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 a168 video devlog

Check out this video from David showing off new features including multi-bladed weapons, detail textures, materials, and detail objects live update from level xml, detail objects have min/max embed and scale values, detail objects have controllable view distance, and more!

Posted by on

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):

- Weapons can stick with multiple blades
- Detail textures, materials, and detail objects live update from level xml
- Detail objects have min/max embed and scale values
- Detail objects have controllable view distance
- Fixed problem with detail objects in split-screen
- Fixed missing struggle when choking
- Fixed crash when deleting attached weapons
- Fixed problem with weapon sticking

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

Also, feel free to support us by preordering Overgrowth!

If you liked this video, be sure to subscribe below.



Track us
on ModDB (visit our page)

Please join us here too:
Facebook icon ModDB icon Steam icon Twitter icon YouTube icon

Post comment Comments
Count_Crapula
Count_Crapula - - 469 comments

Awesome

Reply Good karma Bad karma+3 votes
Angerfist219
Angerfist219 - - 329 comments

new knives look sick

Reply Good karma Bad karma+6 votes
mr_peters
mr_peters - - 136 comments

Looks awesome, nice work! ^^

Reply Good karma Bad karma+3 votes
RogerRamjet
RogerRamjet - - 1,564 comments

Nice details.

Reply Good karma Bad karma+2 votes
odysside
odysside - - 70 comments

Epic stuff

Reply Good karma Bad karma+2 votes
WarHedd
WarHedd - - 227 comments

i cant wait man. hope it dont take too long. but im only downloading when its finished. for now im watching progress. =D

Reply Good karma Bad karma+3 votes
Atlasfield
Atlasfield - - 1,119 comments

Cool effect with the grass, now only we need high bushes, interaction with trees and... flowers? (you know, an epic dead, honorific battle, great end... and maybe cute bunny blooding around red roses :3 )

Also, the wind will be something cool to work to, but I am not sure if the lag will affect the gameplay, will be cool for represent "a storm is coming" or something like.

And the weapons, weird designs but cool too, and hey, what about hurt yourself when you do not use correctly the weapon or the movements you are doing are very brute, maybe the character will interactive with his status and the form in how use the weapon: quiet, expert, green, desesperated, crazy, etc.

And well, congrats for your advances, keep it and remember we are looking you... furrys or not we are humans playing with bunnies. ;)

Reply Good karma Bad karma+1 vote
MarcusM
MarcusM - - 158 comments

Bushes and trees already move IIRC.

Reply Good karma Bad karma+3 votes
0rpheus
0rpheus - - 433 comments

I had an idea- make it so that when you throw a smaller blade (eg. dagger) into a non-vital part of the body (like arm/leg) then it doesn't kill and the victim can pull it out, but renders that limb useless, like if you throw it into someone's arm and he pulls the blade out, he can't use that arm anymore, or starts limping if you throw it into the leg

Reply Good karma Bad karma+6 votes
scottellison92
scottellison92 - - 492 comments

love it, and the running rabbit at the end topped it off

Reply Good karma Bad karma+2 votes
Dave27
Dave27 - - 262 comments

You need to make the grass "cuttable" ie when swinging a weapon at someone through the long grass a few particle blades need to break off. Also using the same code you could make some fantastic sword fights in bamboo forests :D

Reply Good karma Bad karma+6 votes
BluishGreenPro
BluishGreenPro - - 534 comments

LoD system is neat, do you get control over the placement, or is it randomly generated?

Reply Good karma Bad karma+2 votes
Dr.Goupyl
Dr.Goupyl - - 2,269 comments

You've done me proud boy !

Reply Good karma Bad karma+2 votes
Tyrell
Tyrell - - 114 comments

Love these vids, I get happy every time I see an update

Reply Good karma Bad karma+2 votes
Hell_Diguner
Hell_Diguner - - 3,645 comments

If you don't mind, I'd like to see a kukri -like knife. It's an interesting and unusual weapon, a combination of axe and scythe, which is small enough to be handled with the finesse of a knife.

Reply Good karma Bad karma+3 votes
Kark-Jocke
Kark-Jocke - - 14,681 comments

Wery nice =)

Reply Good karma Bad karma+1 vote
Tedi47
Tedi47 - - 118 comments

aawh i love those jaw-handle knives!
The tall grass also looks very fitting with the current art direction of a full animal cast. As mentioned before it will be very fun for stealth gameplay

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: