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):
- Splitscreen for local multiplayer
- Windows crashes write out minidump files for debugging
- Some angelscript error messages display call stack
- Added logfile.txt output
- Cloth foley sounds for choke animation
- Fixed initialization error that could cause slowdowns
- Better pathfinding AI during circle-strafe
- Tethering ends when hit
- Fix for occasional inverted detail map normals
- Fix for rare Mac crash caused by VRAM query
- Fix for grabbing mouse when window does not have focus
- Loading screen uses default system cursor
- Enemies don't use fighting stance movement when not hostile
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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A question: will the splitscreen render the whole level twice? or render it ones and just show it from different perspectives? What will it mean to performenc optimasions like oclusion culling? and the idea of the 2D trees if you look the same place from different angles? Btw. nice job with the debugging infos, hope this will help fixing some bugs.
I'm pretty sure the level is rendered once, and the two screens are just two cameras. I'm not from Wolfire tho, so I'll let them confirm that, but I know that this is how it's usually done (in general). =)
What do you mean by "render"? The very process of generating an image from the given data is "rendering" as far as I can tell, and so it'd be impossible to show the level from two different perspectives and only render the level once.
That would be correct Jibb, however the world, and the dynamic objects in it will only need to be calculated once. The world will not need to exist twice on your RAM, but your graphics card and possibly your CPU will be working harder.
Whoa...Splitscreen co-op now?
K, I'm sold.
Well, I was sold before hand, but now I'm doubly sold ;)
*Begins looking up prices on game controllers*
Just use xbox ones, handy if you've already got an xbox 360. :)
Also great if you don't :) Best Controller I've ever used.
Or just by a blue tooth receiver if you have a dualshock 3. Motion joy allows the controllers to be recognized as a 360 controller in any game and you can use 4 controllers off of one bluetooth receiver.
i hope that it will feature a LAN mode where you can invite friends over and play against eachother. instead of only two players on splitscreen.
Seconded
But it all depends on whether they can make multiplayer actually fun.
....however, I'm up for 64 player free-for-all any day.
Look's really cool !
Is there auto-updater already?
Cuz I don't know if its worth downloading new update.
Guys really, I (noob) am writing an auto-updater in c# in couple of hours >.>
A minecart level would be ace with a functioning cart :)
Can i play this game with Genius MaxFire Grandias 12?
It looks like this: Makemehappy.ro
Local multiplayer?! <3
SOLD!
It lags when i was playing split screen so maybe it does render the level twice...? ill have to try again
I think the jumping is a little extreme. I know that this is still the alpha, and that it can be tweaked later on. Are there any plans on changing up how high/far the players can jump? Or are you planning on keeping it the same during the final release?
Well, they're rabbits. They hop. I'm sure the other classes will be toned down.
So you make THE BEST fighting game in gaming history,then you add co-op on 1 PC possible and i can imagine how stupendisly awesome the singleplayer campaign will be......
Wolfire,you just blew my mind....I am totally getting this!