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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A Shout Out to Cletus Clay

A Shout Out to Cletus Clay

Jun 20, 2009 By jeffr 8 comments

Click through to see an awesome ninja rabbit clay model and hear about another awesome indie game.

A WebKit primer - part 1

A WebKit primer - part 1

Sep 07, 2009 By jeffr 9 comments

WebKit is an amazing rendering engine, and what I'd like to accomplish in this article is give you a run down of various awesome features the WebKit rendering...

A WebKit primer part 2 - CSS transitions

A WebKit primer part 2 - CSS transitions

Sep 12, 2009 By jeffr 1 comment

This is the second part of my WebKit primer series, where I introduce various aspects of WebKit and CSS3 and how we are using them in Overgrowth.

Ambient occlusion for characters

Ambient occlusion for characters

Oct 05, 2009 By jeffr 22 comments

We've already discussed ambient occlusion for terrain and for objects, but we haven't yet discussed how it applies to characters. Ambient occlusion (AO...

Animation mixing UI [HD Video]

Animation mixing UI [HD Video]

Oct 26, 2009 By jeffr 15 comments

A couple of days ago, David asked me to add a new feature to the animation editor UI - animation mixing. Here's a video of how the UI works!

Armor Types in Overgrowth

Armor Types in Overgrowth

Aug 10, 2009 By jeffr 26 comments

There are a few different styles of armor in Overgrowth, made from different materials. These materials affect how the armor works. For example, in the...

Assassins of the Bright Tapestry (concept art)

Assassins of the Bright Tapestry (concept art)

Dec 22, 2009 By jeffr 10 comments

The scent of Valerian root used to be considered pleasant and harmless, an intoxicating delicacy. Now, it haunts the nightmares of the cat nobility. It's...

Autumn camouflage

Autumn camouflage

Dec 10, 2009 By jeffr 18 comments

Here is a new concept painting Aubrey did while thinking about seasonal variation in Overgrowth. This rabbit is in full combat gear. The shoulder and...

Blending land and sky

Blending land and sky

Jul 22, 2009 By jeffr 16 comments

Since Overgrowth mostly takes place outdoors, we put a lot of effort into making the sky look nice. We've already talked about the sun placement tools...

Building a tower

Building a tower

Nov 09, 2009 By jeffr 24 comments

A few months ago I decided that I could make better environment art but improving in art is hard, and often requires trying something completely different...

Cat House Concept Timelapse (HD video)

Cat House Concept Timelapse (HD video)

Jun 29, 2009 By jeffr 17 comments

Here is a timelapse HD video of Aubrey drawing a new concept for Overgrowth.

Character normal maps

Character normal maps

Oct 12, 2009 By jeffr 21 comments

We've discussed a lot of the subtle techniques we're using to make the Overgrowth characters look realistic, but we still haven't explained the most important...

Character rim lighting

Character rim lighting

Oct 01, 2009 By jeffr 28 comments

When I loaded Aubrey's new rabbit model, it was clear that we needed a new rendering method in order to do it justice. Our basic object shader works best...

Character shadows

Character shadows

Nov 23, 2009 By jeffr 17 comments

The existing Overgrowth shadows worked well for static shadows and ambient occlusion, but didn't have the detail required for character shadows. To achieve...

Character Stats vs. Player Skill

Character Stats vs. Player Skill

Sep 16, 2009 By jeffr 22 comments

The goal of almost all game designers is to make games that are fun. A common method for giving the player a "fun experience" is to let him start out...

Community Q&A responses (with HD video!)

Community Q&A responses (with HD video!)

Jul 07, 2009 By jeffr 16 comments

Last week we asked people to ask us any question they wanted in the comments and we'd take the highest rated questions and respond to them! Over a hundred...

Concept Art to Finished Asset

Concept Art to Finished Asset

Jan 28, 2009 By Silverfisk 1 comment

How close to the reference pictures are the models in Overgrowth? What do the unreleased concept art look like? Get your answers in this news post.

Creating the Overgrowth physics engine

Creating the Overgrowth physics engine

May 25, 2009 By jeffr 14 comments

Here is some background on how we developed the physics engine for our upcoming game Overgrowth.

Detail texture color matching

Detail texture color matching

Dec 16, 2009 By jeffr 20 comments

One common problem with detail textures is that they can change the overall color of the terrain. For example, let's say we have a patch of terrain that's...

Detail textures

Detail textures

Dec 14, 2009 By jeffr 37 comments

The terrain in Overgrowth has looked nice in the distance, but many of you noticed that it looked a bit blurry close up. This is because it didn't have...

Developer Banter: Overgrowth

Developer Banter: Overgrowth

Jan 14, 2009 By Silverfisk 0 comments

Three of the five developers from Wolfire - Jeff, John and David - was recently interviewed by ModDB about the past, the present and the future of Wolfire...

Dog club sculpting timelapse  (HD Video)

Dog club sculpting timelapse (HD Video)

Sep 14, 2009 By jeffr 20 comments

Here is the next part in my 3D model tutorial series (part 1, part 2, part 3). This part covers sculpting the high-detail model that will later have its...

Dog Concept Timelapse (high def)

Dog Concept Timelapse (high def)

Apr 29, 2009 By jeffr 23 comments

Here is a timelapse HD video of Aubrey drawing a dog concept for Overgrowth.

Environment Shadows

Environment Shadows

Apr 04, 2009 By Silverfisk 11 comments

It's getting exciting! We are using baked lightmap shadows in Overgrowth, but it's still important that they can be quickly calculated. Firstly because...

Fast object instancing

Fast object instancing

Dec 08, 2009 By jeffr 13 comments

When I was testing out character shadows on Hale's Riverhurst level, the framerate was not as smooth as I would like it to be. To remedy this, I'm taking...

Four myths about JavaScript

Four myths about JavaScript

May 03, 2009 By jeffr 26 comments

Whenever we mention Overgrowth's scripting system (which uses JavaScript as the core language) we get attacked. Here is my defense of the JavaScript...

GDC Austin: Wolfire’s PR Tips

GDC Austin: Wolfire’s PR Tips

Sep 21, 2009 By jeffr 18 comments

As you might know, we were recently invited to give a talk at GDC Austin about our PR strategy, which is essentially to be as open and transparent as...

Girls wearing Wolfire Games t-shirts

Girls wearing Wolfire Games t-shirts

Nov 29, 2008 By jeffr 0 comments

I asked some of my classmates to get some Wolfire t-shirts and model them for you guys. :)

HD Video - Dainty decal demonstration

HD Video - Dainty decal demonstration

Jun 22, 2009 By jeffr 25 comments

We've been gradually improving our decals in our brand new engine. Now we're ready to show off the whole system in an HD video.

HD Video - Initial decal editor

HD Video - Initial decal editor

May 21, 2009 By jeffr 15 comments

We recently made a lot of progress on our decal tech for Overgrowth. This will let us make levels that look 10x better. Check out this video showing it...

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Overgrowth
Platforms
PC, Linux, Mac
Developer & Publisher
Wolfire Games
Engine
Custom Built
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Official Page
Wolfire.com
Release Date
TBD
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