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New features including enemies walk to investigate sounds, sounds are dampened by obstacles, and a number of bug fixes.

Posted by jeffr on Oct 24th, 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):

- Enemies walk to investigate sounds
- Sounds are dampened by obstacles
- Fixed occasional "movement object not found" bug when saving
- Fixed occasional crash on switching from levels that have hotspots
- Fixed main menu showing both system and game cursors
- Fixed crash when shader uniform ids are too large
- Fixed red flash when loading levels from main menu
- Fixed problem with false positive visiblity checks
- Fixed decals on detail-mapped objects

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
WarHedd Oct 24 2011 says:


+2 votes     reply to comment
Radu_IceMan Oct 24 2011 says:

You've been making some nice progress, but one thing I don't like is the "death noise" the rabbits make when they die, sounds a bit high pitched.

+2 votes     reply to comment
macacos2 Oct 24 2011 replied:

What's wrong with that? They're bunnies.

+6 votes     reply to comment
Atlasfield Oct 24 2011 replied:

Indeed, I am agree with you because... I´ll not kill a real bunny for only record his/her/it cries of death. D:

Also is a videogame, any sound is always welcome and always exist the posibility of change the rules in some cases. :)

+1 vote     reply to comment
Hell_Diguner Oct 25 2011 replied:

You don't want to use the death cry of a real rabbit. It'll get annoying fast.

+1 vote     reply to comment
kazumo Oct 24 2011 says:

Yeah, I played the game at one of my friends that preordered and I was amazed to see how good it was. If there will be any way to work on a Intel Chipset I will buy too, until then I'll just watch. Nice update btw.

+3 votes     reply to comment
Sparox Oct 24 2011 says:

What was that noise?... Anyone?

+1 vote     reply to comment
Anonymousperson Oct 24 2011 says:

Metal Gear Solid: Rabbits Edition.

+8 votes     reply to comment
SolidFake Oct 24 2011 replied:

haha, reminds a lot of mgs
knock knock?

0 votes     reply to comment
Atlasfield Oct 24 2011 says:

And if you can stealth your movements with the noise of the wind, grass and water? Will be nice for add strategies for make ambushes. o3o

+4 votes     reply to comment
CloneWarrior85 Oct 24 2011 says:

The weekly progress is amazing, it's awesome to see how a professional team works on a game see it's progression.

Keep it up ^^

+2 votes     reply to comment
xalener Oct 24 2011 says:

Maybe one noise should make the enemy stop and look around and a second one would make them investigate....

Or it could be random or depend on difficulty and faction?

It seems weird when the AI hears one sound and immediately turns to investigate.

+4 votes     reply to comment
flamingvipir Oct 24 2011 replied:

Yeah, that seems more realistic. But don't forget that this is just preliminary code for a very deep feature. In fact, it's amazing that you guys can keep adding features AND fixing the myriad of bugs I'm sure you're dealing with. Keep up the good work!

+1 vote     reply to comment
Wolf-5 Oct 25 2011 says:

I can't state enough how much potential this development has!!
Wall walking was fun! hahahaha. Maybe ad the ability to grab ledges.
Any ways... amazing amazing job creating the game mechanics.

+1 vote     reply to comment
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