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.
New features including slower AI reaction time to changes in target position, AI pays attention to attack pose (if target is planning to attack), AI can try to provoke attacks while intending to counter, AI mixes up counter attacks and counter throws, AI can predict attack patterns; vary your attacks and combinations, AI avoids potential jump attacks, and bug fixes
Posted by jeffr on Oct 15th, 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.
The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):
- AI has slower reaction time to changes in target position
- AI pays attention to attack pose (if target is planning to attack)
- AI can try to provoke attacks while intending to counter
- AI mixes up counter attacks and counter throws
- AI can predict attack patterns; vary your attacks and combinations
- AI avoids potential jump attacks
- Fixed problem with player passive block not triggering
- Fixed occasional crash on script live-update
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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I don't know much about npc ai but that seems sophisticated. Awesome work.
As always, ******* amazing news.
You guys are heroes.
Really amasing AI improvments, i wish some AAA games were this carefully planned with their AI too XD
HA! thats like asking for a Halo game that is different lol
Fantastic! I love the updated combat system. You did a great job at making changes that would make the enemies feel more engaging.
Bravo!
If it goes to me you don't have to release a final version of the game, because if you're constantly working on the game it's just great to watch all the trailers you shoot out.
Great work, guys!
Does the latest version have an update button yet?
i have performance issues its real laggy
2 questions:
1) Have these AI changes had any surprising side effects in more complex scenarios?
2) Why haven't I seen an art asset update in ages?
Wow, this game is going so far, I am surprised with the AI, is, well, awesome. :O
SO... this mean the game will going so hard always? maybe for noobies can change the difficult options or something like?
I wonder, can you be killed by flying weapons dropped by dead enemies?
Agree with S_ource here, this kind of AI seems very well-thought out and advanced
I love the AI. How is the idle AI coming around? Will they be interacting with the environment more or something? Also, why are there so few videos lately?