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.
Check out the latest devlog video to see David's new features including weapon pick-up animation and initial detail object support.
This week I added some new pottery to Overgrowth (which you can preorder here). The pottery will be useful for general props in a lot of areas of the...
This week for Overgrowth, I started on the shops. One nice thing about this set is that many of the things I make for it will usable as general props...
New features including subpixel stippling for smoother motion blur on new graphics cards, decal color tinting, keyboard keys to pick up and drop weapons...
Inside is Aubrey's latest HD art asset video including a timelapse drawing and a number of new assets for the alpha.
New features including spear attacks and stances, weapon motion blur, cut lines (like cut planes but for stabbing), merging shadow decals, glaive slashes...
Check out this HD art asset overview of the new art assets for the arena and some other awesome work.
New features including cut planes for blood drip from sword strikes, softer blood splat lighting, blood is shadowed properly by environment, blood drips...
New features including a new soccer kick, smoother movement around ledge corners, smoother rotation interpolation into ledge grab, more accurate collision...
New features including one-handed climb for extra reach, smooth transition into ledge grab, better arm IK on uneven ledges, flail while falling at dangerous...
New features including improved weapon animation hand/weapon sync, weapon stances can be mirrored, blood splatter sounds for sword hits, decals for blood...
Tapio mentioned earlier that he would be doing some short "making of" videos for Overgrowth sound effects, and he just finished the first one. You can...
New features including dog broadsword and bastard sword attacks and animations (with placeholder blood), material definitions for all alpha terrains...
Aubrey started prototyping the arena -- check out this video dev log for an overview of the latest art asstes.
New video showing new features including material weapon impact sounds, distant weapon impacts have low pass and delay, sharpness map for cat weapons...
Aubrey finished the "sphere" crete set and started doing concept art for a new arena set. Check out his video log inside!
New features including dripping blood on characters, blood stream particles, particle interpolation for smooth slow motion, "," key to cut throat, script...
New features including new attacks: knee strike, roundhouse, jab, right cross, material hardness affects falling damage, ragdoll damage based on location...
New features including an initial standing up animations from ragdoll (timelapse of animation process inside), smooth morph target interpolation, falling...
This week for Overgrowth Aubrey finished the "hex" crete set, and various other assets -- check inside for a video demonstrating all of the new art!
David created this video showing how the character animations looked before they were more polished (still not done yet) the results are quite interesting...
This week David focused on making the game more playable!
This week Aubrey explores some more controversial decisions in Overgrowth's art direction! Click inside for an HD video.
This week focuses on more of David's AI progress complete with some new, neat AI visualizations. Check inside for the alpha video!
Aubrey has created a new video outlining all of his art progress for this last week.
This video devlog features a bunch of AI development, along with neat visualizations to see exactly how it works. HD video inside!
Markuss is an extremely talented and prolific Overgrowth modder who has really set the bar for Overgrowth modding. Click inside for a 1080P video.
New features including creating waypoints with save/load/undo/redo functionality, connecting waypoints, connecting characters to waypoints, read path...
This week Aubrey shows off a new weapon in the engine, along with the modeling steps it takes to get it there. He also did more work for the Snowblood...
This week I introduce a new faction of rabbits that will be appearing in Overgrowth and add a few more pieces to the previous "hex" set of crete I was...