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New features including an initial standing up animations from ragdoll (timelapse of animation process inside), smooth morph target interpolation, falling damage in ragdoll and non-ragdoll modes, character rotation in editor, new ragdoll sounds and more!

Posted by jeffr on Apr 12th, 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):

- Initial standing up animations (from ragdoll)
- Added falling damage in ragdoll and non-ragdoll modes
- Added character rotation in editor
- Smooth morph target interpolation
- Added new ragdoll sounds
- Better active ragdolls in tight spaces
- Fixed Mac crash on quit
- Fixed decal copy-paste and grouping
- Can no longer 'win' if there are no enemies in the level
- AI only investigates noises caused by the player
- Fixed visibility check when visibility rays are enabled
- Added ice footstep sounds
- Config.txt saved to write dir instead of program dir

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
Parker: Apr 12 2011, 1:59am says:

Dude, i love the corpse displacement xD

Still very impressive, great job !

+3 votes     reply to comment
ponpat Apr 12 2011, 2:00am says:

"so please stand up, please stand up!" (Just remembering a song, don't know who made it anymore and how it was called :/ )
Like you said in the video the standing up was requested very much. And (no joke) if now the "hold right mouse button to win every fight again singel enemys" gets removed, your game would be full playable. Okay, NPSs react slow, do not jum and there are some bugs ("dancing" while holding yourself at an edge).
You took a long journey and week for week you make me think again "wow what a progress for just one week". But this week imho it was one of the last steps to make overgrowth to a real game. There is still much space for finetuning but from now on, I say "You guys did not destroy the hopes I had on you from the beginning".
Congratulations (even if it is not really finished xD)

+3 votes     reply to comment
Darthlex Apr 12 2011, 10:51am replied:
Eminem wrote: So won't the real Slim Shady please stand up, please stand up, please stand up!

~ The Real Slim Shady

...... Back on topic!

Really great job on the feel of the animations - I am just patiently waiting for more stable 'n long-lasting builds, before I start trying to mod :p

+1 vote     reply to comment
Renay Apr 12 2011, 11:24am replied:

lol how can you forget eminem made that

+1 vote     reply to comment
Wesley Apr 12 2011, 2:24am says:

Love watching your development videos, nice stuff. You seem to invest a lot of your time in this project ;)

+2 votes     reply to comment
kazumo Apr 12 2011, 2:35am says:

Nice're working hard at this game, congrats.

+2 votes     reply to comment
Theon Apr 12 2011, 3:04am says:

I feel compelled to pay once more, as this is the most realistic and innovative **** I've seen in decades.

+4 votes     reply to comment
DuckSauce Apr 12 2011, 5:00am says:

Thumbs up!

+2 votes     reply to comment
medve Apr 12 2011, 5:01am says:

overgroth bunny flys low to avoid radar detection at 0:37

+4 votes     reply to comment
KEEP_IT_UP! Apr 12 2011, 5:14am says:

great update, again again and again :D

+4 votes     reply to comment
Orac| Apr 12 2011, 5:45am says:

Ouch! Those falls look really painful.

+2 votes     reply to comment
MarcusM Apr 12 2011, 6:11am says:

Any news for us Linux addicts?
Awesome work on the awesome features (:

+2 votes     reply to comment
ponpat Apr 12 2011, 8:55am replied:

Overgrowth uses Awesomium (hope I spelled it correct) which is going to get a Linux-Library in the future, so when this is getting a Linux Version or if Overgrowth is ported to another library with the same functionality which works on linux (afaik that is currently worked on) there will be a Linux version asap.

+1 vote     reply to comment
MarcusM Apr 12 2011, 9:22am replied:

I know Awesomium was their main issue, but they were messing with Berylium as well. I just don't think they ever told us what they decided to use, and why/why not.

+1 vote     reply to comment
Tomwill Apr 12 2011, 6:11am says:

I like how its going so far, but while playing i notice you die way to easily wen rag doll falling. it makes sense wen u land on ur head and ur knocked out but it seems unrealistic and annoying wen u land on ur feet and become knocked out (the controlled fall is fine though) c:

I should probably talk on the forums about this but I think you should work on the enemy AI for next week. like how they cant jump yet?

+2 votes     reply to comment
deniel777 Apr 12 2011, 8:34am says:


+1 vote     reply to comment
KarimIO Apr 12 2011, 10:52am says:

STOP BEING SO AWESOME - It makes you impossible to compete with.

On the other hand, KEEP BEING AWESOME! Overgrowth looks so awesome. It's extraordinarily inspiring and gives me ideas of how to complete an engine. After getting the Valve Complete Pack and Natural Selection 2, this is definitely my third choice.

+1 vote     reply to comment
Cossack-HD Apr 12 2011, 11:14am says:

Standing up animations... Finally! It's rally nice... But why developers did not use X-Box Kinnect to animate stand up?oO
Game is really close to relise...

0 votes     reply to comment
Lazy6pyro Apr 12 2011, 10:17pm replied:

Even if it's just using multiple Kinects, it's still expensive (but far, far less expensive than other motion capture rigs). However, you spend probably just as much time (if not more) cleaning up the point cloud data and morphing them to the rig (remember, most characters in Overgrowth appear to be humanoid but have different proportions than humans) as a seasoned animator would by just doing keyframe (traditional) animation.

Without a dedicated mo-cap arm, like some of the larger studios have; it's just way more effort for a marginally better animation than what a seasoned animator would produce.

+1 vote     reply to comment
yourgrandma Apr 15 2011, 5:10pm replied:

key framed animations always look better and give the animations more character. Motion captured animations usually look a little stiff and you have to go back and tweak it quite a lot to make it look realistic. Plus the developers lack of bunny ears makes motion capture that much more challenging :P

+1 vote     reply to comment
RaPtUrA Apr 12 2011, 11:56am says:

I want a kip up as a standing up animation for the better enemies:D

+1 vote     reply to comment
PIINPOIINT Apr 12 2011, 1:45pm says:

Looks finished... game please :)

+1 vote     reply to comment
FadeWalker Apr 13 2011, 9:23am says:

@PIINPOIINT I thought the same thing at the end of the video! They have flexed their technical muscle and shown their artistic sensibility. Now lets see what kind of story tellers they are !

+1 vote     reply to comment
SolidFake Apr 13 2011, 11:20am says:

looks much better, and the game looks also a lot more polished with it

and ouch, that was one hell of a jump ^^

+1 vote     reply to comment
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