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New video showing new features including material weapon impact sounds, distant weapon impacts have low pass and delay, sharpness map for cat weapons and old sword, weapons stick if they land on a sharp part, and weapon sparkle locator.

Posted by jeffr on May 3rd, 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):

- Material weapon impact sounds
- Distant weapon impacts have low pass and delay
- Sharpness map for cat weapons and old sword
- Weapons stick if they land on a sharp part
- Weapon sparkle locator
- Weapons reset when level is reset
- Fixed items disappearing at level load
- Fixed sudden whoosh when picking up weapons
- Fixed auto undo of first action in empty levels

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
Theon May 3 2011 says:

The video seems to be down :/

+1 vote     reply to comment
xhunterko May 3 2011 says:

Half expected the hammer to come flying back on his head.

+11 votes     reply to comment
Leo_V117 May 3 2011 replied:

lol! "Go hammer!" *THUD* "Ow!"

+2 votes     reply to comment
NullSoldier May 3 2011 says:

The way those weapons stick into the surfaces just makes me all warm and fuzzy inside.

+13 votes     reply to comment
ponpat May 3 2011 says:

Can weapons stick in Enemys, too? *g*
I think this is a nice idea I personally have never seen in any game with sharp weapons as long as it was not a throwing knife or a ninja star. Also I love how you focus on so much details. I already heared people raging bout "the game could be finished if the would focus on the necessary things" but for me your love for the details make my love for your work.
Also the sparkle is a good idea even if it is not realistic I think a way of good weapon highlighting is needed to make the game feel better... Perhapes a distant based glow effect... glowing bit more when the weapon is more far away. Also in Lugaru I hated searching the knife in maps or even in the Tutorial... I stucked there for bout 10 minutes searching the knife, hope this sparkles will help to find lost knifes better :)

Keep up the good work and I am already looking forward to the next week :)

+10 votes     reply to comment
bryannitro May 3 2011 replied:

Well wolves and rabbits both have a great sense of smell why don't you do a sent thing to find weapons.

+2 votes     reply to comment
Anddos May 3 2011 buried:


is this game just about video's or what , why dont you just release it , you are have probably put alot of people off by now with so many video's.

-25 votes     reply to comment
zacjor May 3 2011 replied:

Oh yeah, totally, the more updates they make to the engine, the less I want this game.

I don't really see how the videos showcasing new features would put people off. After all, you don't have to keep watching them lol.

If you haven't noticed, you can preorder the game and start playing it now.

+18 votes     reply to comment
Orac| May 3 2011 replied:

I know this is the last video *I'm* going to watch from these guys! Come on, stop showing us your meticulous design process and give us a half-assed game already!

-2 votes     reply to comment
Hell_Diguner May 3 2011 replied:

¬_¬ You CAN buy and play the game right now.

Doing these videos does take their time, but not so much time that not doing them would speed up the development process a whole lot.

I enjoy these videos, and I think a large portion of the other followers also enjoy them.

As far as I'm concerned, Wolfire is doing exactly what IndieDB was created for.

+1 vote     reply to comment
Darthlex May 8 2011 replied:

Gotta love how noone grasped the irony from OracVX.. <_<

If it was not for these videos, half of the people commenting would have never heard about this game at all .. their meticulous design proces is the exact *reason* to adore this game and its developers.

+3 votes     reply to comment
hardcoregamer24 May 3 2011 replied:

well the developers have to fix all the bugs. to make it more stable if they dont there is no point in releasing it.

+2 votes     reply to comment
DzjengisKhan May 3 2011 replied:

That and they are adding more content along the way so the final game will only be better in the end. If you want a finished game then don't look in the WIP section.

+2 votes     reply to comment
AlekZanDer May 3 2011 says:

I can only say "YAY!"...

+4 votes     reply to comment
s87 May 3 2011 says:

Now that's some love of detail. You guys are not only seeing what features may add that little extra to the gameplay, but also have the skill to implement it! =)

+1 vote     reply to comment
papercoffee May 3 2011 says:

Now you need a more realistic pick-up move ...right now the weapons seems still attach them self like magnets.
But the piercing blades are really great.
Will there be a real throwing animation in this game?
Like you are wearing some dagger and throw them at your opponents to get 'em.

0 votes     reply to comment
papercoffee May 3 2011 says:

Ah ...darn! What did I wrote...?
Sorry for my bad English ...I didn't have enough coffee today. sorry.

+1 vote     reply to comment
KEEP_IT_UP! May 3 2011 says:


+1 vote     reply to comment
CloneWarrior85 May 3 2011 says:

As always, awesome updates every single time.

Why can't big games come up with this stuff?

Go Wolfire

+4 votes     reply to comment
zacjor May 3 2011 replied:

What's more is why can't triple A developers go into this kind of detail when a small indie team can handle it?

Oh yeah. Skill.

+3 votes     reply to comment
Jokerme May 3 2011 replied:

No, not skill. It's money. Because these kinda features cost time and time is money. If it's money you want, you won't be spending time on things like that. Otherwise, big developers definitely can create better things than they actually do. Because they usually have the biggest talents in the industry.

+4 votes     reply to comment
leathery May 3 2011 replied:

don't ya just hate world trade and themoetary system ?

+2 votes     reply to comment
Hell_Diguner May 4 2011 replied:

I hate that creativity and quality are stifled by "the system"

+2 votes     reply to comment
Kokumotsu May 3 2011 says:

wow this game.. just words cannot express my feeling

+1 vote     reply to comment
9heads May 3 2011 says:


+1 vote     reply to comment
RastaBadger May 3 2011 says:

Loving the fact that weapons stick into surfaces though I can see it could get a little annoying (or hilarious) in the middle of a fight when you end up sticking your sword half way up a tree.

+2 votes     reply to comment
KarimIO May 3 2011 says:

AMAZING idea with the sharpness map. I was having trouble thinking of how I'd do it. I wish I could use it in my engine (called GRIND - it's just starting out, and we're racking up ideas and starting basic stuff), but that'd be stealing ideas. I'll find out another way to do it, possibly by mathematical things. It'd be hard to replicate stickiness without the map, though.

Also, this goes without saying, but this goes on my "NEED IT NOW" list of games, close to the top. Not just indie games, but all games. NS2 leads by a bit, though.

+1 vote     reply to comment
MarcusM May 3 2011 says:

You never seem to disappoint me! Damn awesome job!

+1 vote     reply to comment
Atlasfield May 3 2011 says:

I am not be sure with the physic of the weapons... speciality with the hammer... I am sure the rabbits are not Space Marines for carry the big weapon with only an arm, run faster, jump and do strange movements without feel exaustive or something like.

I suggest concentrate in fix all the pendient effects than start to work in news, example I am not in all convinced with the blood effects of the last video. DO not try to cover all in one hand, or you will finish with a lot of WIP and nothing of time, people or resources for finish it.

+2 votes     reply to comment
Hell_Diguner May 4 2011 replied:

It seems like they are creating the basic design elements of the game at this time. Hopefully they will flesh out and polish the various elements to their full potential as they continue work on the game.

+1 vote     reply to comment
Butthair May 10 2011 says:

What the heck is a sharpness map?

+1 vote     reply to comment
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Overgrowth Single & Multiplayer Adventure
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Phoenix Engine
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