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| 2010 | ![]() |
NavMeshes | ||
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| 2009 | ![]() |
Overlord 2 | ||
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| 2007 | ![]() |
Overlord | ||
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| 2005 2004 |
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Mecha-Tron | ||
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| 2003 | ![]() |
Ablaze V.I. | ||
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| 2002 | ![]() |
Morph Cube | ||
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| 2001 | ![]() |
LDEye | ||
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| 2000 | ![]() |
Roboman | ||
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| 1999 | ![]() |
Photon 3D | ||
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| 1998 | ![]() |
Talx | ||
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| 1997 1994 |
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Ablaze | ||
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| 1993 | ![]() |
Stracon 2 | ||
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| 1991 | ![]() |
Stracon | ||
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My professional involvement with the Overlord project started very early on, right after Triumph Studios signed with Codemasters. Initially, we converted and finalized the basic tool-chain from Triumph's previous Age of Wonders series from Delphi to C++, for better performance and the necessity to develop cross-platform for the Xbox 360.
Overlord is primarily a single player action adventure game set in a fantasy world, laced with a dark sense of humour. The main differentiating factors were: playing the 'bad guy' Overlord (= user avatar) and that the majority of interactions with the game world are done 'indirectly' using an army of 'Minions' (= software agents). An essential gameplay mechanic is 'sweeping' whereby the user can move the army of minions completely independent from itself in order to have them attack distant targets and/or perform other sorts of interactions with the environment.
My work on the Overlord project focussed primarily on gameplay development:
| Core gameplay mechanics | Player avatar control, target-locking, Minion controls. | |
| Game A.I. | Behaviour systems for software agents: | |
| Navigation | Dynamic obstacle avoidance, path-finding, A* algorithms. | |
| Visibility/perception | Target acquiring and prioritizing, simple group dynamics. | |
| Interaction | Agents that push buttons, push objects out of the way, team-up to carry large objects around, agents that rescue and revive their fallen comrades. | |
| Combat mechanics | Chasing, surrounding, enemy avoidance, attacking blind-spots, jumping and grabbing onto other agents to deal damage, defending the Overlord, auto-aiming. | |
| Physics | Collision detection, projectiles, pseudo-physics (for gameplay). | |
| Dynamic environments | Generic state objects for creating levers, bridges, collapsible buildings, etc. | |
| Scripting | Exposing gameplay functionality using Lua. | |
| Tool programming | Many gameplay features were data driven, providing hook-ups for script-events and sound-effects, maintenance. | |
| General performance | Optimizations and troubleshooting. | |
Because of my early involvement and the relatively small team with which Overlord was developed, I participated on many smaller aspects of the game engine in its entirety as well. Actually, it was due to the flexibility of all team members that we were able to solve major issues rather 'ad hoc', and complete the Overlord project on time and within budget.
Initially, Overlord was launched in 2007 for PC and XBox 360 in Europe and America. A DLC expansion named 'Raising Hell' was released early in 2008 separately for these platforms. Later in 2008 a PS 3 version was released world-wide (also in Japan) with the expansion integrated into it (the PS 3 port was done by an external company).
| Platform | Metascore (out of 100) | User Score (out of 10) |
|---|---|---|
| Win32 PC | 81 | 8.4 |
| XBox 360 | 76 | 8.8 |
| PS 3 | 72 | 7.3 |
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The Overlord charges his Minions into combat. |
A group of Minions push an obstacle out of the way. |
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Minions carrying a large item. |
General combat action. |
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Perception attributes. |
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Attach points used for combat. |
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Attach points used for pushing and transporting objects. |
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Meta data for path-finding of transporable objects. |