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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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Djeeshka
Djeeshka - - 734 comments

Looks pretty cool, really good details.
But I rather use some moss and ivy variations in interior instead of these awesome bushes. It would make more sense.
Also, in my opinion, that cage on ceiling lamp doesn't fit overall lighting.

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GavinStevens Author
GavinStevens - - 620 comments

It's me... I'll add ivy I'm sure lol. I was also thinking about none cage versions of the lights tbh.

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GavinStevens Author
GavinStevens - - 620 comments

Lights updated, btw, see pic

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Djeeshka
Djeeshka - - 734 comments

Yeap, much better without cage! Good job!

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KyrDerz
KyrDerz - - 133 comments

Funny to see this game after all this time. I thought it wouldn't be release till 2045

But hey! Maybe I'm right.

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GavinStevens Author
GavinStevens - - 620 comments

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?

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KyrDerz
KyrDerz - - 133 comments

Obviously 2045 is a joke. You got offended? I'm sorry. It's a fair comment. Maybe not in that language. I honestly do not see myself worried about it.

How exactly I could "help out"?
Donating? No way. There is nothing to give money for.
Helping with development? I'm not related to video game industry in conventional way. Still you don't seem with money to hire me.

It doesn't take too long if you know what you are doing.
If you stuck - drop and move on to next idea. Set specific goals, deadlines. Plan the marketing. It's one of those simple rules of project management.
Making a game isn't easy.
You don't just go hitting the wall with ambitions. Planning is needed. When you take time to plan and organize properly. That's half way to deliver a product.

Since writing this will be seen as "-you suck. -no you suck more" conversation, there is no point to write more.

13 years old? God, I wish. With all the knowledge, to go back in time... How time flies. Still, saying that and with those terms, doesn't make you more mature. Hope you realize that.

With this, I shall conclude with a classic:
But hey, maybe I'm right?

With a little addition:
Maybe not. I guess we will never know.
Cheers

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GavinStevens Author
GavinStevens - - 620 comments

We are currently pumping out more options than, say, Assassins Creed Unity, higher resolution assets etc, with a team of one artist and two coders.

Assassins Creed 4, that is, the previous one, had 900 employees. Nine. Hundred. Unity has more.

I'm not saying we are reaching too high, but if you don't reach high, you never know just how tall you can stand. I could easily, without question, make several maps right now, today, that will work, play, maybe even play well. Theres enough content for a "game" to release now. Doesn't mean it will.

Yes, its slow. Yes, its annoying. But with so few staff, what do you expect? We can't afford to pay people the large figures it would take to do this "the proper way". We ask for help. Help which, sadly, doesn't come. So, we do what we can.

As I said before, if that's no good to you, then all I can do is apologise. But OverDose will release. It may not be now, in a month, this year... But it will release. And when it does, it will be fantastic.

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SinKing
SinKing - - 3,119 comments

As much as I'm getting tired of seeing the same environment over and over, I have to say I totally agree with you! The expectations from users are ridiculous, these days. They can't differentiate between one type of game design and another. Nobody realizes how much work it is to make quality assets and more so - quality materials. In AAA productions, they usually go the extra mile to make that model more appealing; the labor cost is high and the win is marginal. That's part of what Carmack meant when he said the few things we gain in visual fidelity aren't worth the amount of work put into them, these days.

However - I also have to object!
You are trying to push the envelope with your version of the engine. It looks good, but not fantastic. I can make a better looking scene in Unreal 4 with simpler to use tools and a much better workflow. So it stands to question what you want to sell the most, the visuals or the gameplay; to me it seemed the latter. Telling us that big studios have a thousand employees or more should just make you realize you are aiming for the wrong goals with this development. Visuals that's something us indies can't compete with. Development of new methods to do old things better is just to rapid and volatile.

This post is meant to explain to you, how people like Dre@meR's preconceptions about game visual come about; they take the highest end graphics for granted these days. They assume creating games is easy with a good plan. They assume technology stays the same more or less. That's one of the reasons why I'm in doubt if I should continue working in the industry. It seems like the rewards to all gamedev endeavours today can only be money. And that's just not why I'm in it.

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Bunker