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):
- Added procedural foot shuffle animation
- Keep facing enemies when in range and moving slowly enough
- Enemies circle-strafe and adjust range
- Blood drips work better with character LOD
- AI startle delay
- Voices stop on death
- Sound effects have precise maximum distance control
- Updated Bullet to 2.79
- Blood sticks on weapons
- Re-enabled slow motion for player KO
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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As usual, looks amazing. I think the thing I find most striking about this game and its videos is how furious and quick the combat it is. It is, in a way, 'more realistic'. Whereas most games you each have an HP bar and will take several direct bladed weapon hits, this game sort of points out that "Uh, no, if you get stabbed several times by a big heavy object that is very sharp with a lot of force behind it, you won't be getting up and attacking."
It makes the videos of weapon combat sort of chilling, all the more so with the animals involved and the sounds.
Anyway, I'm rambling, and just wanted to say you guys are doing an amazing job. :D
Although, to me though, it still looks like everyone is hyped on caffiene or something. Even the gaurd walking away. It doesn't look natural.
Welcome to a new century: where small indie games beat big commercial ***** ! ;)
A new century? Welcome to the past century!
Haha, more work on blood effects. You crowd pleasers you (;
The stealth/sound system sounds like it's going to be awesome- I really look forward to seeing the 'background sound makes you harder to hear' feature implemented. Makes me excited about ambient sound effects for a change!
A small negative though, now that I've noticed how the rabbits ears move, it really bothers me. They seem a bit... soggy.
why cant other devs on Moddb update like wolfire, does. hits us weekly while others dont even have a static 1 month update
Because not everyone has the time to update every week, due to life, work, school, etc.
idd, it's very hard to make nice updates every week/month because of the free time. E.g. me I only have time at the weekend and it's not like the whole day but only a few hours
Ok, as always this is great, but I'm Curious. Is there only two people working on this game? We have devlog from the same guy every week (I assume it's Jeff) and art asset overview every once in a while. But is that all?
Jeff and John are working mostly on the Humble Indie Bundle right now. David does the Alpha videos, and I do the art videos. David and I do the bulk of the work on the game, but we also get some outside help when we need it. For example, recently Tapio has been doing a lot of work on sound effects.
Well, I can't really say you should hire some help, but I think they should start helping you. I mean two is too few, man. Considering the quality of the game of course. Even four is too few if you ask me. But again, there are a lot of things to consider for this I guess.
Maybe for wolf you can add something with the smell, or tracking wounded.
Although, great job on this game !
Stealth is good. Stealth is very good. It allows players to be predatory, which is why people like the first half of the three Crysis games, but not so much the second half (with the aliens that can't be snuck up on).
I do hope to see some work on neutral AI. Surely not everyone in the world wants to kill you (outside of towns).
The combat was absolutely gorgeous.
stealth, woot!