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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This week, David focused on adding weapon throwing support. Check inside for David's latest alpha video, which includes a large hammer being dropped on a rabbit.

Posted by jeffr on Jan 16th, 2012

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):

- added basic knife throw auto-targeting and controls
- added knife throw animation
- getting hit cancels knife attack
- knife attack faces towards target even when running
- fixed bug with mirrored knife slashes
- fixed problem with choke animation when holding a weapon
- added blunt item-character collisions
- added support for multiple detail object layers
- added support for solid detail objects
- added wood/metal material lines for all weapons
- thrower velocity affects throw force
- throwing weapons in air pushes thrower back

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
Angerfist219 Jan 16 2012 says:


+4 votes     reply to comment
MarcusM Jan 16 2012 says:

Any news on the Linux support?

+3 votes     reply to comment
jeffr Author
jeffr Jan 16 2012 replied:

It is currently under active development by Edward Rudd (of Amnesia Mac / Linux fame). Not ETA though!

+3 votes   reply to comment
CloneWarrior85 Jan 16 2012 says:

Really nice update, i think i'm really going to love my knifes :D

+3 votes     reply to comment
SliderFF Jan 16 2012 says:

lol, first hammer fall make me laugh)
and what about network? i see so much fun on arena maps)

+8 votes     reply to comment
kijebe Jan 17 2012 replied:


+1 vote     reply to comment
Renay Jan 16 2012 says:

can you make the weapons stick in the enemy after you threw them?

+1 vote     reply to comment
xalener Jan 16 2012 replied:

Dude he just said... they're worki-- **** it.

+7 votes     reply to comment
Flash112 Jan 16 2012 says:

STOP...Hammer Time! ;D

+5 votes     reply to comment
bikkebakke Jan 16 2012 says:

Hmm, just... what if you throw a weapon just randomly to find out if someone is close, can it be used to abuse sneaking system?

I mean, someone is sneaking and I don't know where, so I just throw my weapon and due to the auto-aim system he throws against the sneaking person or can you only throw against enemies that has a known presence.

+6 votes     reply to comment
moci Jan 16 2012 replied:

It's easy to limit the system by using a couple of restrictions:
- line of sight
- distance
- ...

+4 votes     reply to comment
BluishGreenPro Jan 16 2012 says:

Looks good so far but, will you ever add some animations where a character flinches or puts their hand across a wound? It looks weird to see them just get cut up without really reacting.

+6 votes     reply to comment
SabreXT Jan 16 2012 replied:

I agree, but it would depend how well trained they are. Also, I've variations on stories of people being cut or stabbed and not noticing until they felt their clothes getting wet.

From a gameplay stand point, it could end up with a case of stun locking your enemies. So any kind of flinching system would have to be limited.

+3 votes     reply to comment
Suduki Jan 17 2012 replied:

That's mostly because of the adrenaline, which doesn't "activate" at the right time if you are inactive. So if you get ambushed, it would hurt a lot more than in an actual fight.

So might just make the animation, no matter what 8D

+2 votes     reply to comment
SabreXT Jan 16 2012 says:

Is it me, or does he sound happier in this than usual?

Make sure the AI doesn't always run for the weapon, as it could be used to exploit. Even if it is to just distract the guard with a shiny while you run away or hit him in the back.

On a related note. I'm all for a telekinsis mod. :)

+4 votes     reply to comment
xalener Jan 16 2012 says:

This throwing mechanic could be infinitely useful for other **** too. Using rocks to distract guards and the like.

+2 votes     reply to comment
sajber Jan 17 2012 says:

I want dismemberment!

+1 vote     reply to comment
Halfmoon Jan 17 2012 says:

I feel like it shouldn't have auto-targetting, but a button that locks on to a target. Helps with melee as well.

0 votes     reply to comment
macacos2 Jan 17 2012 replied:

It worked fine on Lugaru, though.

+2 votes     reply to comment
Atlasfield Jan 17 2012 says:

Throwing hammers? OwO

lol sounds crazy but... is Ok. x3

Only upgrade the physic, I feel the hammer go very "light", maybe need less range of fly when you drop it (same with swords and large weapons), well is my opinion.

+1 vote     reply to comment
Hoizen Jan 17 2012 says:

Some crazy mesh stretching on the hand at 0:30

+1 vote     reply to comment
yourgrandma Jan 20 2012 replied:

if you got hit by a hammer at 200 mph your mesh would stretch as well.

+1 vote     reply to comment
Hell_Diguner Jan 18 2012 says:

This was quite an entertaining devlog. Something funny happened every other scene.

+1 vote     reply to comment
Macrobius Jan 18 2012 says:

lol'd @ the end

+2 votes     reply to comment
Fxor Jan 22 2012 says:

haha the end :P

+1 vote     reply to comment
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