looks awesome, but why did you put all that time into adding that stuff into that old engine? Why not use something like UDK, CryEngine 3, or Unity? Just wondering the thought process behind it :p
Good luck with everything! Hope to see this released some day
We get asked this a lot. Honestly...? We were the first engine to add per pixel lighting, before it had that huge buzz of everybody adding it. We actually had a PPL tech demo out for Quake II Evolved... Before Doom 3 hit retail.
So, seeing as its pretty much that engine that started it all, we have stuck by it since. We just have a lot of knowledge and experience with it. We started all this (Maybe not OverDose in its current form, but this type of work) when UDK didn't exist. When Unity was just a fart in a bath tub. When the Quake 2 Source release was, well, something unheard of before. You stick to what you know, and it was much easier to add new things and stuffs to an engine we knew that was as open as we wanted it to be, than it would be to make a "mod" for another game.
For example, with OverDose, we have access to EVERYTHING. Not just a few things, but EVERYTHING. Netcode, physics, master server stuff, everything. We can change as much or as little as we want, any time we want to. It just made sense back then.
Its the same thing with Rage... why didn't they just use a pre-existing engine rather than tweaking Doom 3? Because is a base, its what they knew. Same can even be said for COD, but then IMO COD needs a good kick up the arse in a LOT of ways...
Thanks guys, means a lot to us, really do. We have kinda been in the background a lot, people mostly pass us over becaue they just see "Oh... Brown FPS... Thats original", but we really are pushing the whole team play objective based game style with some really cool movement so that its original (Can your team mate lean over an edge, grab your hand and pull you up in COD? No :p ).
Its hard with so few people, but we've had a few really good guys contact us thanks to this post so it was defo worth it.
The question is this: Given that God is infinite, and that the universe is also infinite... would you like a toasted teacake?
Where will the tits be included in the aforementioned screenshot?
I didn't comment earlier but looks like it's coming along pretty fancily. It's great that you've done all of this as a small independent group. A few friends and I are thinking of doing something like this soon so it's very inspiring to me.
As for tits... I would love to post some lovely bojangly ones but it will have to wait... We have some pretty damn disgusting designs for female player models, but w want to wait for the males to be done first before we look into "extra" models.
Okay, this is looking very very cool, but how viable is this kind of development plan?
2 guys doing everything from scratch is bloody impressive, but obviously it's going to take a long time to finish. Graphics seem pretty much AAA based on screenshots you've posted, but how are you going to ensure it stays so and maintains edge over competition after say, 4 years?
, polygon, 616 Posts, Join Date Aug 2009, Location Tbilisi, Georgia
Because we are being realistic. We know that in 4 years we likely own't have an edge... But I ask you to try and find me any small team game that does? Hell, most full on retail games with massive budgets wont even manage that.
The simple truth is always as follows:
Want the game out quicker? Then help.
Want the game to look better? Then help.
Want the game to always have that "edge"? Then help!
We simply try our best, but without HELP, theres not much more we can do other than our best. We do, however, have a LOT in the game thats not even ready for modern day use but can be enabled if you wish. 64 samples on shadow mapping? Multiple high ultra quality shader settings and materials? Real time reflections on things that dont need them? Amazingly high quality POM/AO? Hell, even real time light shafts can ALL use ray traced shadowing... If you enable it. Of course at the moment, if you whack everything up to insane levels then it wont run smooth all the time, but that stuffs there for now.
The thing is, we don't worry about the graphics. We worry about how it will play. Do you worry about how bad Link To The Past looks when you load it up? Or Doom? Grpahics always change. Crysis won't look amazing in a few years, even... But it will always play the same. Thats the important thing, but its also something we can control easy by changing it as/when needed.
Ok, well, after some thought, I decided to get this up on IndieGoGo. I wanted to try and get some funding so that I could hire out more awesome artists to help with the project. So, as a totally shameless pimp, here is our link:
The Team Blur Games is doing an amazing job.
You have changed the id Tech 2 engine making it a quality actual engine. That's impressive.
It 'a bit of time I see your progress and your skills as artists and coders is equal to your determination.
Last edited by marze; 02-26-2012 at 01:24 PM..
, null, 5 Posts, Join Date Jan 2006, Location Italy
This project looks insaine and if I had any talent to likes of anyone on here I would be very quick to throw my hand up and ask to help as a volunteer . However I just wanted to ask that with the most recent picture, does the game actually look like that when you play? because as much as the screen shot looks awesome doesnt the fact everything kinda blends in a bit to much together because of the sepia tone its kinda hard to pick details out. With the dude in the corner there is nothing to point out he is a bad guy sort of thing.
Maybe a better way to put it is for example, high contrast pictures of games look awesome but high contrast games are horrible when actually playing.
Asside from that, everything about this project is inspiring to myself . Good luck with it .
It does yeah, but we havent tagged real time light to the models yet (via tagging in the skeleton, full real time lighting ftw!). The enemy is orange, the good guys green. Each class/character has lights on the back and front, and are not exactly "in your face" but are enough to make it easier to spot your team vs theirs.
The lights can be seen better in this shot, but imagine them as an actual light source, and glowing:
Ah right I see what you mean . You lost me a bit with tagging on the lights but I am guessing you mean basically sticking a light to a character which has real time lighting effects? sorry for being rather ignorant about this hahah.
Also the lights look pretty good, although it took me a while to spot :P. These models look pretty awesome though. Do you guys have a website or something that I can follow this on?
Nice updates! That head with the balaclava is tighhhhtttt, who's the artist? Did you make that?
First, idle curiosity, how prototyped or implemented is your movement system? Will you guys be able to show some video of parkouring around levels in first person, at least, for the indiegogo/kickstarter?
Second, for more specific reasons, how possible or likely will attachments and extra costume elements on the characters be? I'd love to see some variations of different straps/gear/pouches over these dudes to really sell the scavenger/raider look.
, veteran polycounter, 4,178 Posts, Join Date Mar 2006,