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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 8:15 pm 
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Maybe you missed the part where we have one single coder.

Also, gameplay videos are a bit tough with, you know, no game? And no maps? This isn't the same as a Terminator mod on an existing engine, or adding a heat vision effect to cry engine. I don't know if you understand this, but we made an engine from the ground up, re-wrote every bit of code, all with one coder. Its not an over night job, game code takes time. There are videos around of gameplay anyway, like the movement system and weapons, its just I don't post them all over the place because a few hundred idiots will come by, think its final, and then sit and lecture me as to why a pistol would never do such and such if you had a bag on your back while walking up a hill and that the game is doomed to fail.

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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 9:45 pm 
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I understand that. But I recommend stop polishing and start working on the maps. Just make grey maps with obstacles with funky AI and tweak it untill its fun even for your tired eyes. Then hire a guy who can texture it and put triggers in and stuff...
Maps are the most important thing.


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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 10:09 pm 
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Oh I'm sorry, I wasn't aware that you knew our development cycle? I'll just tell Nicolas to stop working on the physics and movement code for a bit so I can post screenshots of all the maps I've already made in grey block form...

Like I said, this isn't adding a silly thermal predator view mode to an already built game. Theres far, FAR bigger things to worry about, such as you know, the entire frigging ENGINE? The renderer isn't even being touched atm. But thanks for being more clued into our own dev cycle than I am.

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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 10:52 pm 
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The problem is, of course, that people think "oh shit, it’s OverDose, I’ve never heard of it, that must be hard to map for?"


More of "I've never heard of it" less of "must be hard to map for".

Your general attitude towards outsiders also, I'm sure, is a big deterrent to anyone ever wanting to spend 5 minutes helping the project out. All it takes is for any interested party to come here, see your reactions in most of the OD threads, and immediately forget any interest they ever had in joining the project and look elsewhere.

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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 11:05 pm 
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Because Doom 3 World is the only place on the internet?

I speak my mind, I don't hide behind a false mask, I don't suck people off just because geewhiz they may be better than me. I tell it as it is. If you don't like that, its not my problem. But don't think people can just say anything and I won't challenge it. Maybe thats how it works in your little world, but over here we like to defend ourselves.

Also, the "never heard of it" line is pretty old, seeing as we got quite popular a while back.

EDIT: Plus, does nobody else find it a bit odd that 99% of the threads I post here some how have more negative comments towards it, totally out of place compared to others? Sounds a bit fishy to me, as it always seems to be the same people, too... Just throwing that out there.

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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 11:21 pm 
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gavavva wrote:
Oh I'm sorry, I wasn't aware that you knew our development cycle? I'll just tell Nicolas to stop working on the physics and movement code for a bit so I can post screenshots of all the maps I've already made in grey block form...

Like I said, this isn't adding a silly thermal predator view mode to an already built game. Theres far, FAR bigger things to worry about, such as you know, the entire frigging ENGINE? The renderer isn't even being touched atm. But thanks for being more clued into our own dev cycle than I am.
I know how much it takes to write an engine. Thats a lot of work. That guy shouldnt stop doing physics and stuff, but I mean the mapping is very important and should be priority number one. You wrote the engine from scratch? Or you took an older Wolfenstein engine? Even on Wolf engine one can make nice maps and if you modernize the renderer it will even better and the gameplay could be demonstrated any time. Right now you have a partially working engine with partialy [I guess] animated weapons and there's almost nothing to show so noones interested.

And about my mod you try to bash....well its not so easy to make it as it looks, because mapping/scripting/fixing takes a lot of time plus I work alone. Plus people and fans like it [and there's like 409 watchers atm] so its cool.


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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 11:29 pm 
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What Wolfenstein engine? Where the hell did that come from?

Also, maps are not number one, in any game. The basic gameplay comes first then a world is created around that, but the gameplay can't function until the actual renderer and physics code are there in place. In fact, the gameplay wont even WORK without that being in place. Of course there is gameplay, we just don't show it because, well, its boring to show. We are focusing on tech in showcases because its easier to showcase rather than gameplay, which is still progressing. Just becuase Quake 2 "had gamecode" what makes you think even for a second it would work in any way shape or form? Its gameplay was nothing like OD, it was single player based for one, and we had to re-write the entire netcode and physics system from the ground up.

You say you understand how much work goes into creating a GAME, but it sounds like you really don't. Its not the same as making a mod, christ if only it was, then things would be much quicker. In a mod if you want something, you have to edit something else. In OD? We have to build everything from scratch.

Theres no "partially" working anything, the engine works fine as is, its going through modifications all the time, as does any engine, to make it better. Like I said, its a constant uphill battle to make an ENTIRE game with only one coder, and sometimes people forget that because they think ot must be the same as making a mod. Making a mod required 100x less work, trust me on this.

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 Post subject: Re: OverDose Development Update
PostPosted: Sun Mar 13, 2011 11:45 pm 
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I know the difference between making a mod and an engine+content. Trust me. Btw why did you use Quake2 code? Why didnt you write it from scratch? Will you be able to sell your game without paying any royalties to IDsoftware? Is this game going to be free or not? Will you make this multiplatform? When is the release date?


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 Post subject: Re: OverDose Development Update
PostPosted: Mon Mar 14, 2011 12:21 am 
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We used Quake 2 as a base because its all we needed. Everything else can be found on the site, so that covers royalties which are only needed if you see the game, and a Q2 engine licence is nothing), the games price, which is free, multiplatform plans and release date.

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 Post subject: Re: OverDose Development Update
PostPosted: Mon Mar 14, 2011 3:40 pm 
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Making a mod is not that simple. Of course it's easier than an indie project, but not overall (except if you want to make a vomitive thing).

However, dunno what's up with the wolfengine reference...

Oh, btw mapping is not important at the first stages.
Make most of the assets and gameplay mechanisms are, as well as the concept arts and mapping ideas for later.

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 Post subject: Re: OverDose Development Update
PostPosted: Mon Mar 14, 2011 4:21 pm 
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I personally think gavavva that you could be a bit jaded from modding too long. I think you get frustrated by other's queries and you immediately go on the defensive with that 'sarcastic tone' if you get my meaning. This can seem arrogant to the casual post reader and maybe this is why people aren't giving the help your mod truely deserves. Maybe you are even guilty of predicting negative comments from people before you post and this may put you in a premature state of ready defensive?

Sarcasm can also be a form of anger when gone unchecked. I don't mean to sound harsh and I'm not trying to psychologize you but maybe this is something you could work on. Maybe you and your team could take a break from what is currently being worked on and move to another aspect of the game such as story. Even if you don't need much of a story the change will give you all some fresh insight and some new ways of tackling old problems.

Again, I am in no way trying to mess with you and I can understand your frustration but sometimes goal orientated work leads us down confusing paths. :)

All the best!

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 Post subject: Re: OverDose Development Update
PostPosted: Mon Mar 14, 2011 7:30 pm 
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Actually you know what, I only ever do that here, and I agree with you 100%. On our own forums even, I rarely even say a thing out of place unless I totally feel the need too. Just recently some guy came over, claimed to be from the fear 3 dev team and totally laid into us about how our textures and models look like rock, yet couldn't offer as explanation as to why the entire Fear 3 game looks like plastic. Its cases like that, that put me on the defensive.

Honestly, I wish you could see the number of YouTube comments I delete pretty much on a daily basis, it’s not funny. A popular comment is “Stop showing the graphics, its look shit anyway, we just want to see gameplay”. I get that pretty much without fail every other day. I even get people emailing me a huge long email about why the game will fail, where we are going wrong, and why can’t we make it more like Wolf. We are, sadly, trolled to hell and back by Wolf/ET fans, because we refuse to make it a 1:1 copy of the Wolf/ET. For some reason, people think we are remaking the game, when what we ARE doing is borrowing elements that worked from it, as well as other games even, while building on our own ideas.

Doom 3 World is a small corner of the interweb, and I'll be honest I do tend to whinge when people I feel that should know better just... Well... Don’t?

But mark my words, when I'm looking for help or anything, I act 100% professional, simply because its not so much ME that’s talking, its THE TEAM in those cases. In times like this, where I'm posting just a general update for people like you guys that I know, I'll be me.

Christ, if people didn't think I had a split personality before they will now...

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