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.
Even more so when its all the same model... Dingle bert...
Sorry guys that second vid will have to wait until likely Tuesday. I'm going to Munich for Oktoberfest now, and won't get chance to do much in the way of pimping. I was hoping to have it up, but the build got delayed. Just means it will be more complete when I get the video done.
Displacement mapping uses actual geo to deform the surface, meaning that you end up with a sub-devisied mesh rather than a flat surface, which while nice, is a) slow and b) creates under certain circumstances odd colision if not handled in the right way. This always remains a simple flat surface, 2 polygons in this case, no matter what.
As for the fall back to lower quality options question, yes, we fall back to lower qualitity options like Penumbra, including of course "off". As we always say, everything in OD has various graphical qualaity settings, which means you can run the game in its highest or with everything disabled (To a certain point... Cheating etc comes into play here).
"Toodle pipski". I'm British. And a massive Red Dwarf nerd.
They are 1024x1024, only a few terrain materials for tiling are 2048x.
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.
Also, heres the texture flats to see how these things are created, just incase people may be interested:
Yeah, its just a fancy shader, and you can see a lot of flaws with it when you don't use it correctly. That second pic I posted is chock full of them, but thats because of the settings I was using at the time, which is sorted now.
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...?
The point is, you don't need to know everything, all the time, and if you do, chances are you already know it. Making a HUD is like making love to a beautiful woman, sometimes you only need to know the breasts are there when you are down below, it doesn't mean you have to see them at the same time.
I like to think of us as tripple C devs, Cool, Constipated and... Erm... Cabbage.
Anyway, this isn't exactly final. Theres rain droplets that appear on the screen (Which is a real time lit model in the background, not a picture) and the UI elements (Such as the ones on the left here) are all on a slanted surface meaning that it isn't straight on. They also do "something" cool when you change from one UI to the next, but I won't say what yet ;)
Hahaha, I never even noticed that :P Picky, picky :P
Because we grew up in the golden age of PC gaming where mods were decent and fun, and people didn't try to rape you with DLC...? :p
In classic "TBG" style, we actually had it all planned out before Brink even came onto the scene, but obviously now we have been over shadowed :( There won't be wall running, but you can count on everything else (And much, much more!)
King Kong actualy had a fantasic HUD, in that you didn't have one. The way you had to actually check the ammo count was pretty amazing. The trouble was, it was stuck in a **** poor game that was made in about 4 weeks... So nobody cared. Plus it was too hard for average Joe to come along and have to press a button to check the ammo.
Like I said, few and VERY far between.
Why would you need to sketch out classes when they are all already completed?
As I said before, we don't "hire". We are an indie game dev that works for free, nobody is paid on our team. Also as I said before, we are looking for high quality concept artists that can do close up detail rather than rough blocking, and from multiple perspectives. i.e. what you show isn't really what we can use, as its just a rough shape.
In a multiplayer only title...? No, we don't :p
Yup, like I said its a totally situational thing, sometimes you cna get away with it, other times it just gets in the way. I think OverDose will have a crosshair when not in combat simply for the reasons of it being a FPS title, but it can still be disabled by the user, as can any seperate HUD element in the game.
Doubles? There may be a few hick ups with frames being odd, I dunno if thats what you mean? But the same anims never played in this one twice if thats what you mean. The animation set in this video contain:
There is no "downed" animation in this video. Animations are, in order:
Prone Move Forward
Into Prone From Standing
Crouch Slide enter, Loop and End as one Anim
Vault Over Tall Object
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.
There isn't a kick? Thats the vault over objects animation that plays when you sprint/jump into lower vaultable objects. The other odd ones are prone dive and crouch slide.
I'm so not happy with that hair/harline, I'll re-do the texture when I get home from work.
I can haz a moan :(
It's like having sex with jessica alba and then having Justin Beiber as a kid and nor being able to do anything about it :(
Maybe you could, you know, help out? Or understand how long it takes to make something with so few staff? Or you know, just act like a mature adult rather than a 13 year old?
But hey, maybe I'm right?
Source is id tech 1 with a few later id tech 2 pre-release enhancements. Of course, its been re-written a billion times since then.
Spoken like somebody who doesn't know what makes a game, And what makes a turd. The reason you make generic gibs is obvious; Because you can't make gibs for everything and everybody. It's too expensive and too time consuming. Is it possible? Yes. But what's the point when they will be gone soon anyway and nobody will look? As for picking them up... Why? What would that ever possibly be used for? It's not fun, it's pointless, and just makes gameplay messy.
Cheers guys, animation video coming later.
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 :(
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.
They were low res... Really low res, in fact. They really dropped the ball aiming for 60fps in a game that didn't really need 60fps. Seems a bit silly, I feel they cut back waaaaaay too much. I'm hoping Doom 3 returns to glory and gives me some real time lighting, thats aimed at 30fps for the SP.
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?
Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p
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.
It's the variant that will display in woodland/sand themed levels, that's all. We decided that, in this case, we didn't need a separate texture for these two on this weapon. The snow version obviously has much more frost on it. The hands will still be themed to the location even if the weapon isn't, and other weapons will change (for example the colours/camo on o37) but if it's not needed we dont need to make more work for ourselves.
Its a game, you either have rain hitting the door, or you don't. Its all the same surface. To split it into multiple surfaces makes it more expensive, and at what cost? ATM the scene loads in less than a second for me. This is a UI scene, for the background of the main menu. That means everybody loads it when loading the game. If I keep adding and adding and adding, sooner or later we are gonna be left with the problem of people waiting minutes just to get into the game, which lets face it, nobody wants.
As of right now, the menu system all loads in 1-2 seconds. THATS GRAVY. I know full retail game with dev teams of 100+ that cant get simple 2d image UI's loading in less than 30, and don't get me started on the videos, too.
Quick and snappy. The real juice will come from in the actual game, mark my words.
We have all our real map shots close to our chest atm... A lot of people don't think we have any other than a few small shots but trust me, we do. We hope you think its on the same level as the rest, too.
No, in-game render of the low poly asset. As KEEP_IT_UP! said, click the links on the right and you can view the models/textures in real time, and rotate around them etc.
Anything is possible when you smell like a monster.
There are more too, I just forgot to send them, lol. The white guy has the hat, and the black guy has the goggles. Plus of course theres the chance that we will add more down the line. They are simple additions for the most part.
Really? I've been told it looks like the Q3TA box art, too. I never even thought of looking at that (Or ET:QW for that matter). I'm not too fussed it looks like them, its quite cool actually :P
As for the wallpaper, its on the main site.
Because he wears a backpack...? Hmmm... Thats like saying PacMan reminds me of cheese, because hes round and yellow... Oh wait, he does remind me of cheese... Nm :p
For actual ingameness:
Thats the point, there will be loads of them, black, white, chinese, goatee, bald, mohawk, scared... Loads. Along with the patch on your player models arm, you also get to pick your face, as well, which will change skin tone on even the onscreen arm in first person.
The original is there because its from RtCW:ET. Seeing as OD is kinda based on ET (At least in gameplay) we are trying to keep that same feeling.
lol, its tinted that way for a reason.
Yasser, we have the talkings, simples! *squee*
I can't stand DOF blue while playing usually. If its really subtle (Killzone 2) and not over powered its fine. But when you have games that blur anything over 5 feet away (UT3) it just turns into a big mess.
Normal mapped of course :p
47 out of 49 people can get it, but you two cant...? I've just downloaded from every mirror and every location each mirror points to just to test, and each one downloaded fine...?
I think it may be something your end lads, or a problem with the mirror you picked at the time of clickage.
Nope. I have a feeling they simply cocked up, and didn't want to admit it. ModDB is run very oddly at times. I've had emails telling me I wasn't allowed to post news, because it would take away the shine from OTHER game news...? What? Its news lol...
But yeah, I'll get in touch with them and ask them to move it to the proper section. Trouble is I dont know if they can.
Well, you don't need Quake 2 installed. Its a full game built on Quake 2 source, not game code ;)