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.

Post news Report RSS New Overgrowth a126 video devlog

New features including an initial standing up animations from ragdoll (timelapse of animation process inside), smooth morph target interpolation, falling damage in ragdoll and non-ragdoll modes, character rotation in editor, new ragdoll sounds and more!

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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):

- Initial standing up animations (from ragdoll)
- Added falling damage in ragdoll and non-ragdoll modes
- Added character rotation in editor
- Smooth morph target interpolation
- Added new ragdoll sounds
- Better active ragdolls in tight spaces
- Fixed Mac crash on quit
- Fixed decal copy-paste and grouping
- Can no longer 'win' if there are no enemies in the level
- AI only investigates noises caused by the player
- Fixed visibility check when visibility rays are enabled
- Added ice footstep sounds
- Config.txt saved to write dir instead of program dir

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
Parker:
Parker: - - 212 comments

Dude, i love the corpse displacement xD

Still very impressive, great job !

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ponpat
ponpat - - 129 comments

"so please stand up, please stand up!" (Just remembering a song, don't know who made it anymore and how it was called :/ )
Like you said in the video the standing up was requested very much. And (no joke) if now the "hold right mouse button to win every fight again singel enemys" gets removed, your game would be full playable. Okay, NPSs react slow, do not jum and there are some bugs ("dancing" while holding yourself at an edge).
You took a long journey and week for week you make me think again "wow what a progress for just one week". But this week imho it was one of the last steps to make overgrowth to a real game. There is still much space for finetuning but from now on, I say "You guys did not destroy the hopes I had on you from the beginning".
Congratulations (even if it is not really finished xD)

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Darthlex
Darthlex - - 1,050 comments

Eminem wrote: So won't the real Slim Shady please stand up, please stand up, please stand up!

~ The Real Slim Shady

...... Back on topic!

Really great job on the feel of the animations - I am just patiently waiting for more stable 'n long-lasting builds, before I start trying to mod :p

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Renay
Renay - - 210 comments

lol how can you forget eminem made that

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Wesley
Wesley - - 301 comments

Love watching your development videos, nice stuff. You seem to invest a lot of your time in this project ;)

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kazumo
kazumo - - 1,174 comments

Nice updates...you're working hard at this game, congrats.

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Theon
Theon - - 713 comments

I feel compelled to pay once more, as this is the most realistic and innovative **** I've seen in decades.

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DuckSauce
DuckSauce - - 969 comments

Thumbs up!

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medve
medve - - 1,475 comments

overgroth bunny flys low to avoid radar detection at 0:37

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KEEP_IT_UP!
KEEP_IT_UP! - - 1,444 comments

great update, again again and again :D
WHEN THERE'LL BE ANOTHER NEW PRE-ORDER PRICE DEAL ? ;)

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Orac|
Orac| - - 896 comments

Ouch! Those falls look really painful.

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MarcusM
MarcusM - - 158 comments

Any news for us Linux addicts?
Awesome work on the awesome features (:

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ponpat
ponpat - - 129 comments

Overgrowth uses Awesomium (hope I spelled it correct) which is going to get a Linux-Library in the future, so when this is getting a Linux Version or if Overgrowth is ported to another library with the same functionality which works on linux (afaik that is currently worked on) there will be a Linux version asap.

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MarcusM
MarcusM - - 158 comments

I know Awesomium was their main issue, but they were messing with Berylium as well. I just don't think they ever told us what they decided to use, and why/why not.

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Tomwill
Tomwill - - 24 comments

I like how its going so far, but while playing i notice you die way to easily wen rag doll falling. it makes sense wen u land on ur head and ur knocked out but it seems unrealistic and annoying wen u land on ur feet and become knocked out (the controlled fall is fine though) c:

I should probably talk on the forums about this but I think you should work on the enemy AI for next week. like how they cant jump yet?

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deniel777
deniel777 - - 91 comments

Congrats!

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KarimIO
KarimIO - - 2,317 comments

STOP BEING SO AWESOME - It makes you impossible to compete with.

On the other hand, KEEP BEING AWESOME! Overgrowth looks so awesome. It's extraordinarily inspiring and gives me ideas of how to complete an engine. After getting the Valve Complete Pack and Natural Selection 2, this is definitely my third choice.

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Cossack-HD
Cossack-HD - - 1,526 comments

Standing up animations... Finally! It's rally nice... But why developers did not use X-Box Kinnect to animate stand up?oO
Game is really close to relise...

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Lazy6pyro
Lazy6pyro - - 501 comments

Even if it's just using multiple Kinects, it's still expensive (but far, far less expensive than other motion capture rigs). However, you spend probably just as much time (if not more) cleaning up the point cloud data and morphing them to the rig (remember, most characters in Overgrowth appear to be humanoid but have different proportions than humans) as a seasoned animator would by just doing keyframe (traditional) animation.

Without a dedicated mo-cap arm, like some of the larger studios have; it's just way more effort for a marginally better animation than what a seasoned animator would produce.

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yourgrandma
yourgrandma - - 68 comments

key framed animations always look better and give the animations more character. Motion captured animations usually look a little stiff and you have to go back and tweak it quite a lot to make it look realistic. Plus the developers lack of bunny ears makes motion capture that much more challenging :P

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RaPtUrA
RaPtUrA - - 18 comments

I want a kip up as a standing up animation for the better enemies:D

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PIINPOIINT
PIINPOIINT - - 33 comments

Looks finished... game please :)

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FadeWalker
FadeWalker - - 6 comments

@PIINPOIINT I thought the same thing at the end of the video! They have flexed their technical muscle and shown their artistic sensibility. Now lets see what kind of story tellers they are !

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SolidFake
SolidFake - - 1,200 comments

looks much better, and the game looks also a lot more polished with it

and ouch, that was one hell of a jump ^^

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