Yeah I made that one, but when I get home I need to rework it a tad as I forgot somthing... Bloody ears... :p None of my refs had them shown because they were covered so tightly but everybody always says the same thing, that it looks odd that way. So I'll likely do somehing even if its just in the bump. 1) The website is…
Q2 is open source, which means the second we want to sell it we have to. It a licence. As long as we keep the game closed for now and don't put it up for download, we aren't in need of updating the code. The general rule is that want to sell nd keep it closed = buy the licence. Want to release the game for free = release…
Ok, so as a lot of you may know, I currently co-run an indie team called Team Blur Game and we are hard at work on our post apocalyptic first person shooter OverDose. OverDose has a strong team play feel to it, lifting a lot of inspiration from Return To Castle Wolfensteins objective based gameplay, almost to a homage…
If we get another coder on board, and somebody to animate for us, sooner than a lot of people think. I tried to mess with the lighting. I didn't want to ditch the post process totally, BUT, I did tone it down a lot, and a lot more of the features pop through:
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. Good luck.
I still dont really agree with the material choice. i looooove color, but when your beaten up shotgun has more colors in it than the guy holding it your art direction has reached a verg weird place. I'd be eager to design a weapon with some seriously varied materials and complex color patrerns (in fact, a few designs with…
Thought some people might dig seeing this come together, so I'll be posting WIPs for this new concept. Started digging in on the final when I get the time -- only a couple hours of real work so far. This part of the process involves a lot more than it looks like -- there are quite a few tricky perspective issues to sort…
This is something I ran into previously... Whats the general theme of the Marauders? Well we all know them as savages, rough, "take what they can" types. They don't care about looking pretty, they care about functionality and intimidation. When it comes to weapons, the same can be said. Functional first, looking…
No wall jumps, its just not what we want to go down really... You add that and the game goes from one extreme to the other, and we ARE trying to ground this in reality a bit more. OverDose is a tiny bit arcade in that we don't allow instant kill shots at the like, same way really Wolf was a "tiny bit" arcade. We won't be…
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…