The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!

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Model Lod Example
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NaikJoy
NaikJoy

So nicely done. So extremely well done.
But can you guys really spend so much time making well done graphics and topology?

If you were to just make the game look like a game from 1998 then this game would had been already done. :D

For example Devil Daggers.
Store.steampowered.com

Can't you just put Overdose on hold until you get more people?

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Gavavva Author
Gavavva

Short answer? Yes.

Long answer... Yes sir? :)

See the way I see it is there’s a million games out there that are like what you linked, with graphics or features that are half baked, half done, not really polished. It’s just not “us”.

However don’t assume that just because something is more simple in nature than it’s any faster to produce. It’s legendary that the first version of minecraft took just 6 days to produce... but that doesn’t mean it was any good. But even a game like minecraft is complex, detailed and polished.

And that’s what we strive for, that polish. Our code is so clean and optimised, but also simple for people to use. Modders will have a field day with it. Even our weapons and effects are all scriptable so that you can make changes with ease. But it’s because we spent so long doing those things that they are possible.

But really and this is cards on the table time, the reason it’s taking so long is simple: we need mappers and character/weapon model/animators. Sadly both of which I can’t do, and am nowhere near skilled enough to do. I struggle with detailed weapons, having only done a few things like the marauder hands and knives, and struggle with full character, having only done some heads. I’m awful at maps, and take an age to do them as well. If we had help there this would be done, quickly.

But I do understand your point, in that aim lower and finish quicker... but when everybody else is doing that, why be another stranger in the crowd when you can stand out?

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NaikJoy
NaikJoy

Thank you for the well written reply and thoroughly explanation.

I'm just concerned about the time spent by small teams on making all these graphics with normal mapping and high poly models.
It would take a while to see results and deliver the game.

I think games can be fun even if the graphics aren't top notch.
I'd leave the very demanding creation process to the developers that can afford it.




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Gavavva Author
Gavavva

Absolutely agree that games can be fun without fancy graphics, 100% onboard there. Some of my fave experiences in recent years have been over the top simple games that look like they were made in a weekend (but really weren’t). But I stand by game > graphics. Every time. There’s no point in having good graphics if you don’t have the gameplay to back it up.

I’m gojng to be talking in the next few days about some major changes to the game that will make us stand out a little bit more in the crowd. Sadly I can’t as yet, as I want to give a little more time between updates :) cone on, two in one year, don’t rush me! ;)

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NaikJoy
NaikJoy

okydoky.. I'll be checking this out from time to time.
Been doing that since Quake 2 Evolved.

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Model Lod Example

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