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2018 March Update

News 6 comments

Merry Ch… Happy Ne… Wait, What? It’s March Already?

Merry Marchmess people, and what better way to start the new year-ish than with a media blow out and new information. So, buckle up buckaroos, and let’s dive in…

First of all, an update on OverDose progress. As you can see, it has stalled in recent months, with media none existent and news few and far between. Sadly, we hit a bit of a road block code wise with our physics system, and are currently in the middle of trying to squash a rather tedious bug. Yes, one of those bugs that seems to not obey the laws of code. Rest assured it’s being worked on, however. But otherwise progress remains good, for a one man artist anyway. It may look like not a lot has been going on, but here is the latest update on what we have worked on over the last 6 months:

- New physics engine
- New GUI
- New PBR rendering
- Changed every single art asset to work with PBR
- Remade 50% of the media (Models/textures/materials) to current standards
- Added fallback materials for every surface to better work with multiple system configurations.
- Added parallax occlusion maps for most surfaces, as well as fallbacks for lower end configurations.
- Made every model (Thousands) have at least 2 or 3, sometimes more, LOD model alternatives.

LOD Models


In short, this last gap we have been VERY busy, what with going over every single asset and in most cases remaking them, or at least re-tooling them for modern standards. As you can see in the new pics, the PBR rendering alone makes things work a whole lot better. But still, code wise, improvements have been slower, what with us being back down to a single coder while Buzz finishes his studies.

So, as you can see, we still need help. Whether it’s with code, or art, maps, we always need help. Its great being known to everybody as the team that pumps out this stuff with this few people, but I would rather be known as the team that gets things done. I think we deserve it for the time we have spent on OverDose, don’t you?

Media

Media

Media

Same Identity, New Face

Time to spruce things up for the modern era. The old OverDose logo was getting tired. It looked very late 90’s and wasn’t fitting in with what I wanted the game to convey, so I spent a little time researching what I could do to change things, and came up with more solutions than I could hold. Seriously, it’s silly when you think about it, but the new logo conveys lots of ideas. The colours are the good in white (or green in our case but that doesn’t make a very good logo colour, trust me) versus the orange Marauders. The logo splits in two, to show factions. The roughness signals a dysfunctional world. I put emphasis on the “V” and the “S” to show the VS battle of two sides, good versus evil. In short, yes, it’s a logo… But it’s a logo with a story. Everything in OverDose has a story, even the miscellaneous newspapers have legit readable things on them, sometimes silly, sometimes a little close to home. Nothing in OverDose is just made at random. But anyway, enough blabbing. I present the new OverDose logo:

Media

But that wasn’t all. I always disliked our Team Blur Games logo. I tried my best back in the day to ape off the developers I liked, but went with something that was very “Bungie”. It didn’t sit with me, or what I wanted to achieve however. So… Again I went back to the drawing board, and came up with something a little more “us”.


Website?

The website is still coming. I haven’t actually got around to getting a new host yet, as I’ve been toying with what’s best for us in our current position. I will however be trying to get in touch with whoever the kind soul is who updated out current website to show concept art and link to ModDB. So if that was you, please drop me a message, as I want to thank you and talk about what I can do next. But rest assured, the website, and yes, forums, are coming.

Donating To The OverDose Project

If you like what we are doing on OverDose, why not donate? Nicolas always needs new shoes, and my CPU is from 1994. Donating helps us keep things going smoothly, and allows us to attract new talent. Every donation received is noted, and will appear in the credits of OverDose, so that when it’s completed your grand kids can see you were a good guy. Not you, you will be long dead by then. But hey, it’s party time for all the little worms!

1


Gavin Stevens
Lead Designer for Team Blur Games [TBG]

User Posted Image

OverDose February Status Update

OverDose February Status Update

News 3 comments

OverDose Status Update - Ill Health, Physics, UI, Oh My...

ODRadiant Now Available For Download!

ODRadiant Now Available For Download!

News 10 comments

ODRadiant is now finally available for download! Plus, we are still looking for crazy people to join our merry team!

Happy New Year! OverDose Update!

Happy New Year! OverDose Update!

News 6 comments

Happy new year all! I bring good news, everyone! Updates! Pics! Details! Oh my!

OverDose Update - Sound

OverDose Update - Sound

News 6 comments

A little update on the sound, and where we are at :)

Add file RSS Files
OverDose - ODRadiant - September 11th 2016

OverDose - ODRadiant - September 11th 2016

Mapping Tool 2 comments

A media stripped release of our ODRadiant level editor, for use with OverDose only. Please get in touch if you would like the files our media and maps...

OverDose Tools Set

OverDose Tools Set

Graphics Tool 1 comment

ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!

OverDose Design Document - 2010

OverDose Design Document - 2010

Other 2 comments

An updated version of the OverDose Design Document for 2010.

OverDose Game Design Document

OverDose Game Design Document

Full Version 3 comments

This is the OverDose Game Design Document, detailing everything the game will feature. Download here to find out more about classes, weapons, ballistics...

Comments  (0 - 10 of 796)
L3d
L3d

forgot to say gl&hf; !!

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SPY-maps
SPY-maps

Great to see after a year of silence that this awesome game is still worked on! A shame progress is so slow because of lack of team members. But it is very hard to get good team members, i fully understand that. As everyone else who is following this game for quit a few years now i do hope you will find the nessesary people and complete it. Which you all the luck and success in the world!

Leon

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Gavavva Creator
Gavavva

Its the gamble you take. We essentially have a mixture of our own engine that has roots in id tech. I mean it IS id tech, but we have changed so much. But this scares people, because its not unreal engine, or cry engine, or something most people "know" these days. The sad thing is, if this was 20 years ago, people would be all over a Quake engine game. But alas, times have moved on, and id Software just aren't the powerhouse they once were in the modding world :(

Reply Good karma+1 vote
IZaRTaX
IZaRTaX

This is what I did with your tool, I.imgur.com (unfinished room) I didn't add decals and models.

Your radiant editor is good and cleary but you must add some fix about the path system, brush selection and the camera tool etc..

I can't tell you everything here, I added you on steam but you never answered me, so I hope we can have a quick conversation together.

Thomas.

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Gavavva Creator
Gavavva

The tool on indieDB is ancient, and you need the new full SVN one, otherwise it won’t be anywhere near complete. Our maps are built with models mostly now, with brush work for just simple primitive things.

Reply Good karma+1 vote
SPY-maps
SPY-maps

"...id Software just aren't the powerhouse they once were in the modding world :( "
So true, so true!!!
Back in the days i mapped with GTKRadiant voor games like Cod1+2, Mohaa and Sof2. That were great days!

Leon

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Guest
Guest

Hey any news for 2018? Still excited about your project and hope there will be a release someday ;) keep it up

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Gavavva Creator
Gavavva

I'm currently in the process of converting all media to a PBR workflow. Recently made LOD models for every single asset as well. We are in the process of doing some other things and have hit a few stumbling blocks, but getting there I feel.

I will be adding a proper website and forum again soon so we can at least get the old gang back in the community :)

Reply Good karma+2 votes
AgentSlacker
AgentSlacker

I can already see the website is starting to take shape. I can't wait to check it out when it's finished. I hope you have some more information regarding the game soon, I've been following this for who knows how many years. Best of Luck.

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Gavavva Creator
Gavavva

Oh that isn't our site, that's a temp one that was set up for us by... I actually don't know. I wish I did though so I could thank them.

Reply Good karma+1 vote
[Berserk]
[Berserk]

There will be, but we can't say when. We work on this in our spare time, we can't put more than just a few hours a week into it unfortunately, and, again unfortunately, we're only three guys working on it ATM.

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Gregs2k2
Gregs2k2

And Killing Floor 2 isn't going to play itself, amirite? ;)

Seriously though, I reckon if you knocked up a map, got everything functional (ability to host a game) and released a demo, you'd get a lot more exposure, and more importantly, feedback. Just my 10 cents. :)

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Latest tweets from @teamblurgames

Any Free Parking? T.co

Mar 28 2018

Needs A New Painter... T.co

Mar 28 2018

That feeling when you sit back and ask why your new map layout is running slow when it didn’t in block out... Then… T.co

Mar 20 2018

OverDose 2018 GUI Refresh, showing the new options menu and more. Youtu.be

Mar 9 2018

Did you know? The websites for OverDose have changed. You're on the Twitter page, (Great job!), but have now switch… T.co

Mar 9 2018

Something wicked this way comes... T.co

Mar 8 2018

Something wicked this way comes... T.co

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Apologies to all who received spam, seems the account password was hijacked by a bot. Changed, and deleted the spam. Thanks all!

Jan 11 2015

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