What is OverDose? Why is it different?
OverDose is the project of a few old school FPS gamers. We’ve grown tired of the same old antics in games these days… You know the feeling. You get a new Call Of Duty, and shock horror it plays the same as the last. Nobody takes “risks” these days, at least, not without publisher breathing down everybodies necks.That’s why as old school gamers, we wanted to try and change that formula.
One of the greatest team based online shooters of all time was Return To Castle Wolfenstein. A game that took the internet by storm and killed many peoples dial up modems, it focused on amazingly honed objective based combat, but rather than working alone to score the most points, you worked as part of a team. Going solo in this game would just end up ruining it for yourself. This class based action was amazing in its day, and is still a benchmark for team play in online shooters. But nobody ever expanded on it. We aim to change that. But then, we can’t just copy an older games formula with a new lick of paint, can we?
So, off to the drawing board we went, and came up with new ideas and implementations. The most expansive of which is that OverDose features a movement system far more free than most games. Players can walk, run, sprint, crawl, go prone, swim, climb, mantle, leap, hang and slide, as well as do team specific manoeuvres with other willing friends that allow them to get to even more places. We really tried to think of the biggest flaws of modern first person shooters, and we hope that with regards to movement, we really nailed it right in the sweet spot between boring WASD movement and something far too complicated to be fun. So hopefully, we have gameplay covered. Throw that in with a sexy graphics engine created from the ground up that displays real time per pixel lit environments where the entire world is shadow mapped, and you have yourself a tasty morsel of gore, blood, bullets and carnage.
Of course, that doesn't mean to say that OverDose will be an instant hit. Why should you pick playing or supporting OverDose over other released FREE titles, like RtCW:ET, True Combat, Urban Terror, and a whole host of high quality mods made for games? Well for one, OverDose isn't a mod. We didn't build a game idea on top of an engine, we built an engine for a game idea. That means everything, right down to the networking code, was written just for us, by us, to do what we want it to do. That makes a huge difference alone, because you're no longer battling a set in stone system to hack your way around things, because you control the system. Thats why OverDose took a long time to get to this stage, because we built our rendering engine, sound engine . input and networking all to do a specific task. But then, don't those other free games that are not simply mods, do the same? Of course! But those games don't offer the same freedom of movement as we do. Think of OverDose as a mix between RtCW, COD and Mirrors Edge, and you will have a great idea on our end game ;)
Fancy finding out more? OverDose is on various sites around the internet. Heres a few sites you can check out to find out more information on the project:
OverDose Home Page
The Past, Present And Future
OverDose is currently being playtested in alpha/beta form, with heavy work underway on the actual game itself. Simply put that means that the rendering engine behind OverDose (that does all the fancy whiz bang boom boom pow stuff) is totally complete and we are well into game code. One of the biggest hurdles and when creating a new title is getting the engine up to par with what you need it to achieve, and as we used id tech 2 as a base, that was no easy feat. Yes... That is the Quake 2 engine from 1997. Right now we are hard at work on more content, as well as the game scripting code. As I said, the game is in closed alpha/beta right now and being tested by ourselves in house, and will pretty soon be sent out to more of the public so that we can gather a wider range of thoughts and feedback. OverDose currently has a planned release date of December, 2012 on Steam. Oddly enough, that’s the month the worlds supposed to end anyway… Hopefully, we hope the two won’t be connected!
How Will Your Contributions Help? What We Offer In Return
We offer many perks for your contributions. Listed below are our current perks that you get for helping us at [TBG]:
• $1+ - Every little helps, and will secure you a place on our credits screen for all the world to see!
• $15+ - Donating $15 will secure you a copy of the game on release.
• $45+ - Donating $45 or more will net you access to the OverDose Alpha/Beta (when available) as well as access to the soundtrack complete with updates if/when they become available! Soundtrack written and recorded by Luciano Giacomozzi & M. Baran Yasar.
• $150+ - The big one... Not only do you get all of the above, but you will also have the chance to see yourself in the game as a player selectable head... and then watch as some no good dirty mutant blows it clean off. Good times...
But how exactly what exactly will the money we are raising help, and why are we looking for so little compared to other teams? First and foremost it allows us to expand OverDose into a larger title by adding additional artists, coders and other skilled members to come onboard and help us out. That means more content for you, the gamer. Secondly, it means that any additional money we receive will go towards the engine licence cost, which we plan on covering from our own pockets regardless. What if we receive more than we asked for? Well in that case, it we would buy beer… Which would be paid out of our own pocket of course, because we would be over the moon to be able to hire even more help! Simply put, we have big plans for OverDose, and the more we receive, the better title we can release.
NOTE: All perk awards are stackable, meaning if you donate for example $65 you will get all of the $45 awards, all the $15 awards, all of the $1 awards and a huge big thank you!
So thats it! Thank you for your support! Hopefully, with your help, we can get OverDose to where it deserves to be, and then we can frag each other the old fashioned way!
Lead Designer for Team Blur Games [TBG]