Post news Report content RSS feed New Overgrowth a114 video devlog (gross leg breakage)

New features including layered animation with bone weighting, ragdoll animation integrated with normal animation, active falling script with flailing and protection, and painful death script with ragdoll writhing.

Posted by jeffr on Jan 18th, 2011

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):

- Layered animation with bone weighting
- Ragdoll animation integrated with normal animation
- Script control of ragdoll strength
- Script control of animation layers
- Script access to torso orientation
- Active falling script with flailing and protection
- Painful death script with ragdoll writhing
- New Overgrowth icon
- Objects can specify if they spawn in the ground or on the ground

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
Elementalist Jan 18 2011 says:

That is some crazy awesome animation tech, especially the ideas for pain and protective ragdolls. Looks amazing.

+14 votes     reply to comment
bikkebakke Jan 18 2011 replied:

ye, other companies really need to learn from this .D

+10 votes     reply to comment
SPTX Jan 18 2011 says:

Getting better and better.

+7 votes     reply to comment
valatmir Jan 18 2011 says:

Lol 2:10

+3 votes     reply to comment
Otreum Jan 18 2011 says:

It's getting more and more like Euphoria, only Wolfire won't have to fork out a bunch of cash to use Euphoria, nor will they need to learn it. They can just develop their own system without all the fuss :)

I have to say that every update by these guys, I am more and more amazed, there is always something new added to the engine with every update which is outstanding work for such a small team :).

I'm looking forward to seeing future updates on this active ragdoll, it's really interesting stuff.

+10 votes     reply to comment
Daystranger Jan 18 2011 replied:

Well said!
Its laughtable that some "company" is charging for lines of code that some indie dev wrote in his free time.
Yeah I know not the SAME lines, but result is good enough to compare.

+2 votes     reply to comment
Expack Jan 18 2011 replied:

I would like to add that according to the information on the Euphoria website's demonstrative videos, Euphoria procedurally generates in real-time such things as self-preservation, character stability, grabbing onto ledges and other things in order to prevent dying or losing balance, etc. (See )

+2 votes     reply to comment
Otreum Jan 18 2011 replied:

I hate to give the impression that I thought that Euphoria is bad software, in fact, there is more chance of me purchasing a game if I see that it uses Euphoria.
I love Euphoria physics and think that sort of system should be used in more and more games, so it's great to see wolfire working towards something similar (even if they don't create all the features that Euphoria has), without having to spend loads of cash that they really don't need to.

+1 vote     reply to comment
SecretImbecile Jan 18 2011 replied:

Don't fool yourself. The overgrowth system is only really a middle-ground between ragdoll and euphoria.

This system is very good, and will be excellent when tweaked correctly, but euphoria is a product well worth investment to major game developers

+1 vote     reply to comment
Assaultman67 Jan 19 2011 replied:

Exactly, its got a ways to go ... especially from going from a ragdoll state to an animated state.

Right now they seem to have nailed the animation to ragdoll ... but I haven't seen the reverse yet. (If they plan on implementing it)

Its the ability for the ragdoll to pick itself up off the ground in a convincing manner and go back to an animation state that makes euphoria so hyped (overhyped maybe?)

+1 vote     reply to comment
Hoizen Jan 18 2011 says:

I would love to see that wolf face punch at 1:59 in slow motion O.o.

And these devlogs continue to impress me.

+5 votes     reply to comment
yourgrandma Jan 19 2011 replied:

like this?

+1 vote     reply to comment
Metalspy Jan 18 2011 says:

This is all awesome and cool and stuff, BUT.... can you please stop using Turner as a test dummy? :( The poor guy must've broken all his bones multiple times by now.

+6 votes     reply to comment
josemlopes Jan 18 2011 says:

The pain "animations" are awesome. I really like Euphoria, it is sad that it isnt used a lot in video games although this one is already looking better with the blending of the animations.

+2 votes     reply to comment
MarcusM Jan 18 2011 says:

Damn, you did such awesome job with all the animations!
Keep it up, it is looking epic!

+4 votes     reply to comment
janpec Jan 18 2011 says:

Are you kidding me?!!!!
This animation technology you guys got there is amazing. I think that later on Phoenix engine could power some serious sword fighting game. With that current animation and ragdoll tech would be awesome.

+3 votes     reply to comment
JHudson Jan 18 2011 says:

simply awesome

+2 votes     reply to comment
Craka_J Jan 18 2011 says:

Very impressive, as always.

+3 votes     reply to comment
Serygala Jan 18 2011 says:

Just preordered.... I sure hope I will work in a creative group like you'rs once in the future :D

+4 votes     reply to comment
luch174 Jan 18 2011 says:

i just expect them to go 'fff.. aaaahhh..' (family guy) haha

+5 votes     reply to comment
Killer_man_1996 Jan 18 2011 says:

Yeah... it's working and it's AWESOME. :D
You guys just made it! Congratulations.
Now I'm really going to buy this game!

+2 votes     reply to comment
Xencer Jan 18 2011 says:

Oh my god this is so amazing, you are extremely talented!

+1 vote     reply to comment
Colossal_Dragon Jan 18 2011 says:


+1 vote     reply to comment
NightSage Jan 18 2011 says:

Impressive! Who needs euphoria(sp?)now eh?

+1 vote     reply to comment
Paxton Jan 18 2011 says:

I laughed constantly at this. It's so glorious. ; o;

+1 vote     reply to comment
Jokerme Jan 18 2011 says:

Very very nice effects. Amazing.

+1 vote     reply to comment
RedBeardedGriff Jan 18 2011 says:

This game just gets more and more awesome with every update. The ragdoll effects are very impressive.

+1 vote     reply to comment
jjawinte Jan 18 2011 says:

Outstanding code application(s). You just keep taking these animations straight up from one level to the next. I admit that I envy your skills.

+2 votes     reply to comment
Savci Jan 19 2011 says:

Be careful with the wolves' feet and the ground (especially if it's bulky). Often slips inside.

+1 vote     reply to comment
Splinesplitter Jan 19 2011 says:

Where do I report animal abuse? :O

0 votes     reply to comment
DuxWonder Jan 23 2011 says:

Exceptional work, gentlemen.

+1 vote     reply to comment
Dra6o0n Jan 24 2011 says:

A cool idea to work with the active ragdolls is consciousness.
This means it's possible to knock out a character and they won't protect themselves from being hit.

+1 vote     reply to comment
Dra6o0n Jan 24 2011 says:

Instead of just painful deaths, you can have "knockdown" states where the characters will be unable to fight for a short duration. Kind of like a stun, but it usually is where the character is mortally wounded or in pain.

Maybe they can get up to fight in their injured condition, but be limited in terms of actions.

It would be cool to see some "sacrifice" actions like after being stabbed by a sword, you use it to DRAW the sword user in, forcing your opponent to be unable to use their sword.

You could even use this a way to counter "deaths" by making it possible for characters to attack to kill you as their last attempt, knowing they will die (after being stabbed from the front, if they got a knife they'll try to use it, or if they have no weapons and can use their arms, they'll try to strangle you).

How it works is that upon being taken to a "near death" state by your opponent. They can choose to finish you off or leave you there. You have a small chance of recovering based on how bad you were damaged, so if they leave you alone, you can use that to your advantage. If they choose to finish you off, you have the option to carefully time a well placed counter and attempt to kill the person trying to finish you off (kind of like feigning weakness).

+1 vote     reply to comment
Aprch Feb 1 2011 says:


+1 vote     reply to comment
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