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 automatic plant pivot points, automatic plant convex hulls from point cloud, first draft of plant interaction sound effects, plants...
New features including initial plant rustling effect when characters collide, each AI keeps track of what it knows about each character, AI characters...
New features including an SSAO shader (can test by renaming post.frag to post_old.frag, and renaming post_ssao.frag to post.frag), characters look around...
In this video, Aubrey shows off the latest models in Overgrowth, plus a few timelapse drawings.
New features including character color palettes with color palette editor, a white guard for palette testing, a new idle animation system, characters...
New features: script functions can read string params as float or int, characters can have parameters, added some character parameters: aggression, block...
New features included a parameter editor for scripting hotspots and easier modding.
This week David talks about some initial Linux progress, new hotspot features, and more.
Instead of working on more test levels for Overgrowth (which you can preorder here), I decided to work on trying to make a "real" level. While it may...
New alpha video, mostly focusing on initial Steam integration and bug fixes.
New features including weight maps to control detail objects density, enabled object mirroring, changed how models are stored in memory for better stability...
New features including enemies walk to investigate sounds, sounds are dampened by obstacles, and a number of bug fixes.
New features including splitscreen for local multiplayer, cloth foley sounds for choke animation, Windows crashes write out minidump files for debugging...
New features including stealth chokehold with tethered movement, body dragging, and updated character sounds.
Here is the new weekly Overgrowth alpha! This week David focused on optimizations and bug fixes, which would be hard to demonstrate in a video. The changes...
New features including controller input using SDL_Joystick, XInput path for Windows 360 controller input, improved procedural stance animation, improved...
This week Aubrey took a break from working on the cats for Overgrowth to do some more multi-purpose models that should be useful for modding. Watch the...
This week I worked on the cat model for Overgrowth and also practiced my 2D art. I have to paint regularly if I want to be able to make decent artwork...
New features including procedural foot shuffle animation, keeping facing enemies when in range and moving slowly enough, enemies circle-strafe and adjust...
New features including automatic character mesh LOD simplification, characters switch LOD based on distance from camera, and initial automatic fur 'fins...
New features including blood dries/absorbs over time, enemies randomly vary attack direction, weapon animation retargeting, weapon block animations, sword...
I have been really busy this week getting ready to go to Seattle for the Penny Arcade Expo, where I will be giving a talk about indie game art, but I...
HD video demoing new features including more detailed blood effects (cuts, stabs, drips), blood texture has anti-aliasing and mipmapping, can exit back...
This week the video focuses on new combat features including new block, dodge and throw-escape mechanics.
This update, I worked a bit more on the UI for Overgrowth (which you can preorder here). I made a mock-up of the level-select screen, and worked out some...
New features including mobility bones, AI goal states, cascaded shadow maps, better target priorities, smoother, faster climb transitions, and others.
For this update, I added a few new props to Overgrowth. It's been a while since the last video update. There are a few reasons for the delay. First, I've...
New features including triggers, flinch for failed active blocks, and better AI blocking with reaction time
Check out this video to see new features including improved self-shadowing with slight blur, GUI access from the scripting layer, and more.
New features including testing new flesh cut sound, detail object batches using uniform arrays, grass frustum culling, wind effect in grass vertex shader...