The Phoenix Engine is under development by Wolfire Games, it's being used to power their upcoming game Overgrowth. The Phoenix Engine aims to be easily modable and user friendly, it has built in support for rigging, animating and scripting.
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Here is the latest in our new Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.
Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.
The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):
- Different arena game types; weapon spawns
- Player is handled as just one more arena fighter
- Added arena team colors
- Added multiple rounds for unarmed arena matches
- Added more levels to main menu
- Tintable Turner texture
- Blunt damage can cause face cuts
- Active block catches thrown weapons
- AI can dodge knife attacks
- Improved wounded stances while holding weapons
- Cannot passive block attacks from behind
- Added "ground aggression" parameter so low-level enemies are less likely to hit grounded opponents
- Added active block knockback
- Added "meta event" system for handling high level arena logic
- Added support for levels with no terrain and no sky
- Improved texture conversion speed on Linux
- Fixed challenge level logic
- Fixed "display text" hotspot
- Added "No Save" parameter so that temporary objects are not saved
- Added new temporary arena level
- Fixed leaked file handles
- Ctrl-shift-a selects all objects of the same type
- Fixed problem with group ids and colors
Thanks as always for all the support! See you guys in IRC and the forums.
Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage...
HEllo, you said your engine is very friendly for modding, so, will it be possible to modify terrain by using some brushes or terrain tool? Also you can modify your level in real time or off line only?
The terrain is edited using heightmaps, which at the moment you can't edit in engine. It's probably codeable, but for now they have to be edited externally. Wolfire are using a third party terrain generator, terragen or geosculpt or something, to make their maps.
i've preordered it and u really can modify terrain colour and other things///even add or remove elements like rocks, wood and other things like weapons and AI controled ragdolls :) it's actually verry good and i can't wait for it to be finnished :)
this engine would be great for platformers.
(buried)
This engine would be great for a naruto game!
HEllo, you said your engine is very friendly for modding, so, will it be possible to modify terrain by using some brushes or terrain tool? Also you can modify your level in real time or off line only?
thank you!
The terrain is edited using heightmaps, which at the moment you can't edit in engine. It's probably codeable, but for now they have to be edited externally. Wolfire are using a third party terrain generator, terragen or geosculpt or something, to make their maps.
i've preordered it and u really can modify terrain colour and other things///even add or remove elements like rocks, wood and other things like weapons and AI controled ragdolls :) it's actually verry good and i can't wait for it to be finnished :)
What and what version of graphics libraries this engine use?
You mean the main one? Built on the top of OpenGL, AFAIK.
Nice engine, very cool. Where download this engine? Or purchase?
you can get your hands on the alpha builds if you pre order Overgrowth ;)
It's TBD so i don't think u will get it