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!

Posted by jeffr on Feb 13th, 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):

- 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- Added notifications for out-of-date shadows, ao, nav mesh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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Post comment Comments
KEEP_IT_UP! Feb 13 2012 says:

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

+7 votes     reply to comment
Jokerme Feb 13 2012 says:

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.

+3 votes     reply to comment
moci Feb 13 2012 replied:

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, ...).

+5 votes     reply to comment
Intolerance.dll Feb 13 2012 replied:

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

+11 votes     reply to comment
Orac| Feb 13 2012 replied:

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.

+1 vote     reply to comment
Jokerme Feb 13 2012 replied:

Easier said than done.

+3 votes     reply to comment
megaknight Feb 13 2012 replied:

A good example would be red dead redemption

+1 vote     reply to comment
Hell_Diguner Feb 13 2012 replied:

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.

+4 votes     reply to comment
kijebe Feb 13 2012 replied:

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

+2 votes     reply to comment
xhunterko Feb 13 2012 replied:

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*

-2 votes     reply to comment
Foof898 Feb 22 2012 replied:

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

+1 vote     reply to comment
WarHedd Feb 13 2012 says:

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

+2 votes     reply to comment
SinKing Feb 13 2012 says:

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!

+2 votes     reply to comment
BluishGreenPro Feb 13 2012 says:

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

+2 votes     reply to comment
Atlasfield Feb 13 2012 says:

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

+1 vote     reply to comment
Noremakk Feb 13 2012 says:

So... are the physics optimized yet?

+1 vote     reply to comment
xhunterko Feb 13 2012 replied:

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

+1 vote     reply to comment
Dr.Impossible Feb 14 2012 says:

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.

+2 votes     reply to comment
The_splat Feb 14 2012 says:

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..

+2 votes     reply to comment
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