent over the network and isn't that big a game changer at all (So no barrels or anything that would clip projectiles/players). Players wont have rag doll, simply because we dont NEED rag doll. When players die, they go into a "downed" state waiting to be revived by a medic. They can die instantly with no chance of a revive, but only by gib or huge head shot damage, but even then they will use a classic canned animation. We just don't need rag doll. I mean look at COD, that doesn't have rag doll? And that doesn't hurt anything.
As for bots, there isn't any plans at this time. We *may* look into it later... Way later... But its not a concern or even on our minds right now.
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...
Without sounding too emo, the drawn out colours and lack of saturation on there on purpose. It's fits a specific style and theme that's not a limitation of the engine, it's just what I designed this part like.
The key word there is part. There's lots of colour in the map, this is but one room. Even the bathroom screenshots are using the wrong color correction post process. Give it time, I'm but one man :)
That's kinda the point. The original was just no good there, it was a cramped room with an odd layout... Seeing as this isn't a direct remake and it's more a reimagining, I took the liberty and went ahead in turning it into a more visually interesting shower room. The comparison is there to show you the general area.
jpeg compression is messing a tad with the colour there, its not AS sepia ingame, although I am doing it a lot on purpose. Not only does a lack of saturation help sell the theme and setting, it also helps when it comes to playing colours inb the level off each other as different areas have different visual tones/themes.
The top image is from id Tech 3 shooter RtCW, which OverDose is VERY losely based around in gameplay.
OverDose is based on Quake 2 at its heart, as it started from Quake II Evolved.
Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p
Oops... I just noticed these pics were taken on lower quality than Ultra, and no bloom... :p
Did we read...? Its like, it says in two places....?
Read the top right ;)
I'm not a mapper, I'm a bit **** at it to be fair, so I wanted to make something I can not so much copy, but more so "evolve" from, you know? OverDose can have as many new maps as people want (Once people start mapping for it other than me) but atm, I wanted something I could get done a little easier without thinking about balance etc. Its all already done, see.
Well, I guess it would have to get one of those ***** things that shoot stuff out the end? OverDose has always been a "girl" so I don't honestly think it can come in anything :s
But seriously, not sure yet. PC is clearly the main platform, and after that, is up for grabs.
The fixed version:
Yup totall swapped, and fixed :p I also increased the size of the pelvis on the one axis slightly so it looked more natural.
Well no, its just a low detail mesh, it didn't really need several million hours on it, so I just put in what I had to. Remember in Fallout 3 where you had these skeletons in places, sat in chairs, in the corners and stuff? Well like that, its for low quality misc detail in the world.
Nah, that had more hair :p But yeah, did look at that, but wanted to go with this style a bit more because the few hair strands was a bit more freaky :P
I just upped a new pic, but yeah, I'm amazingly STILL waiting on that build to show off what I wanted to haha! Its coming, dunna worry! :p
It works as it should, i.e. when theres a light behind the surface and not much in front. You can increase the effect, but its a universal effect for the entire surface, meaning it will then look over done any other time. As it stands, the effect is correct, as you can't see it that much when the light is right on the surface.
For example, these two shots have exactly the same model position in relation to the light source:
None at all, likely one mins work tops even.
All is fair in love and war... But if they do, I may have to rape them.
"Its the high poly" :p
I.E we sculpt in high poly, then render this over a lower resolution mesh to get our normal maps. The actual ingame hands are about 2.6k a piece.
Its also shown here without ripped sleeves.