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!
Track us on ModDB (visit our page)
Nice update xD Good luck guys, also when are you going to show some system requiremets?
Wow. Your work is amazing. The hard work really shows in the quality.
OwO looking damn good, love the progress.
Keep it up :D
How many people are working on the game?
With the amount of work they've accomplished... over 9000.
nice update keep it up
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.
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.
they use blender for animation/modelling
win for blender :)
Double post , sorry.
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.
Can't you feather the transition between the cascaded shadows? (Like draw them both, but then control the opacity depending on the feathering)
I know those mobility bones as master bones.
Can you make some objects use baked and some use cascade?