Report article RSS Feed New Overgrowth a143 video devlog

New features including mobility bones, AI goal states, cascaded shadow maps, better target priorities, smoother, faster climb transitions, and others.

Posted by jeffr on Aug 9th, 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):

- Mobility bones
- Mobility bones for attacks, throw, climb
- AI goal states
- AI can run for help
- AI can use counter-throw
- AI can roll out of ragdoll
- Testing cascaded shadow maps (toggle with baked_shadows in config.txt)
- Better target priorities
- Smoother, faster climb transitions
- Generic gui can call angelscript callbacks
- Getting hit while rolling causes ragdoll
- Fixed a layering bug that caused twitchy ragdolls sometimes

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
kazumo
kazumo Aug 9 2011, 5:34am says:

Nice update xD Good luck guys, also when are you going to show some system requiremets?

+6 votes     reply to comment
jangsy5
jangsy5 Aug 9 2011, 6:57am says:

Wow. Your work is amazing. The hard work really shows in the quality.

+1 vote     reply to comment
CloneWarrior85
CloneWarrior85 Aug 9 2011, 10:13am says:

OwO looking damn good, love the progress.

Keep it up :D

+1 vote     reply to comment
LordDz
LordDz Aug 9 2011, 10:32am says:

How many people are working on the game?

0 votes     reply to comment
flamingvipir
flamingvipir Aug 9 2011, 6:21pm replied:

With the amount of work they've accomplished... over 9000.

0 votes     reply to comment
PedobearNED
PedobearNED Aug 9 2011, 10:37am says:

nice update keep it up

+1 vote     reply to comment
Argoon
Argoon Aug 9 2011, 1:05pm says:

Will we be able to use the Cascade shadow maps in the game also if we want, on user maps that is? I really would want that.

+1 vote     reply to comment
OptimusMidgard
OptimusMidgard Aug 9 2011, 3:01pm says:

Wow... your work is really amazing , you can tell me in what scenes are you using blender? I think you are using blender because in the animation scene , in your video , the engine you are using looks like Blender. But , ofcourse , you are using Phoenix.

+1 vote     reply to comment
farcry15w00t
farcry15w00t Aug 9 2011, 11:25pm replied:

they use blender for animation/modelling

+2 votes     reply to comment
scottellison92
scottellison92 Aug 10 2011, 1:25am replied:

win for blender :)

+1 vote     reply to comment
OptimusMidgard
OptimusMidgard Aug 9 2011, 3:01pm says:

Double post , sorry.

+1 vote     reply to comment
Chezzlor
Chezzlor Aug 9 2011, 8:04pm says:

You guys are not kidding around. We sure are watching the dev diaries of some real professional programers. I can see a very successful product by the end of this.

+1 vote     reply to comment
Twitwi
Twitwi Aug 10 2011, 5:00am says:

Can't you feather the transition between the cascaded shadows? (Like draw them both, but then control the opacity depending on the feathering)

+1 vote     reply to comment
SabreXT
SabreXT Aug 12 2011, 3:18pm says:

I know those mobility bones as master bones.

+1 vote     reply to comment
doomstagg
doomstagg Aug 18 2011, 4:40am says:

Can you make some objects use baked and some use cascade?

+1 vote     reply to comment
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