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Table of Contents
GAME OVERVIEW AND GENERAL INFORMATION_________________________________
THE STORY OF OVERDOSE_____________________________________________________________
WHAT KIND OF GAME IS OVERDOSE?____________________________________________________
WHY CREATE OVERDOSE?_____________________________________________________________
WHEN/WHERE DOES OVERDOSE TAKE PLACE?____________________________________________
WHAT DO I CONTROL?_________________________________________________________________
WHAT'S DIFFERENT ABOUT OVERDOSE?__________________________________________________
ENGINE FEATURES_________________________________________________________________
RENDERER___________________________________________________________________________
SOUND______________________________________________________________________________
COLLISION DETECTION_________________________________________________________________
NETWORKING________________________________________________________________________
INPUT_______________________________________________________________________________
FILE SYSTEM_________________________________________________________________________
EDITING WIKI/SDK__________________________________________________________________
GAME PLAY_______________________________________________________________________
GENERAL GAME PLAY FEATURES_______________________________________________________
AVAILABLE OBJECTIVES ______________________________________________________________
GAME MODES______________________________________________________________________
GUI________________________________________________________________________________
MAIN MENU SYSTEM_________________________________________________________________
IN-GAME LIMBO MENU ______________________________________________________________
HUD______________________________________________________________________________
ORDER MENU_______________________________________________________________________
SCORE BOARD______________________________________________________________________
CMC PLAYER CLASSES___________________________________________________________
GRUNT____________________________________________________________________________
MEDIC_____________________________________________________________________________
ENGINEER__________________________________________________________________________
FIELD OPS_________________________________________________________________________
RECON ____________________________________________________________________________
CMC WEAPONRY__________________________________________________________________
TACTICAL COMBAT KNIFE_____________________________________________________________
PISTOL ____________________________________________________________________________
O37 MACHINE GUN_________________________________________________________________
COMBAT SHOTGUN__________________________________________________________________
MICRO UZI ________________________________________________________________________
MINI GUN__________________________________________________________________________
FLAMER____________________________________________________________________________
ROCKET LAUNCHER _________________________________________________________________
SNIPER RIFLE_______________________________________________________________________
FRAG GRENADES____________________________________________________________________
FLASH GRENADES___________________________________________________________________
INCENDIARY GRENADES_______________________________________________________________
SMOKE GRENADES___________________________________________________________________
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LASER SIGHT_______________________________________________________________________
IRON SIGHT________________________________________________________________________
ZOOM SCOPE_______________________________________________________________________
FLASH LIGHT _______________________________________________________________________
NIGHT VISION GOGGLES______________________________________________________________
THERMAL GOGGLES__________________________________________________________________
MISCELLANEOUS INFORMATION_________________________________________________
SURFACE TYPES AND EFFECTS DOCUMENTATION _________________________________________
PLAYER RANKS _____________________________________________________________________
TARGET PLATFORMS _________________________________________________________________
SYSTEM REQUIREMENTS _____________________________________________________________
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What Do I Control?
Players control various classes from either the Confederate Marine Corps,
or the Marauders, each with different weapon sets and abilities. Each class is vital
to both the completion of mission objectives and the survival of other team
members, making each player important to the game.
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In-game Surface UIs Using our UI scripting system, its easy to place UIs on game world
objects for controlling things like doors, lights and weapons. This allows us a greater sense of
freedom and detail when it comes to in game UI panels and screens.
Many more features and design choices will come out once further into
development of OverDose that will really make us stand out from other run of the
mill shooters.
Engine Features
Renderer
OverDose uses a very advanced rendering system which allows us to create
highly detailed and incredible looking effects. Listed below are just a few of the
rendering engine capabilities:
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(Foliage animation and interaction Just one of the many new features
coded into the OverDose engine.)
Sound System
Sound is one area we feel many games these days dont put enough focus on.
Sound can make or break a game, even if you dont know it. Many times I hear
stories of people playing games, saying do you remember that bit? I heard the
X and I knew I was gonna die!. We feel sound is just as important as graphics, if
not more so. Here are a few of the features of our sound engine:
3D sound spatialization
Surround sound support
Sound shader system
Environmental reverberation and occlusion effects
Dynamic background music
Hardware acceleration support
Collision Detection
Nobody wants to get stuck on an odd polygon sticking out in a map. Thats
why we have taken the utmost care and attention to detail to bring you the best
possible compromise on detail and speed. Here are a few key features:
Networking
Because OverDose is focussed on online play, our networking code needs to
be as polished as possible. Nothing hurts more than lagging out at the wrong time
when its not your fault. Here are a few key features:
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Input
A player is only as good as the keys hes tapping on, which is why OverDose
supports a wide range of controllers, mice and keyboards:
File System
Creating a secure online game that still allows a limited degree of
customisation, and also gives the nod to modders and mappers to add extra
content to the game easily and safely, is no easy task. We feel we are more than
up to the challenge:
Editing Wiki/SDK
Team Blur is committed to bring the best possible experience and tools to
both the gamers and the staff working on its projects. Thats why every project we
create we develop a full SDK with tutorials and explanations on everything from
audio, texture materials and map compiling. We also provide fully original and
working tools for the artist to create his own media, such as model converters,
map compilers, and font builders. Each of these tools is a perfect way to work with
the engine because it has been designed and created from scratch for work with
OverDose, so you can guarantee 100% compatibility. We have also included a real
time light editor allowing artists to tweak lighting in game in real time, which can
save hours of work.
Integrated light, sound, FX, and reverb editors
Real time in-game editing: what you see/hear is what you get
User-friendly GUIs
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Game Play
General Game Play Features
The general goal of OverDose is to work as a team closely, protecting each
others back and doing the duty of the role you have selected to play. This means
that you cant just all spawn as Grunts, because there are certain objectives to be
completed. It also means you cant all just spawn as Engineers, because there is
nobody to protect you. OverDose has a strong emphasis on team play, which is
why we are focussing strongly on both communication and balance when it comes
to working together. As this is an objective based game, rounds can last anywhere
from a minute to 20 minutes plus, depending on the skills of the players involved,
the server load, and the map itself. This means we can have a wide variety of
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situations in the game so that the game doesnt feel old the next day, something
which many games struggle with.
Available Objectives
Objectives can be fully scripted in levels depending on what the artist
wants, however we do have a few basic guidelines for which you can change to fit
your needs. You can also mix and match these all together to create one large
objective. They are:
Steal And Capture/Defend And Retrieve For this objective, players must steal an item in a
map and take it to a certain location. Likewise, the other team must defend the item and, if its
stolen, retrieve it. An example of this would be Team A stealing secret plans and getting to an
extraction point.
Destroy/Defend For this objective, players must destroy something in the level, either
geometry or model. Likewise, the other team must defend.
Hack/Defend Players must spend a certain time hacking an objective, while being
defended from his team. Likewise, the other team must kill this person at all costs.
While at first glance there doesnt seem like much, these objectives can be used
in any order, and any number, to create compelling mission scenarios.
Game Modes
OverDose is a team play only game, which means there is no one-on-one
mode available. We feel our game is best suited to working together to defeat the
enemy. As such, we have the following game modes:
Objective Objective mode is the standard game type. Players spawn on each team and
have a series of objectives to complete in the map. Players are scored for each objective they
complete, until the final objective is achieved. At this stage, the round is over.
Timed Objective Timed Objective is the same as Objective, only now teams compete to
win the round the fastest. At the end of the round, the players switch teams, and they have to
beat the previous rounds time. The winner is the fastest team.
Last Man Standing Last Man Standing is essentially Objective mode, however this version
includes player lives. Lives can be set by the server, anything from 1 to 99, and gives a
stronger focus on team play because once youre out Its spectator time.
Conquest Flags are spawned in the map, and the first team to collect all the flags wins.
Realistic Mode Realistic Mode is a hardcore version of Objective mode. All the rules apply,
however now you get no crosshair/Ammo counter and only team speak is displayed. Weapons
do more damage, and each team member is limited to 3 revives. The ultimate hard battle.
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(In-game UIs Built using easy to understand scripting files, these UIs
can be edited at any time rather than being hard coded. This gives the
artist/designer much more freedom.)
HUD
The HUD is there to give you information about player stats, weapons and
inventory, however should we have to fill the screen up with useless data that you
can get in much more original ways? The HUD in OverDose is designed to display
only what is needed that you cant find at a quick glance. For example, it will
contain team messages, a crosshair, and ammo counter. Other things, such as
objectives, health etc will be displayed in-game via projections, and/or by different
screen effects. The only prominent feature will be the mini-map, which will be
made to be as unobtrusive as possible.
Order Menu
When a player doesnt want to use VoiP or text, he/she can use the Order
Menu. This is designed to give the player quick access to every day commands
quickly and easily, such as I need ammo! and Im taking heavy fire!. The
Order Menu will be bound to a key that must be held in place, then, dragging the
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mouse in the direction of the order and clicking, will yell out the order. This way
player doesnt have to bind numerous keys to simply voice commands.
Score Board
The scoreboard will be a basic screen showing player scores, deaths, ping,
accuracy, stats and ranks. It will also show available objectives and completed
objectives.
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The Confederate Marine Corp. (CMC) is the closest thing to what we know as
humanity left on Planet Earth. After the nuclear wars took place, small groups of
survivors hid underground and out of harms way, or protected the very few
remaining cities that never fell to the ground. Now, they work as protectors,
defending whats theirs from the ravaging Marauders.
Grunt
The Grunt is the basic class that has no special ability of any kind. However
what he lacks in skill, he makes up in force, and can use the really big toys. He
can also carry more ammo than any other class. These features make the Grunt
class the one you want to pick if you want to fight at the front line.
Available Inventory:
1) 1x Combat Knife
2) Micro Uzi
3) O37 Assault Rifle/Combat Shotgun/Mini Gun/Flamer/Rocket Launcher
4) 2x Frag Grenades/2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades
Medic
The Medic is a support class. While he doesn't come with a lot of firepower,
he makes up for it in skill. The Medic is the only class that can revive fallen
players with his Defibrillator. When a team-mate goes down, they are in a "bleed
out" period, where they are not dead, but not quite alive either. During this time,
the player can call out for a Medic. When the Medic arrives, they need to select
their Defibrillator, walk up to the fallen player, and "shock them". This will revive
the fallen player with minimal health remaining. The other major ability of the
Medic is his OverDose charge. When the Medic uses this charge on a player, the
player in question will have double health, increased stamina and increased
accuracy. This effect isn't permanent, and will wear off over time. The Medic will
have to wait a certain length of time before he can give another team-mate an
OverDose.
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Available Inventory:
1) 1x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun
4) 2x Frag Grenades.
5) OverDose Charge
6) Defibrillator
Engineer
The sole idea of the Engineer is that he is there to complete objectives for
your team, whether they are "destroy", "hack" or "repair" based. With its limited
weaponry, support from other classes is vital to the Engineers survival. The
Engineer comes with a H.E. Charge that is basically an explosive item that can be
placed on any surface. This H.E. Charge must be activated and/or deactivated
with the pliers. While the Engineer has an infinite supply of these charges, he
must wait a short while before he can deploy a new one.
Available Inventory:
1) 1x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun
4) 2x Frag Grenades/2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades
5) H.E. Charge
6) Pliers
Recon
The Recon class has one role; Support. Hes there because its the only
class that has access to long-range weapons, which can provide great support
with a much smaller risk of retaliation. The Recon is always on the move scouting
out threats and relaying them to his team. He will also act as a sort of mini radar,
displaying enemies near his position on the main map screen.
Available Inventory:
1) 3x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun/ Sniper Rifle
4) 2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades/2x Laser Tripe Mines
Field Ops
The main role of the Field Ops class is that he provides support for his
teams by handing out ammunition to any team member who requires it. He also
has the special ability of being able to call in an air strike over a certain location,
which can be very effective as it provides massive damage.
Available Inventory:
1) 1x Combat Knife
2) Pistol
3) O37 Assault Rifle/Combat Shotgun
4) 2x Incendiary Grenades/2x Flashbang/2x Smoke Grenades
5) Ammo Pack
6) Air Strike Marker
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CMC Weaponry
The CMC marines will use basic weaponry based on what is available today, with a
more sci-fi edge. Rather than sticking to laser guns and other over used sci-fi
weaponry, we are taking a more traditional approach by using bullets. The MDR
however, will use more outlandish weapons.
Pistol
The Pistol is a basic weapon used only for when your main weapon choice
runs dry. Its range is limited to medium/close encounters and it also has a shallow
clip, making reloading frequent.
Class Specific:
Medic, Engineer, Recon, Field Ops.
Clip Holds:
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10 Bullets, 30 Held.
Alt Fire Key:
Switch between Single Shot and Burst Fire.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 4 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight; Silencer, Nothing (Standard).
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.
Combat Shotgun
The Shotgun really should be kept for close encounters. A great weapon up
close, nothing packs a punch like a shotgun blast to the enemies face. The
shotgun shows its right face on tight maps where the players are close together.
On big open maps the shotgun is still a mighty contender but not nearly as useful
a weapon as the O37.
Class Specific:
Grunt, Medic, Engineer.
Clip Holds:
10 Shells, 40 Held (Grunt), 30 Held (Medic, Engineer).
Alt Fire Key:
Switch between single round or burst mode.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 2 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight.
Damage:
High at close range, weak at mid range, pointless for long distance.
Ballistics Distance:
100 meters with large spread.
Micro Uzi
Think of the Micro Uzi as like a pistol on steroids. Exact same damage and
same damage radius. Only real difference is that the weapon shoots a lot faster,
which also means that the cone of fire will increase quite a lot.
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Class Specific:
Grunt.
Clip Holds:
20 Rounds, 80 Held.
Alt Fire Key:
Switch between three round burst or fully automatic.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight, Silencer.
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.
Mini Gun
The Mini Gun is a fantastic weapon for dealing out damage in large doses.
It comes with a massive 100 round clip, which is fantastic for taking down multiple
enemies. However, with the clip being so large in size, it takes a long time to
reload.
Class Specific:
Grunt.
Clip Holds:
100 Rounds, 300 Held.
Alt Fire Key:
Keeps barrel spinning.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 5 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
None.
Damage:
Medium
Ballistics Distance:
600 - 800 meters.
Flamer
The "Flamer" is awesome for blanketing hallways and smaller areas with a
thick layer of fire. Great as a defensive weapon but also a strong attacking
weapon, the flamer in the hands of an expert can deal some serious punishment.
Class Specific:
Grunt.
Clip Holds:
N/A (Percent gauge out of 100%, holds 4 canisters)
Alt Fire Key:
Change between long distance with more fuel used, or short distance and less fuel used.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; Extra flame thrower length. Fail:
Weapon reload speed decreased "one" time.
Available Attachments:
None.
Damage:
High
Ballistics Distance:
10 meters.
Rocket Launcher
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Come on... just point at what you want gone and pull the trigger. The
rocket will spiral slightly in flight instead of being straight. It will also ark towards
the ground, and have a limited supply of fuel.
Class Specific:
Grunt.
Clip Holds:
1 Rocket, 10 Held.
Alt Fire Key:
Switch between straight shot or guided.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
None.
Damage:
Explosive damage, anything in the blast radius has instant death and instant gibbage. It has a
large blast radius which falls of quite quickly into lower damage.
Ballistics Distance:
200 meters.
Sniper Rifle
The sniper rifle is very nearly an instant death weapon. If used correctly
and you hit the enemy in the head, then the head explodes and will result in
instant death. It comes with a zoom mode, which replaces iron sights. Weapon
zooming is controlled by weapon switch binds for zoom in and zoom out. Available
Zoom Levels: Variable.
Class Specific:
Recon
Clip Holds:
10 Rounds, 30 Held.
Alt Fire Key:
Zooms in/out.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
Laser Sight; Silencer.
Damage:
High.
Ballistics Distance:
1500 - 2000 meters.
Frag Grenades
Press, cook, and throw. Repeat. If you want more, you really need to see a
doctor.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
High.
Flashbangs
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Flashbangs are none damage weapons used for distraction. Throw one into
a room and anybody looking in the direction of the explosion is instantly blinded
for a few seconds, with blurry vision for a few seconds more afterwards.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.
Incendiary Grenades
While they may not have as large a blast radius as normal grenades, they
cover a larger area, and with pure fire. Fire lasts for a few seconds and damages
anything they come in contact with, making them great for blocking off rooms.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
High.
Smoke Grenades
Smoke grenades are another distraction weapon. Throw one of these
puppies into an area and watch as the surroundings become blanketed with
smoke, making it impossible to see. The only way to see through the smoke is to
either use some thermal goggles or wait for the smoke to disperse.
Class Specific:
Grunt, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.
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Clip Holds:
3 Held.
Alt Fire Key:
Turns into proximity mine.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
Explosive radius. Instant death/gib from origin, reduced in damage as it gets further away.
CMC Items
Defibrillators
When a team-mate falls down in battle, providing he hasn't bled out or
been gibbed, you can revive him using the Defibrillators. When a player is revived,
he will come back to life with the same inventory as before, and at a very low
health, meaning he still has to find cover to recover. While the Defibrillators are
not supposed to be used as a weapon, you can "shock" the enemy if you use it on
them. It's not exactly powerful, but it's better than being caught with your pants
down.
Class Specific:
Medic.
Damage:
Low shock charge for the enemy.
Pliers
The Pliers are an Engineers best friend. They are used to arm/disarm
explosives, mines, and objectives. Keep handy at all times.
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Class Specific:
Engineer.
Damage:
None.
Ammo Pack
Drop one of these in front of a team-mate and if he collects it, he will have
one clip for every weapon he is currently carrying.
Class Specific:
Recon
Damage:
None.
Laser Sight
The Laser Sight is there for accuracy. Simply look at where the red dot is
pointing, and that's exactly where your bullets will hit. It also improves accuracy
slightly. However, when using the Laser Sight, you will become a target more
easily yourself, thanks to the glowing red dots floating around.
Weapon Specific:
Pistol, O37, Shotgun, Micro Uzi, Sniper Rifle
Reflex Sight
This is the standard scope attached to the O37. Great for close to mid
range battle, it works best with Iron Sights enabled.
Weapon Specific:
O37
Telescopic Sight
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If the player wishes, he can swap out his Iron Sight style Reflex Scope and
replace them for a Telescopic Sight. The range is more limited than a Sniper
Scope, but it does come with a three round burst when in scoped mode. However,
you do lose the ability to go into iron sights, so you either shoot from the hip or
down the scope. Available Zoom Levels: 6x
Weapon Specific:
O37.
Flash Light
The flashlight can be used with any weapon, because it's not mounted on
the weapon. Instead, it's helmet based. A simple flashlight, use it to light your
way; But don't be surprised if people see where you are. Luckily though you can
turn it on and off.
Weapon Specific:
Offhand
Thermal Goggles
Thermal Goggles display your surroundings based on heat. While the level
will mostly be cold and blue, maybe even hard to see and quite blurred, anything
warm will glow white hot, making them easy to pick out. These can also be turned
on and off.
Weapon Specific:
Offhand
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(MDR More machine now than man, more warped than you
can possibly imagine.)
Drone
Drones are the ugliest of a bad bunch of apples. While they dont have the
worlds greatest IQ, they can march into battle without fear. As such, Drones are
given the best weapons that can be created with the Marauders limited
technology.
Available Inventory:
1) 1x Shiv
2) Enhanced Bolt Gun
3) Rapid Nail Gun/Burst Rifle/Heavy Duty Bolt Gun/Incinerator/ Encased Plasma Launcher
4) 2x Shrapnel Charge/2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade
Locum
While the Medics main goal is to keep players alive, the Locum is only
interested in one thing; Parts. The locum keeps other team members alive which
mean that more Originator Humans can be killed and so more parts for the colony.
Equipped with an electric charge that shocks fallen squad members back to life,
the Locum can create pain and suffering for a small unprepared CMC group.
Available Inventory:
1) 1x Shiv
2) Bolt Gun
3) Burst Rifle
4) 2x Shrapnel Charge
5) Energy OverDose Charge
6) Recharge Shockers
Technician
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Think of the Technician as the spoilt brat in school who got everything you
wanted just because he could. Thats the Technician. Sporting the best
advancements in technology the Marauders, the Technician is more advanced
than your average Joe Locum. Dont expect these guys to be dumb however; they
are highly trained and ruthless.
Available Inventory:
1) 1x Shiv
2) Bolt Gun
3) Rapid Nail Gun/Burst Rifle
4) 2x Shrapnel Charge/2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade
5) Concussion Charge
6) Wrench
Scout
If the Technician got everything he wanted, think of the Scout as the
unfortunate brother who never got a sausage. Sporting minimal, well, everything,
the Scout has been streamlined to be as fast as possible so that he can find
enemy strong holds and retreat. He will also act as a sort of mini radar, displaying
enemies near his position on the main map screen.
Available Inventory:
1) 3x Shiv
2) Bolt Gun
3) Rapid Nail Gun/Burst Rifle/High Velocity Impact Rifle
4) 2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade /2x Location Defence
Mechanism
Infiltrator
While the CMC use bullet and projectile based weaponry, the MDR use
more energy based attacks. But that energy has to come from somewhere right?
Infiltrators contain a self-sustaining energy source that will power up his squads
weapons. These guys are the best there is when it comes to attack. Built from
fallen CMC marines Yes, BUILT These guys look evil in ways no other Marauder
can match. Nothing will make your heart stop more than seeing parts of your
fallen brothers moulded into one hideous creation.
Available Inventory:
1) 1x Shiv
2) Bolt Gun
3) Rapid Nail Gun/Burst Rifle
4) 2x Fusion Grenades/2x Burst Charge/2x Combustive Smoke Grenade
5) Energy Pack
6) Target Deployment Beam
MDR Weaponry
The MDR use whatever they can find, and if they have to rip something apart to
get it, they will. This means that the MDR can have weapons that are firmly based
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in reality, but look different to anything we have seen before. These guys are
scavengers, hunters, and will use whatever they can find.
Shiv
The Shiv is the exactly why you never leave a knife out in the rain. Rusty,
old, damaged, covered in god knows what The kind of thing that if you cut
yourself on chances are you would die of infection but you even bleed to death.
Which means its a great tool for an ugly Marauder to have close by his side.
Class Specific:
Drone, Locum, Technician, Scout, Infiltrator.
Clip Holds:
Player holds "one" shiv, however can collect more if found (max 5)
Alt Fire Key:
Switch between Slash and Throw
Timed Reload Boost Info:
Not available.
Available Attachments:
None available.
Damage:
Weak when slashed, strong when thrown.
Bolt Gun
The Bolt Gun is a good all round weapon if you really must use it, but I
wouldnt run into a fire fight with one unless I really had to. Its got a decent
enough range, decent enough damage, but dont bet on it saving your life.
Class Specific:
Locum, Technician, Scout, Infiltrator.
Clip Holds:
10 Bullets, 30 Held.
Alt Fire Key:
Switch between Single Shot and Burst Fire.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 4 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight; Suppressor, Nothing (Standard).
Damage:
Weak - Medium.
Ballistics Distance:
200 meters.
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Burst Rifle
The Burst Rifle uses the same technology as the Bolt gun to fire large
numbers of shrapnel at its target. Lethal if you stand in the way of this up close.
Class Specific:
Drone, Locum, Technician.
Clip Holds:
10 Shells, 40 Held (Drone), 30 Held (Locum, Technician).
Alt Fire Key:
Switch between single round or burst mode.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; 2 extra powerful shots. Fail: Weapon
reload speed decreased "one" time.
Available Attachments:
Laser Sight.
Damage:
High at close range, weak at mid range, pointless for long distance.
Ballistics Distance:
100 meters with large spread.
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Damage:
Medium
Ballistics Distance:
600 - 800 meters.
Incinerator
Using scavenged gas tanks, the Incinerator is capable of burning down the
house Seriously. Fantastic length and awesome damage radius, this is a must for
clearing out rooms and tunnels.
Class Specific:
Drone.
Clip Holds:
N/A (Percent gauge out of 100%, holds 4 canisters)
Alt Fire Key:
Change between long distance with more fuel used, or short distance and less fuel used.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time; Extra flame thrower length. Fail:
Weapon reload speed decreased "one" time.
Available Attachments:
None.
Damage:
High
Ballistics Distance:
10 meters.
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Clip Holds:
10 Rounds, 30 Held.
Alt Fire Key:
Zooms in/out.
Timed Reload Boost Info:
Success: Weapon reload speed increased "one" time. Fail: Weapon reload speed decreased
"one" time.
Available Attachments:
Laser Sight; Suppressor.
Damage:
High.
Ballistics Distance:
1500 - 2000 meters.
Shrapnel Charge
Similar to a normal grenade, a Shrapnel Charge has a delayed explosion,
which sends out hundreds of razor sharp pieces of metal. Can cut through bone
like a knife through butter.
Class Specific:
Grunt, Engineer, Recon, Field Ops.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
High.
Burst Charge
Burst Charges use a chemical which, when mixed, produces a blinding
bright light from its core. Use in a room full of enemy, stand back, and watch them
stumble about like idiots.
Class Specific:
Drone, Technician, Scout, Infiltrator.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
Not Available.
Available Attachments:
None Available.
Damage:
None.
Fusion Grenades
Throw this baby into a room and watch the fireworks. Uses amazingly hot
metal to essentially burn a target to death. Those Marauders just love to see the
enemy die in the most painful way.
Class Specific:
Drone, Technician, Scout, Infiltrator.
Clip Holds:
3 Held.
Alt Fire Key:
Rolls grenade.
Timed Reload Boost Info:
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Not Available.
Available Attachments:
None Available.
Damage:
High.
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MDR Items
Reshock Chargers
If a team-mate sustains too much damage he will fall down and need to be
revived. At this stage, a quick electrical shock can be administered to the fallen
friend to bring him back into the battle.
Class Specific:
Locum.
Damage:
Low shock charge for the enemy.
Wrench
Use to arm/disarm/construct/deconstruct objectives. Or just whack
somebody with it.
Class Specific:
Technician.
Damage:
None.
Energy Pack
This will create a small charge in all available weapons of the team mate
you give this too, which will re-supply a small amount of ammo.
Class Specific:
Infiltrator.
Damage:
None.
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Damage:
Stupidly high.
Laser Sight
The Laser Sight is there for accuracy. Simply look at where the red dot is
pointing, and that's exactly where your bullets will hit. It also improves accuracy
slightly. However, when using the Laser Sight, you will become a target more
easily yourself, thanks to the glowing red dots floating around.
Weapon Specific:
Bolt Gun, Rapid Nail Gun, Burst Rifle, Enhanced Bolt Gun, High Velocity Impact Rifle.
Iron Sight
Simple to mount Iron Sight, just stick on the top and shoot.
Weapon Specific:
Rapid Nail Gun
Telescopic Sight
If the player wishes, he can swap out his Iron Sight style Reflex Scope and
replace them for a Telescopic Sight. The range is more limited than a Sniper
Scope, but it does come with a three round burst when in scoped mode. However,
you do lose the ability to go into iron sights, so you either shoot from the hip or
down the scope. Available Zoom Levels: 6x
Weapon Specific:
Rapid Nail Gun
Flash Light
The flashlight can be used with any weapon, because it's not mounted on
the weapon. Instead, its helmet based. A simple flashlight, use it to light your
way; But don't be surprised if people see where you are. Luckily though you can
turn it on and off.
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Weapon Specific:
Offhand
Thermal Goggles
Thermal Goggles display your surroundings based on heat. While the level
will mostly be cold and blue, maybe even hard to see and quite blurred, anything
warm will glow white hot, making them easy to pick out. These can also be turned
on and off.
Weapon Specific:
Offhand
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Miscellaneous Information
Surface Types And Effects Documentation
OverDose has the ability for various scripts particle effects on different
surface types to give the game much more depth and a higher graphical fidelity.
Below we will discuss the various surface types along with the effect that will be
assigned and the situation needed for the effect to be generated. Surface types
include: grass, moss, rock, gravel, dirt, mud, sand, snow, ice, liquid, flesh, metal,
concrete, brick, plaster, clay, marble, ceramic, asphalt, wood, cork, glass, plastic,
rubber, foam, paper, cardboard, carpet, fabric, electronic, or forceField.
Grass Impact Dirt/Grass particles should spawn from the impact location.
Grass Decal Grass mostly covers up impacts quite well. A decal would be very small and
hard to see. A standard clipped decal with possible parallax to fake depth.
Grass Footstep Effects When the player walks on the grass, randomly, small particles of
grass will be thrown up from the players origin to suggest force against the surface.
Moss Impact Moss would generally be the same effect as grass, however rather than
smaller grass strands, we would use slightly more clumpy moss style particles.
Moss Decal Same as grass.
Moss Footstep Effects None.
Rock Impact Rock will produce several heavy smoke particles that rise from the impact
zone and increase in size to a much larger size than the grass particles. The smoke would last
slightly longer in the air, and also more slightly slower. To compliment the effect, small shards
of rock would be generated from the impact origin much like the grass shards, only with more
weight and possible clipped physics so they land on the ground.
Rock Decal Because rock chips away very easily, parallax is a must with regards to decals
on rock. The actual decal would be a standard clipped decal, with quite a bit of depth and chip
work.
Rock Footstep Effects Small, very light smoke puffs, nothing much because its rock.
Gravel Impact Gravel again is a very simple effect, much the same as the previous effects.
Much like Rock, gravel will create larger and more smoke particles when shot and the
particles will last longer than grass impacts. To compliment the effect, several large particles
will be drawn with the same physics as the rock debris, only with no clipping. This texture
should have various dotted fine gravel features, to give the illusion of spray. The colour of the
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smoke would be more of a finer grey than the previous examples, where as the gravel would
be a static grey.
Gravel Decal Gravel when shot carves out a small mound in the surface, so again parallax
could come in handy to finish the effect. A standard clipped decal otherwise.
Gravel Footstep Effects When walking on gravel, smoke should be kicked up, more so than
rock. Also, smaller finer particles of gravel should be shot upwards and away from the players
origin. Using a parallax shader we should also look into footstep effects to fake the illusion
that a person has stepped onto the surface.
Dirt Impact Dirt is very much the same effect as gravel, only with finer texture work on the
debris texture. Obviously the smoke particles would take on more of a brown colour tint, as
well as the dirt debris.
Dirt Decal Must the same type of feature as gravel; the decal would be a mound shape in
appearance and make use of parallax.
Dirt Footstep Effects Slight smoke; more akin to that of the rocks footsteps smoke would
be used here. Also make use of parallax on slight footstep decals.
Mud Impact Mud is a copy of Dirt, however the mud debris texture would be much more
heavy and clumpy. The mud debris would also have its own decal generating system so that
when the mud debris hits a surface, it stains it with its own decal. This suggests that the mud
itself is alive and wet, and is producing feedback when shot.
Mud Decal Very close to that of Dirt only much larger.
Mud Footstep Effects Mud splat would come directly from the players feet, but because of
the high frequency of these they would not generate decals upon impact of be clipped. Of
course deeper footsteps would be needed.
Sand Impact Sand is a copy of Mud, however the smoke colour will be much more
orange/yellow tinted, and the debris will be more fine, but still create its own decals upon
impact.
Sand Decal More of a mound like effect to suggest the bullet tunnelling into the surface
using parallax.
Sand Footstep Effects Kicking up a lot of smoke and sand particles while walking over the
surface is a must, as well as a deep footprint.
Snow Impact Snow will not contain any smoke, however quite a lot of snow itself will be
thrown up. Very close to how liquid would behave, but more solid and clumped together. As
with mud, the snow particles would be generate decals upon impact.
Snow Decal More of a mound like effect to suggest the bullet tunnelling into the surface,
using parallax.
Snow Footstep Effects Just like mud, the effect would be more clumped together, however
again no decals or collision. Footsteps are 100% a must here just like sand.
Ice Impact When Ice is shot, it will act like glass, cracking, and throwing ice shards into the
air. The ice shards will have physics so they land on the ground near the impact area.
Ice Decal More of a cracked effect. Maybe we can experiment with parallax here too so
that the ice really does look damaged?
Ice Footstep Effects Nothing at all, no footprints.
Liquid Impact Water is obviously going to crate a small plume shooting upwards, with a
few water droplets coming off it.
Liquid Decal Liquid isnt solid, so will not feature decals as such. Instead we will create a
small wake at the impact origin, and using fragment and vertex programs, make it look like
the water is wavey.
Liquid Footstep Effects A small wake following the players origin to make it look like they
are wading through water, as well as a few splash effects too.
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Flesh Impact The same effect that happens when you shoot a player. Various blood
particles are spawned from the origin with a slight blood puff as well. Each blood decal that
impacts a surface creates a new decal.
Flesh Decal Small wound, no parallax.
Flesh Footstep Effects Nothing. I think the squelching sound will be more than enough.
Metal Impact Slight smoke effect, however the effect will come from its sparks. Two types
are spawn, one type is the classic streaky spark, and the other is smaller, round sparks which
have physics and collision.
Metal Decal Using parallax we can create the illusion the metal has been dented in slightly.
Also, for around a second, a bright glow will appear at the impact origin.
Metal Footstep Effects None.
Concrete Impact Much the same as mud again, however with concrete instead. Larger,
more visible smoke particles.
Concrete Decal Larger crack and hole decal using parallax.
Concrete Footstep Effects None, maybe slight random smoke puffs like rock.
Brick Impact Same as Concrete, only with less pronounced smoke particles.
Brick Decal Large chipped decal.
Brick Footstep Effects None, possibly smaller smoke particles every so often.
Plaster Impact Same as concrete, but with larger particles.
Plaster Decal Larger plaster holes with larger chunks of the wall chipped away, using
parallax to add some depth.
Plaster Footstep Effects Same as concrete.
Clay Impact As mud, only grey, with a clay theme.
Clay Decal As mud, only grey, with a clay theme.
Clay Footstep Effects As mud, only grey, with a clay theme.
Marble Impact Same as glass.
Marble Decal Same as glass.
Marble Footstep Effects None.
Ceramic Impact Redder smoke particles, lots of ceramic chippings.
Ceramic Decal Average size holes and cracks.
Ceramic Footstep Effects Same as concrete.
Asphalt Impact Same as concrete only with an Asphalt theme to the particles.
Asphalt Decal Again, same as concrete, but with Asphalt textures.
Asphalt Footstep Effects Smaller smoke particles every so often maybe.
Wood Impact Same as grass, only replace the grass particles with wood chippings.
Wood Decal a wooden hole with possible wood splinters sticking up from it.
Wood Footstep Effects Very slight smoke randomly.
Cork Impact Same as wood, only with a cork texture.
Cork Decal Same as wood, only with a cork texture.
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Player Ranks
As players shoot, kill and complete objectives, they gain additional points
that will increase his/her rank. These ranks are reflected on both the scoreboard
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in-game, and on his profile screen. Ranks wont award you with any new ability, as
we deem that to be unfair, but could award the player with additional
appearances. At the end of the day, Ranks are included for bragging rights. The
available ranks are: Private, Lance Corporal, Sergeant, Staff Sergeant, Gunnery
Sergeant, Master Sergeant, First Sergeant, Master Gunnery Sergeant, Sergeant
Major, 2nd Lieutenant, 1st Lieutenant, Captain, Major, Lieutenant Colonel, Colonel,
Brigadier General, Major General, Lieutenant General and General.
Target Platforms
OverDose has been created for next generation systems only, meaning
that we are targeting high-end PCs and xbox 360/PS3. While the PS3 isnt on our
list of options, the xbox 360 is due to it being much easier to port to. Of course, as
more options become available, we will decide then if its financially viable.
Currently OverDose only works on Windows XP/Vista.
System Requirements
Minimum:
CPU: AMD Athlon 64 3000+ or Intel Pentium 4 3.0 GHz
RAM: 512 MB (1 GB for Windows Vista)
Video: ATI Radeon X800 Pro or NVIDIA GeForce 6800 GT with 256 MB of onboard memory
and full OpenGL 2.1 support
Sound: Windows compatible sound card with full OpenAL 1.1 support
Network: broadband connection for Internet play and network interface card for LAN play
Storage: To be determined
OS: Windows XP or Windows Vista
DirectX: DX8 for mouse and game controller input
Recommended:
CPU: AMD Athlon 64 X2 or Intel Core 2 Duo
RAM: 1 GB (1.5 GB for Windows Vista)
Video: ATI Radeon HD 3870 X2 or NVIDIA GeForce 8800 Ultra with 512 MB of onboard
memory
Sound: Creative Sound Blaster X-Fi and surround speaker set-up
OverDose provides full support for the "Xbox 360 Controller for Windows" under
Windows XP with Service Pack 1 or later and DirectX 9.0c or later.
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