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 article RSS Feed New Overgrowth a173 video devlog

New features including initial climb/drop pathfinding AI, characters and particles can be shadowed by plant volumes, fixed animation 'sliding' bug during combat, and more!

Posted by jeffr on Mar 26th, 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):

- Initial climb/drop pathfinding AI
- Fixed animation 'sliding' bug during combat
- Characters and particles can be shadowed by plant volumes
- Removed GDC character locators and help text
- Removed "Baked shadows need update" message during gameplay

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
BlueSunsleader Mar 26 2012 says:

Amazing stuff!I'll preorder when i get the money to do so. xD

+5 votes     reply to comment
Expack Mar 26 2012 says:

DANG...0:16 brings back memories of awesome bunny-kicking combat from Lugaru for me! Can't wait to see this game fully released!

Crazily enough, the walls in the background, with their rather impressive parallax displacement mapping (or peuso-parallax displacement using normal maps, as it probably is), made we wonder if you'll be adding support for OpenGL 4.x-based tesselation - even though those textures I mentioned would probably be the WORST ones to utilize tesselation on AND you'd be developing a feature for what would probably amount to a very slim segment of your audience.

+3 votes     reply to comment
BluishGreenPro Mar 26 2012 says:

Brilliant! That pathfinding system is really neat. I can't wait to see how you improve it in the future.

+2 votes     reply to comment
KeBabKilla Mar 26 2012 says:

I just watched 'shrek' for like 100 time and I tought if you could make a granny outfit for the wolf... just a twisted idea ^^

+4 votes     reply to comment
marksman52 Mar 26 2012 says:

what happened to 172?

+1 vote     reply to comment
Arcones Mar 26 2012 says:

Throwing a knife... LIKE A BAWS! At 0:23 seconds :D

+3 votes     reply to comment
xalener Mar 26 2012 says:

This wouldn't be 172?

+1 vote     reply to comment
Pabo Mar 26 2012 replied:

I guess they just didn't get to do the video about 172, because of GDC.

+1 vote     reply to comment
Atlasfield Mar 26 2012 says:

Wow I think is the best pathfinding I ever see in videogames. :O

Will be cool see the bunny bots using jumps for attack, the AI looks hard, now imagine if tey jump and/or drop the knifes... it will rulz.

I´m glad the videos back, keep it working and congrats for your advances. ^u^

+1 vote     reply to comment
Warrow Mar 28 2012 replied:

And they said the path-finding that they currently have is just a placeholder! :S

+1 vote     reply to comment
Atlasfield Mar 31 2012 replied:

Whatever is cool... also my english fail sometimes when I am listening, my apologies. x3

+1 vote     reply to comment
TacoBell_Lord Mar 30 2012 says:

You guys taught me so much about 3D game development, I'll be sending a fan letter in the near future. Thanks so much.

Every update. Every ******' update. Overgrowth looks too tough.

+1 vote     reply to comment
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