Post news 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 Aug 9 2011 says:

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

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

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

+1 vote     reply to comment
CloneWarrior85 Aug 9 2011 says:

OwO looking damn good, love the progress.

Keep it up :D

+1 vote     reply to comment
LordDz Aug 9 2011 says:

How many people are working on the game?

0 votes     reply to comment
flamingvipir Aug 9 2011 replied:

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

0 votes     reply to comment
PedobearNED Aug 9 2011 says:

nice update keep it up

+1 vote     reply to comment
Argoon Aug 9 2011 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 Aug 9 2011 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 Aug 9 2011 replied:

they use blender for animation/modelling

+2 votes     reply to comment
scottellison92 Aug 10 2011 replied:

win for blender :)

+1 vote     reply to comment
OptimusMidgard Aug 9 2011 says:

Double post , sorry.

+1 vote     reply to comment
Chezzlor Aug 9 2011 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 Aug 10 2011 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 Aug 12 2011 says:

I know those mobility bones as master bones.

+1 vote     reply to comment
doomstagg Aug 18 2011 says:

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

+1 vote     reply to comment
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