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 each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

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New features including creating waypoints with save/load/undo/redo functionality, connecting waypoints, connecting characters to waypoints, read path in script, characters return to patrolling when hostility ends and ctrl-z does not cause ragdoll anymore.

Posted by jeffr on Mar 15th, 2011

Here is the latest in our new weekly 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 weekly alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.

Be sure to watch it in HD!

The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):

- Create waypoints, save/load/undo/redo
- Connect waypoints
- Connect characters to waypoints, read path in script
- Characters return to patrolling when hostility ends
- Ctrl-z does not cause ragdoll (even though z does)

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!

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Post comment Comments
Paxton Mar 15 2011 says:

Those guards are sure energetic.
Couldn't you set speed to a variable, with, say, 10 being default and anything above that being running and anything below being walking?

The Kinect motion capture has potential, though it seems kinda cheesy. Hahah.

Looks great guys.

+1 vote     reply to comment
Dra6o0n Mar 15 2011 says:

Try this, take TWO not one kinect, and put em on opposite sides of the room, then make it capture depth on both sides...

Now imagine if you can combine 4 of these, with one on each side, and sync them into a program.

With kinect alone, poses, emotes, and stationary moves can be used maybe...

Like sleeping characters, etc.

+3 votes     reply to comment
Hboybowen Mar 15 2011 replied:

yea you need multiple kinects for a good rig much like a standard mocap setup

+2 votes     reply to comment
KEEP_IT_UP! Mar 15 2011 replied:

good point, but who gonna buy all these kinects?! ;D

nice new update clip, looking good... the running bunnys and you jumping around in the living room :>

+2 votes     reply to comment
PhillInHoles Mar 15 2011 replied:

Hell I would if it proved effective!

+2 votes     reply to comment
NightSage Mar 16 2011 replied:

The person below me thought of exactly what I was thinking lol

+1 vote     reply to comment
Dra6o0n Mar 16 2011 replied:

Cheaper than getting a studio for a high quality motion capture... The cost can rise higher than the thousands...

Also, you don't have to buy more Kinects, just borrow some from a friend since the device was sold a lot in the market.

+1 vote     reply to comment
Rich_Zap Mar 16 2011 replied:

The kinect is an active sensor, I believe it projects a particular noise based infra-red image into the room then uses an IR camera to look at how the image is distorted by the objects its hitting.

As such if you were to use more than one kinect I would expect you to get a fair amount of distortion. The more kinects you use the more distortion and errors you would get.

You would need a passive sensor to be able to double them up in the way you're describing.

+1 vote     reply to comment
janpec Mar 15 2011 says:

This game would be amazing if there would be possibility to play it with kinect.

-2 votes     reply to comment
leathery Mar 15 2011 replied:

haha except you would be tired as **** like all the time not to mention the ****** up controls

+3 votes     reply to comment
jstubbles Mar 15 2011 says:

Being a MGS employee, I'm pretty stoked to see the Kinect used in these kinds of ways. Really amazing progress you guys are making, will have to preorder soon.

+3 votes     reply to comment
moci Mar 15 2011 says:

Maybe use bezier curves instead of linear connections between the different waypoints, add a "weight" to each waypoint to control how much each waypoint "pulls" on the bezier. This way you can also slow the character down if he has to make a tight turn, and because of the curve, the turn will look a lot more natural.

+2 votes     reply to comment
dsi1 Mar 15 2011 says:

Kinect is awesome, if not for what Microsoft intended it for.

+1 vote     reply to comment
aajohnny Mar 15 2011 says:

Can we swap the physics in this to gta? These physics are top notch... well so is the whole game.

-2 votes     reply to comment
Darthlex Mar 15 2011 says:

Finally! Man, I was just so sad without my weekly Overgrowth fix =(

Goes to show that what you guys do actually means something to us fans.

On a sidenote: I had no idea Kinect could actually be useful for something ..

+3 votes     reply to comment
deniel777 Mar 16 2011 says:

If you put something across the rabbit way,the rabbit could transpires to avoid it or to jump over?

+1 vote     reply to comment
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