Planet Descent

From the Front Page => News Board => Topic started by: Hunter on February 09, 2016, 10:28:09 PM

Title: Introducing 'OVERLOAD'
Post by: Hunter on February 09, 2016, 10:28:09 PM
Here's something new and Descenty to sink your teeth into ;)

https://www.youtube.com/watch?v=mjpf5ztwTRw (https://www.youtube.com/watch?v=mjpf5ztwTRw)
Title: Re: Introducing 'OVERLOAD'
Post by: Ionized on February 09, 2016, 10:42:48 PM
Where did this come from, it looks awesome. So now there's three Descent like games to look forward to. Any news on when they're going to launch their Kickstarter?
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on February 09, 2016, 10:52:38 PM
Soon™  :)
Title: Re: Introducing 'OVERLOAD'
Post by: PyroJockey on February 10, 2016, 08:19:12 AM
Looking forward to see this progress.

I find the timing of all this activity in the 6DOF genre to be too much for mere coincidence.

SOL Contingency was on the eve of releasing it's updated Descent game when Interplay decided the cash in on the only Descent IP it owns, the Descent name, and tried to shut down SOL Contingency and then licensing the brand to Descendent Studios.

Descendent Studios, who already had been working on their own 6DOF Descent inspired tunnel shooter, has made great progress with Descent:Underground, but it's still lacking some of the features associated with classic Descent. A lot of these are because of IP issues with Parallax. There has been talk about discussions with Parallax to acquire the right to use these assets by Descendent Studios, but no results.

Parallax pulls Descent 1, 2 & 3 off of GOG.com and Steam because of a breach of contract with Interplay. It is now impossible to legally buy a new copy of Descent. (Fortunately most of the die hard fans like myself have multiple copies and originals can still be found on eBay).

Now the original creators of Descent, Mike Kulas and Matt Toschlog, form a new development studio, Revival Productions, and are working on a new 6DOF shooter called "Overload". From all the media I've read and seen this appears to be a true successor to Descent. Since Interplay owns the Descent brand they had to call it something else, but if they own the rest of the IP the Pyro-GX may fly again.

So are all these events connected? Did the excellent work of SOL Contingency ring the cash register bell and wake up Interplay? Did the successful Kickstarter for Descent:Underground and the interest in the outstanding IP inspire Mike Kulas and Matt Toschlog to action? The whole thing reads like a script to a bad soap opera.

Pass the popcorn.
 



Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on February 10, 2016, 02:55:20 PM
(http://www.standardconcessionsupply.com/i/2013%20Images/3_qt_Popcorn_Bowl_1.jpg)

The Kickstarter is up @ https://www.kickstarter.com/projects/2010925172/overload-the-ultimate-six-degree-of-freedom-shoote?ref=nav_search (https://www.kickstarter.com/projects/2010925172/overload-the-ultimate-six-degree-of-freedom-shoote?ref=nav_search)
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on February 10, 2016, 05:43:25 PM
Quote from: Pyrojockey
I find the timing of all this activity in the 6DOF genre to be too much for mere coincidence.

Actually makes me think of Star Wars VII (of all things).

"There's been an awakening...can you feel it?"

:P

Yes, I think it's become very clear now that the world wants the 6DOF genre back in it's life, and to bring it back in spades. And I certainly am okay with this.  8)

And Overload's already striking a vibe with me the others have not. Sol Contingency always had my interest, but it very much has that "fan-made" feel to it, and I'll admit it now that it always has had that niggling feeling in the back of my head that even if it proves to be a stellar game, it's still going to fall short of my expectations because there are simply certain things it could not do to recreate the Descent experience, as that whole cease-and-desist ordeal with Interplay proved.

Then when Descent Underground was announced, I was, as I'm sure everybody can recall, highly skeptical of it at first. I admit this now with much embarrassment because I've warmed up to Descent Underground now that it's now capturing that Descent feel that I'm looking for, but initially, I wasn't seeing anything in the footage or comments Descendant Studios was giving on the project to really show it was Descent, or even come close to it. That has since changed, drastically, (I've accepted DU into the canon now, an' ya ain't takin' that away now, mates), and I think it's going to be a great game that will do well...but even then it's getting held back because again, while I consider DU very blessed to be able to do as much as it has, it can't do more than go in the general direction of Descent because again of the dispute over the rights, and letting that go has continued to be a reoccurring problem for me.

Then there's this newcomer, Overload. I start that preview vid, and almost immediately I'm not only very impressed,  I'm thinking to myself that this is the new 6DOF game I've been looking for, the one that can carry on Descent legacy without any question. Heck, at one point in that vid, I was asking myself "are we sure this isn't official Descent? It's like, so close to it already, it's not even funny!"

Better still is the fact that it's clearly emulating D1, my favorite of the bunch, and that's just added brownie points right there. :D

The timing, however, does ring a worrying tone with me. I can't help but wonder if the Parallax gang had been hoping still to get the chance to make Overload a proper Descent game, and that the recent action against Interplay over the matter was their way of trying to get Interplay to play ball on the matter. Clearly, that didn't happen.

Which of course means that all three of these games are now going to have to compete against each other, and I can feel that the stakes are rising rapidly. That competition could get very fierce very quickly if that trend continues, and I can't help but worry that, if it comes to that, it'll hurt more than help all parties involved in the end...and then where will we be?  :-\

Hopefully, though, I'm just overreacting, and everything will work out fine. But still...for the record...
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on February 10, 2016, 07:16:02 PM
It would not surprise me if Overload was intended to be the next Descent. I can imagine all sorts of behind the scenes drama. Who knows with Interplay.
Title: Re: Introducing 'OVERLOAD'
Post by: Ionized on February 10, 2016, 08:41:47 PM
Interesting that they've gone for a deformed cube approach to level design, just like Descent 1 and 2. They've got a "3d decal" thing for adding more detail and a "deformation tool" to create a round tunnel. Also interesting that they're going for the get keys and blow reactor gameplay of classic Descent. It doesn't get much more classic Descent than this.

I don't believe that this will compete with Descent Underground or Sol Contingency (at least not initially) because they're focusing on single player.
Title: Re: Introducing 'OVERLOAD'
Post by: PyroJockey on February 11, 2016, 07:28:29 AM
I don't believe that this will compete with Descent Underground or Sol Contingency (at least not initially) because they're focusing on single player.

I agree with that assessment. One of the things that will set DU apart are the multiple ship classes with unique roles and new modes of team based gameplay. I'm getting a 6DOF Team Fortress 2 type of vibe here.
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on February 11, 2016, 05:24:28 PM
Quote from: Ionized
Interesting that they've gone for a deformed cube approach to level design, just like Descent 1 and 2. They've got a "3d decal" thing for adding more detail and a "deformation tool" to create a round tunnel. Also interesting that they're going for the get keys and blow reactor gameplay of classic Descent. It doesn't get much more classic Descent than this.

That's probably the part I like best about it. They've really captured that Descent "look." As I've told people at Descendant Studios again and again on their forums, getting the gameplay down pat is only half the challenge of building a Descent game. There is also a certain visual element to it as well that makes the whole experience click together. To their credit, Descendant gets this, and they try, but they've been deliberately holding back in a lot of ways for fear of legality reasons and not having full rights to Descent.

Well...look at Overload. They're looking like they're using even less of said rights and they've still captured that "look" I keep thinking DU needs more of...first try.

You taking notes, Descendant? ;)

Actually, I'm fairly confident DU's going to be a satisfactory game regardless, but it's a point I think that needs making regardless.

I'm also tickled pink for the return to the deformed cubes, if only because it's a level-building mechanism I already know backwards and forwards. I cannot wait to get my hands on the ensuing level editor. :D

Quote from: Ionized
I don't believe that this will compete with Descent Underground or Sol Contingency (at least not initially) because they're focusing on single player.

Well actually they're going to have to at least a little bit whether they want to or not, because they are all the same sort of game, emulating the same sort of past game, and all looking to turn a profit one of the others could take part of away from them.

That's not so much what I fear though, it's more of the "picking sides" that worries me, and certain fans favoring one over the others forcing it to become too...heated, and dragging everybody into the needless mess. I saw that happen with Rebirth and D2X-XL (only to the detriment of both, IMO), I know it can happen in the Descent fanbase...I'm not keen to see it happen here

I also can't help but think that Revival OR Interplay's intent behind starting a new 6DOF game when they both did, in such close succession, is directly meant to be competition for the other.

But I'm going to cross my fingers and hope for the best. You're all probably right, and I'm just overreacting. :)
Title: Re: Introducing 'OVERLOAD'
Post by: Infamus on February 12, 2016, 12:11:59 PM
TBH I think D:U should be different, as it takes place long before Descent in a different environment with people flying drones remotely in heavy industrial mining operations, as opposed to abandoned mines or secret military test sites with decaying walls, where all of the old equipment has been salvaged by the now sentient mechanoids, and all other memoirs of their enslavement. It makes sense and is quite fresh, and I think they should stick with it. The flight controls and weapon systems are about the only thing I think would benefit from taking a hint from the old games.

Retrovirus is another 6DOF but it is vastly different from any of the original D trilogy, and SL0, despite being almost directly inspired by Descent, weapons included, has a fresh take on the environment.


On the more political side, Kulas and Tosch said they've been working since 2014, which means they've been at it lonnnng before SL0 and D:U were even a thing. The only true 6DOF games that were released during that time are Retrovirus and Diaspora, the BSG total conversion for FSOpen. Yes, Kulas is well aware of HLP and the FSO team.

I think they've always been working on it, but it was going slow up until the new post-S&D Sol:C, SL0, D:U, and maybe even Elite:Dangerous' CQC and Star Conflict (it's 3rd person, but you can move and even AB in any direction). They're riding the hype, but not because of the money or fame - it's inspired them to really get into making this game that they've always wanted to make, because they know there are still people out there playing these kinds of games. Even more so now, as there are more people in gaming that have gotten used to motion-intensive games, especially something like Warframe.

By the way, Sublevel Zero was originally just a Ludum Dare game {Link} (http://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=29064), back in April 2014. It has the most innocent history of the lot from what I can see. Above I was talking about the commercial release SL0, not the original Ludum Dare.
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on February 12, 2016, 06:17:06 PM
Quote from: Infamus
TBH I think D:U should be different, as it takes place long before Descent in a different environment with people flying drones remotely in heavy industrial mining operations, as opposed to abandoned mines or secret military test sites with decaying walls, where all of the old equipment has been salvaged by the now sentient mechanoids, and all other memoirs of their enslavement.

True, BUT just because it's taking place before D1 doesn't mean it wouldn't still have the same visual cues of things that are still in the process of being developed INTO what they are shown in D1. It really should be approached with a sense like how Valve approached the Cave Johnson era of Aperture Science in Portal 2--take all the staples of Portal and figure out how the same things would've worked years before with older tech. So it should be, I feel, with a Descent prequel. And to be fair Descendant Studios has done that...but only to a certain extent, and with only certain things. Honestly, they could do more, but seem to prefer to err on the side of caution because the potential legal issues and thus hold back.

But more importantly, there's also a marketing aspect to it as well. I fully respect Descendant's want to take Descent in new directions and try new and original things that they come up with, which I'm not against, but also consider that Descent had been more or less off the market for sixteen years until DU appeared on the scene, and people who are familiar with it are going to be looking at it, expecting to see something they saw in games past, if only to reassure them that it is indeed the same sort of game they knew of old. But DU hasn't been pandering to that too well, and it legitimately has turned some Descenters away from it because of it. Indeed, I still get a large sense of skepticism from the Descent fan base on a whole in regards to DU.

Whereas look at Overload, where I've found that pretty much all of the comments on it that I've found thus far have been almost overwhelmingly positive, with many remarking that they can readily see Overload has something the others do not, and I swear to you it's because of that visual element. It not only feels like Descent, it also looks it too, and people are reacting very warmly to that. And, again, Overload appears to be spinning itself as only Descent-inspired, and not actually related to it, meaning it'll be using less direct Descent references than DU will be...and it still looks the part for a Descent game regardless.

If the Descent knock-off can do that better than the official title, then frankly there's something not clicking here.

But I really don't mean to look hard at any of these up and coming 6DOF games, and am highly excited for all of them, and greatly hope they all succeed, DU especially. For the record, I did back the kickstarter for DU, I own a copy of the game and have played it and enjoyed it, and want to see it succeed because it's success would mean the potential of further continuations of the Descent franchise, a franchise I think still has a lot of life and untapped potential in it still...but this is still a subject I obviously feel very strongly about in regards to Descent and want it at least on the record.

As for Overload's timing, it's not so much when they started building it that was my point, but rather their timing for when they chose to announce it. I don't think they meant anything directly nefarious by it, but its definitely in response to DU. I also think the choice to confront Interplay about failure to pay certain royalties happened when it did for the same reasons.

But to be fair, I don't know the whole story, and I really shouldn't go putting words into people's mouths, so I'll leave that subject here.

Besides, I don't really think Kulas and Tosch mean any intentional harm to DU or others either, and I think they want them to succeed too, as it means they'll be continuing on the legacy they themselves started, and are proud to have been a part of. They just had their own ideas about where to take it next, and are lucky enough to get a chance to do it. In fact, I'm tickled pink they've brought the band back together; up until now I had been thinking they had all gone their separate ways and didn't really have the interest to make the effort to come back and continue anything Descent-y, but this proves me spectacularly wrong, and I love it because of what it means for the genre. :D

And anyway, I guess it's really more Interplay's reaction to all of this that's got me worried. I don't trust them to make the smart choice and to not poke the bear at all.
Title: Re: Introducing 'OVERLOAD'
Post by: Pumo on February 12, 2016, 08:52:22 PM
One way or another, even if it doesn't has the name, it screams 'Descent' all over the place.

I'm really excited and fascinated to see that it has Descent 1 aesthetics combined with today's technology.
Also to know they are using a modern cube-based engine and are focusing on Single Player, makes me scream like a fangirl, lol

D:U and SolC are really great in they own style, but Overload has the heart of a true 'Descent' game. :')

Will back it up as soon as I'm able to. Hope they will able to reach their Kickstarter goal! (crosses fingers)
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on February 13, 2016, 06:21:58 AM
Seems to me the map and enemy design looks less like Descent 1 and more like Luke's Entropy 2 set.
Would make sense.
Cool to see Brimble coming back on the music side. :D

This looks incredible.  I wish I had money to throw at it -- but I have no income till June.  Maybe I can manage to spare $20.  Maybe not...
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on February 13, 2016, 08:20:04 AM
I'm personally going to do what I did with DU; wait until it reaches the latter stages of the kickstarter and see where it stands towards meeting that goal then. If I feel it's still coming up short, I'll probably make a backing of some sort then too.

Quote from: Kaiaatzl
Seems to me the map and enemy design looks less like Descent 1 and more like Luke's Entropy 2 set.

Really? Both of the bot designs they show off make me think more of D2's PEST bot (I think it's the eyes). But then again, it HAS been awhile since I've played either of the Entropy level sets, so maybe I'd just need a refresher to see the comparison...

Entropy 2...wasn't that the one that takes place in the distant future, and the first few levels focused around a big battleship of some sort, or am I thinking of a completely different level set?  :-\
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on February 13, 2016, 01:49:28 PM
Pretty sure it was, actually.
Any game with somebody who attacks you with buzzsaws is worth supporting...
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on February 13, 2016, 05:21:57 PM
Don't hold off backing, throw everything you've got... at the kickstarter...  :P
Title: Re: Introducing 'OVERLOAD'
Post by: -<WillyP>- on February 13, 2016, 06:24:14 PM
You can add additional copies of the game to your package for $20 so buy some extras as gifts.
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on February 13, 2016, 08:09:14 PM
Don't hold off backing, throw everything you've got... at the kickstarter...  :P
Yeeeaaah, problem is I'm on leave for a college program.  I'm not earning anything back until June...
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on February 13, 2016, 09:58:09 PM
I know the feeling  - I'm skint too, but I'll still throw $25 on my card for this. I can skip a meal for that. :)
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on February 14, 2016, 10:41:44 AM
I probly will, but I'm gonna wait till the last week of the kickstarter and see how my finances are doing then.
Plus it looks like the loonie may be on the rise again... could end up spending a little less to give the same amount if I wait a bit.
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on February 26, 2016, 12:44:47 AM
No news post about this? The kickstarter kinda needs all the help it can get at this point... and I'm pretty sure most visitors to this site would love to see a new game from the original devs.
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on February 26, 2016, 08:25:42 AM
Only news I have is I pledged last week.
Title: Re: Introducing 'OVERLOAD'
Post by: Ionized on February 26, 2016, 02:16:27 PM
I pledged last week, may up my pledge depending on how things go. It's been slower than I thought it would be and they asking for half as much as DU wanted. Yes, we can all up our pledges and "give blood", but unless we can get more people into Overload it's only going to help in the short term.
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on February 26, 2016, 04:26:41 PM
Yeah, my only worry is that I'm using a prepaid card for... reasonss...
If the loonie drops more before the kickstarter is over it may go beyond the limit of the card.  I just hope if that happens kickstarter gives me a chance to fix things and give them the right amount of money.  On the flip side of the coin if kickstarter counts legally as a donation it may not be subject to sales tax, which would give me some breathing room since I did factor that into my calculations for how much I could give.
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on February 26, 2016, 05:04:07 PM
Quote from: Ionized
It's been slower than I thought it would be and they asking for half as much as DU wanted.

Yeah, I'm a bit surprised by that myself, especially given how the reaction to Overload has seemed to be practically universally very positive among the fanbase.

I noticed the kickstarter shot up pretty quickly in the opening days, though, so I'm thinking it might do it again later on as it gets nearer to the end.

I've thought about trying to spread the word myself, but all the places I frequent on the web I could do that at that would really get the needed viewing by the relevant people already have announcements about it.

I personally haven't yet donated to the kickstarter, but I fully intend to. Still 13 days to go. I've got time. :P

Actually, I admit I just haven't gotten around to it yet. ::)
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on February 26, 2016, 06:25:36 PM
The amount they're asking for is apparently the same as the advance they got for the first Descent.
I get the impression that they're trying to show it doesn't take a huge amount of cash/staff to make a decent game - just a handful of talented people with passion for their work. Unlike a certain other game that is selling early access and charging monthly subscriptions for what amounts to beta testing...
Title: Re: Introducing 'OVERLOAD'
Post by: -<WillyP>- on February 27, 2016, 11:08:37 AM
I'm in now.
Title: Re: Introducing 'OVERLOAD'
Post by: -<WillyP>- on February 27, 2016, 11:19:54 AM
Found this on the Overload site:
Quote
Due to the original contract, the IP is divided between Parallax Software and Interplay.  Parallax owns a vast majority of the visual content and story, while Interplay owns the name and audio.   We all have our favorite parts of Descent and we’ll work into Overload those elements that we think make for a better game. At this point in development, we have been very focused on tools and tech and core systems. It will be easy to drop stuff in, but we need to think about how things tie together…though it would be hard to imagine no Easter eggs.
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on February 27, 2016, 08:35:49 PM
Quote
Yeah, I'm a bit surprised by that myself, especially given how the reaction to Overload has seemed to be practically universally very positive among the fanbase.

I'm not. I reckon a large portion of the DU kickstarter was funded by Star Citizen fanboys. And let's not forget about the STFU fans that were around before it became Descent.
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on February 28, 2016, 01:52:39 AM
I'm not. I reckon a large portion of the DU kickstarter was funded by Star Citizen fanboys. And let's not forget about the STFU fans that were around before it became Descent.
I'm still a bit suspicious about Interplay's involvement, they wouldn't just hand over the rights to the name without a fat paycheck in return... and if they had the money to buy those rights, why not hang onto it and reduce the kickstarter target?

It's definitely surprising to see the lack of interest in this compared to D:U, considering Mike and Matt making a new Descent game is basically the equivalent of John Carmack and John Romero announcing they're making a new Doom/Quake game.
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on February 28, 2016, 06:58:06 AM
It's like what I was saying before; interest between DU and Overload is divided, and they're both going to have to compete for attention now.
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on March 04, 2016, 09:48:04 AM
In case anyone is still sitting on the fence about backing this project: backers will be given early access to a playable demo this coming weekend (with everyone else getting it Monday, so if you're broke you'll just have to be patient).
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on March 04, 2016, 08:17:49 PM
Which reminded me; I still hadn't backed it yet.  ::) Shame on me.

Never fear, though, I have now rectified this. :)

Looking forward to this playable demo...but I am getting increasingly worried. They've only gotten to roughly a third of their goal, and donations have slowed to a crawl, to the point I have to wonder if they aren't going to make it.

I somehow doubt that's going to stop the project altogether; you don't just get the band back together and not at least try to see it through, thick or thin...but surely it'll greatly hinder it.
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on March 04, 2016, 11:51:52 PM
They've already said it will get done regardless of the kickstarter result, just that the quality of content may suffer with less cash. If I had to guess I'd say they mean the type of content that Interplay was originally responsible for - the sound effects, the music, the movie sequences etc.
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on March 05, 2016, 09:07:16 PM
So played their little demo. Here's a brief run-through for those that haven't yet.

It's a beautiful, beautiful game already. Plays exactly like Descent. Feels exactly like Descent. Looks exactly like Descent. It's literally like D1 with modern graphics, with a dash of D2 thrown in. Controls are the usual Descent controls, with the defaults being the new popular WASD set up, but the controls are easy to customize (which DU's aren't, being more technical) and uses the same straightforward D1 approach.

Has no map, so you kind of have to navigate blindly and from memory, but the levels given aren't too terribly complex.

Also has something DU (IMO) sorely lacks: flares. These, however, are little balls of light you can bounce around, and are actually really cool, especially with the lighting effects.

There's also a headlight. Like a proper headlight that actually works like you'd expect it to. Not the overpowered thing D2 used, or the neat but insufficient thing D3 used. This headlight actually sufficiently lights your way without being too much.

Did not find an energy center or a like equivalent anywhere when I expected there to be at least one, but the robots naturally drop both energy and shields (referred to as armor here, but they're totally shield orbs) you can pick up.

There were three kinds of bots to interact with. Once you figure out their manner of behavior, they aren't too difficult, but I wouldn't say they're pushovers either, and they're dangerous if you let them gang up on you. The laser bots I found especially difficult as they have impeccable aim.

The game does use the deformed cubes architecture of course, but it's detailed enough you almost forget it at times, especially in the cavern areas. And yet there were times were it was still quite apparent, and always gave me a strong nostalgic feel. Like I said, feels and looks like Descent.

And there were other little callbacks to previous Descent games. Like I said before, one of the bots reminds me very much of a D2 PEST bot, and it behaves largely the same. The levels have various trademark designs to them commonly seen in a lot of Descent levels, with a degree of symmetry to them. There are secret areas for you to find hidden behind cleverly disguised, but not too hard to see secret doors. Exits out of the levels are these portals that, while blue colored, remind me very much of the D2 secret exit portals. Object is to destroy the reactor and then head for the exit, but apparently NOT on every level (not that there were many). And destroying the reactor results in the classic "self destruct sequence activated" announcement, rerecorded with a new, techy-sounding voice, but it's verbatim, word for word, the same. No countdown clock, though, but I assume there's still a time limit of some sort.

And the textures are pretty much remastered versions from D1 too. I admit that I geeked out a little when I noticed the floor of the room I was in was using that diamond tile texture pattern I know so well from D1-D2. :D

There were three gameplay "modes" demoed. One was a sort of practice level meant to give new players a chance to get a feel for the game and to practice flying, but there are still bots in it, so it plays much like a regular level. Next mode was the normal gameplay mode titled "destroy the reactor" and is pretty self-explanatory. Basically routine Descent level objectives. Third was a challenge mode that I didn't try (want to play with the settings a bit more first because I had a little lag) but I assume would be the same levels with the difficulty upped.

The game flashes brief explanatory messages to explain key elements of the game, and how it works, but they're fairly limited and not too obtrusive, and genuinely helpful from time to time as it teaches you what to look for. They do not repeat themselves either, so I would imagine that, assuming they make it into the final game, they would be gone after only a level or two.

No cockpit and HUD was bare bones simplistic to the point it's a little too easy to ignore, but I fully expect it's just a placeholder until something more final is finished.

Suffered no crashes and found no obvious bugs.

In short, being a demo, it wasn't very long, but I had a blast playing it anyway and I think it demonstrated the game well. :) Hopefully this will do as Revival hopes and stirs a few more people to donate to the kickstarter.
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on March 05, 2016, 10:57:13 PM
My connection isn't good enough to download it :(
Were there hostages (or cryo-tubes or whatever) ?
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on March 06, 2016, 06:29:03 AM
Not in this go-around. I assume they either haven't been added to the game yet, or are planned to feature in future levels.

I realized I didn't talk much about the weapons. That's okay seeing Revival's posted a vid demoing all of them already, and I didn't really mess around with them that much, sticking largely with the basic lasers. But there was a good number to play around with, and no two quite the same. They aren't all reinventions of classic Descent weapons either, as there are a couple that are notably unique. But you still had the usual types; lasers, projectile based weapon, a sniping weapon, dumbfire missiles, homing missiles...And there WAS an equivalent to a fusion cannon included...but I didn't use it much. Because of the slight lag I was facing (I think I just had the graphics up higher than my computer could quite handle though) it made it a little hard to aim the thing.
Title: Re: Introducing 'OVERLOAD'
Post by: edaciousx on March 06, 2016, 08:43:07 AM
I'm a little worried that it's not going to hit the $300k kick start requirement...
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on March 06, 2016, 09:52:38 AM
I wouldn't worry. If you watch the kickstarter's main page there is money constantly trickling in right now, and that's only going to grow over the next few days.
Title: Re: Introducing 'OVERLOAD'
Post by: edaciousx on March 06, 2016, 12:35:30 PM
yea but it still needs 140k more to go. it raised barely 160k in 25 days...
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on March 06, 2016, 01:52:00 PM
It's true it could go either way at this point, but still...
I can't watch! :P
Title: Re: Introducing 'OVERLOAD'
Post by: -<WillyP>- on March 06, 2016, 03:56:46 PM
It does seem like a long way to go, but kickstarters tend to kick in at the last minute.


And, just played the demo for a bit on keyboard+mouse...   WOW!!! I am very impressed. Need to dust off my joystick now.
Title: Re: Introducing 'OVERLOAD'
Post by: Ionized on March 06, 2016, 11:09:45 PM
I've been playing the teaser and it's awesome. Just up'ed my pledge, I really do hope they make it. There is currently issues with the teasor not playing nice with some joysticks, Sidewinder 3D and Precision Pros in particular. Apparently this is a known problem in Unity.

I'm keen to see SolC succeed as well but given that the KS for Overload has been abit slow, I worry about their chances of securing funding.
Title: Re: Introducing 'OVERLOAD'
Post by: Xeme on March 07, 2016, 01:21:14 PM
The Overload playable teaser is available! Go download it! http://playoverload.com/playable-teaser/ (http://playoverload.com/playable-teaser/)

Please give some thought to supporting the kickstarter (https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote/).

If you are unable to pledge, please at least support via social media. Thanks again!
Facebook (https://www.facebook.com/playoverload/)
Twitter (https://twitter.com/playoverload) (#playoverload)
Youtube (https://www.youtube.com/channel/UCefZc73C3wtdKJl_HAAWXaQ)

Sorry if this is out of context, I could not keep up with the thread at work! =)
Title: Re: Introducing 'OVERLOAD'
Post by: D2Disciple on March 07, 2016, 07:15:33 PM
I've seen this one for a while now and have been meaning to give it a shot, so I backed tonight (unfortunately, only at $25 since all my spare cash is going to a remodel). Downloaded the "Teaser" (which is more like a full-fledged singleplayer demo, if you ask me), and I must say, I'm impressed. Probably moreso at this stage than D:U when it first hit early access.

My only reservation is that maybe it feels a bit too Descent-like... Which, ya know, is great for me and all the other folks wanting a truly Descent-like singleplayer experience, but I'm still hoping they'll try to set it apart a little bit down the road if it successfully funds.

With all the work that's gone into the teaser, I'm beginning to wonder if development will continue, even if just for the singleplayer campaign. It seems like they're not relying on the KS as much as they're using it as a marketing tool. $300K was a bit low to begin with, and they don't seem too worried about it being kinda on the ropes. I don't think this would have any trouble selling on Steam, though.
Title: Re: Introducing 'OVERLOAD'
Post by: Iron_Ian on March 07, 2016, 07:27:28 PM
Man need to get some more pledges! Wish I had more to dump into it.

If you guys haven't had a chance to check out the playable demo, it feels awesome. Felt just like jumping back into the cockpit of the Pyro in D1/D2. For being fairly early in its development stage still, I'm impressed by its feedback and handling. The UI so far is minimalist and I hope it stays that way, I don't like having a bunch of unnecessary clutter on the screen.

Playthrough of the Reactor Level:
https://www.youtube.com/watch?v=tM7Z9XEKMJU (https://www.youtube.com/watch?v=tM7Z9XEKMJU)
Title: Re: Introducing 'OVERLOAD'
Post by: Iron_Ian on March 09, 2016, 07:27:14 PM
Man I'm super pumped for this so figured I'd post another new update: https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote/posts/1514273 (https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote/posts/1514273)

They've added some early VR support and done some rough cockpit design. Don't have a headset to try it out myself but it looks pretty neat. You can download a VR demo here: http://media.revivalprod.com/OverloadVRTester.zip (http://media.revivalprod.com/OverloadVRTester.zip)

There's gonna be a 24-hour livestream tommorow, I'll probably be hanging out on there for a bit as ArtOfShred. Good time to ask the dev team questions and get involved! Hope to see some of you guys on there!
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on March 10, 2016, 07:53:09 AM
I see they've exceeded $220,000, so they're getting closer to that 300,000 goal. Fingers crossed!  :)
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on March 10, 2016, 10:23:31 AM
Seems like they like to use game names for their cheats this time around...
Title: Re: Introducing 'OVERLOAD'
Post by: D2Disciple on March 10, 2016, 04:01:34 PM
And they're about to cross the $250,000 Mark. Word on the street is that the sizeable German fanbase is collecting money to make a big pledge tonight, since individual credit/debit cards are pretty rare in Germany.  ;)

This thing might actually happen...
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on March 10, 2016, 05:35:48 PM
Checkor put down $1000. Not sure about the others :)

Too bad about the drama between DU and Overload fans. There is already a clear divide in the fanbase. It was bound to happen I guess. Can't we all just get along? ::)
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on March 10, 2016, 06:39:17 PM
It's silly, cuz even the devs of the two games are friendly -- Descendent actually made a pledge to Overload's kickstarter if I'm not mistaken.
Title: Re: Introducing 'OVERLOAD'
Post by: tueidj on March 11, 2016, 04:46:49 AM
See if this spreads before they give them away...
INFERNO - Invincibility (already announced on livestream)
BOMBCATS - give weapons/ammo
GIGATRON - slo-mo mode
Title: Re: Introducing 'OVERLOAD'
Post by: D2Disciple on March 11, 2016, 05:32:03 AM
No freakin' way. We're at 301K and counting with an hour to spare.  ;D
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on March 11, 2016, 06:23:20 AM
Exciting stuff! Watched the last 6-7 hours of the stream and the funding went up REALLY fast toward the end :)
Title: Re: Introducing 'OVERLOAD'
Post by: -<WillyP>- on March 11, 2016, 06:23:36 AM
Power level OVER THREE HUNDRED THOUSAND!!!
Title: Re: Introducing 'OVERLOAD'
Post by: Scyphi on March 11, 2016, 07:04:56 AM
Good golly Miss Molly, they've done it!  ;D And here I was, genuinely thinking they weren't going to make it for awhile there. Silly me.  ::)
Title: Re: Introducing 'OVERLOAD'
Post by: Pumo on March 11, 2016, 08:21:31 AM
Yesss, they made it! It's a good day to celebrate for the resurgence of the 6DOF genre.  8)
Title: Re: Introducing 'OVERLOAD'
Post by: Ionized on March 11, 2016, 12:32:45 PM
I got to admit that for a while I didn't think they'd make it. Awesome that they did. Now the hard part... waiting a year for it to be released.
Title: Re: Introducing 'OVERLOAD'
Post by: Kaiaatzl on March 11, 2016, 06:53:25 PM
Will just have to content myself with Doom in the meantime.  After May that is. :-/
Title: Re: Introducing 'OVERLOAD'
Post by: Eagle131 on March 17, 2016, 09:02:56 PM
Go ahead and hang me, but I think the tiny little 'demo' of Overload is way cooler than Underground.
Title: Re: Introducing 'OVERLOAD'
Post by: Hunter on March 18, 2016, 02:10:23 AM
It's pretty neat :)
Title: Re: Introducing 'OVERLOAD'
Post by: Matthew on March 27, 2016, 10:47:15 PM
I was so skeptical I was hitting the back button before the video even loaded, but then I heard the first couple notes of the music and I had to go back and watch it. For me the most memorable part of 1 and 2 was the music, and this trailer rang just enough of a bell to strike my nostalgia. I gotta say this looks pretty great. It reminds me very much of what I loved of the originally games, in a way that other revivals and fan-mad remakes just haven't. I really hope this one actually comes through to completion!