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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David demonstrates new features including rolls are less effective at moving up slopes new uniform scale, new trackball rotation, overbright option to detail objects, added normal_conform detail object parameter, added detail object angle jitter, 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):

- Rolls are less effective at moving up slopes
- Added invisible forcefield at edge of the world
- New uniform scale
- New trackball rotation
- Added notifications for out-of-date shadows, ao, nav mesh
- Fixed normal map problem with detail objects
- Added overbright option to detail objects
- Added normal_conform detail object parameter
- Added detail object angle jitter
- Undo/redo works with sun editor
- Updated angelscript and added string utilities

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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Comments
KEEP_IT_UP!
KEEP_IT_UP!

great update as always! again! man i am getting sick of typing that all the time after watching a new devlog update... ;p

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Jokerme
Jokerme

Force field is a lot better than a wall. When I hit an invisible wall I feel like "WTF, did controls break or something?" at first. Then understand it's actually limit of the level. Quite annoying. Force field is at least gentle enough to push you back slowly :D That's kinda cool.

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moci
moci

I would say level design should not allow the player to actually reach the edge. And if you would reach the edge, provide a natural barrier (a canyon, river, mountain, ...).

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Intolerance.dll
Intolerance.dll

would be hard in a game in wich ah ninja rabbit jumps that high :P

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Orac|
Orac|

You just have to be creative about it :P. Massive drops into tumultuous water, walls too tall to jump or too complex to climb, things like that. So long as they're integrated into the level in such a way as to seamlessly blend to everything else, you may not even notice they're there.

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Jokerme
Jokerme

Easier said than done.

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megaknight
megaknight

A good example would be red dead redemption

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Hell_Diguner
Hell_Diguner

You can't always create environments with natural barriers like cliffs or water, and still keep the desired appearance of the environment. This map is an excellent example.

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kijebe
kijebe

still, boy am i gonna have fun just throwing my self at it to see my bunny crumple

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xhunterko
xhunterko

Character 1: Dude!
Character 2: Whhat?!
Character 1: This game has padded invisible walls! Look! I can bounce myself off them and everything! *boing, boing,boing*
Character 2: ...*slowly backs away*

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Foof898
Foof898

You could however add an environmental hazard like a sandstorm or snowstorm with a warning that would tell the player to turn back.

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WarHedd
WarHedd

as normal im highly impressed... still cant wait for the other speices

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SinKing
SinKing

Always a pleasure to watch these vids! Seems like a lot of good features were implemented again. I know some of them from Cryengine and think especially the slope orientation can help with creating organic landscapes. Maybe you can add a random rotation for groups of objects (e.g. trees, rocks...) too, so you can just paint on large areas of ground and get a random looking result. Random is good in this case ^^

Love your game, been waiting for a long time, but still much impressed!

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BluishGreenPro
BluishGreenPro

Really nice updates. I can't believe that week after week you still make such impressive changes.

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Atlasfield
Atlasfield

Wooooww!! :D

No words, I am impressed, this week has something awesome. COngrats fur guys, wow with those rolls now I can say "Do a Barrel Roll". o3o

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Noremakk
Noremakk

So... are the physics optimized yet?

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xhunterko
xhunterko

...*holds brick over head, lets go*
*it drops*
They seem to work fine from what I see. ;)

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Dr.Impossible
Dr.Impossible

You guys are some of the most talented and dedicated devs ever, with a small team you manage to get a huge amount done every week and it always impresses, I really need to save up a bit and pre-order soon.

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The_splat
The_splat

This game is quite fun and honestly I feel its got alot of great features , however I still dream of a day when multiplayer comes to this great game..

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