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New features including an SSAO shader (can test by renaming post.frag to post_old.frag, and renaming post_ssao.frag to post.frag), characters look around during idle animations, sound priorities, some torso movement during head look, and more!

Posted by jeffr on Dec 12th, 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):

- Max speed parameter works properly with running
- Added SSAO shader (can test by renaming post.frag to post_old.frag, and renaming post_ssao.frag to post.frag)
- Characters look around during idle animations
- Sound priorities
- Some torso movement during head look
- Fixed color palette cancel
- Fixed problem with weapons and idle animations
- Possible fix for "editor_mode: false" issue
- Added colors to all enemies on main levels
- Fixed shadow decal opacity on 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
macacos2
macacos2 Dec 12 2011, 4:10am says:

Oh good, they've fixed the speed parameters.
Because all they did previously was pretty much make your jump break:

Youtube.com

+4 votes     reply to comment
Fxor
Fxor Dec 12 2011, 6:32am says:

Awesome, awesome and more awesome!

+3 votes     reply to comment
kijebe
kijebe Dec 12 2011, 7:09am says:

HASSAN...CHOP!

(old reference)

+3 votes     reply to comment
Dr.Goupyl
Dr.Goupyl Dec 12 2011, 3:23pm says:

I seriously need to preorder it...
I wish you were on Desura at least !

+2 votes     reply to comment
dsilvers
dsilvers Dec 12 2011, 3:23pm says:

Loving how this is coming along. Always excited for the weekly updates! May now experiment with some ambient occlusions myself, if they don't make Unity cry. Haven't messed with them since my Maya days but loved the effect nonetheless.

+1 vote     reply to comment
x56erx
x56erx Dec 12 2011, 3:41pm says:

hey, as a suggestion:
Some races (like cats) could have a alternative vision mode using the alternative vision modes showed by the video. This could be used as a kind of night sight.

+6 votes     reply to comment
BluishGreenPro
BluishGreenPro Dec 12 2011, 4:05pm says:

Does the direction the guard is looking influence whether or not it can see you? That would add a really neat element of stealth to the gameplay...

+2 votes     reply to comment
Atlasfield
Atlasfield Dec 13 2011, 2:00am says:

Those alternative vision are cool, like said x56erx will be an excellent idea, or for add a kind of "storytelling" scenes.

I was wondered how many resourses consume those graphic effects for the PC?

I am surprised with the advances, congrats and keep the work, I want to see dogs or kitties fighting too. :D

+2 votes     reply to comment
SPTX
SPTX Dec 13 2011, 6:04am says:

SSAO is a terrible effect, good to know that it won't be mandatory.

-4 votes     reply to comment
xalener
xalener Dec 23 2011, 10:40pm replied:

Nah, s'good.

The only effect I've always hated is DOF blur. Correct motion blur and some good ssao is always a good thing.

+1 vote     reply to comment
xalener
xalener Dec 23 2011, 10:40pm replied:

Nah, s'good.

The only effect I've always hated is DOF blur. Correct motion blur and some good ssao is always a good thing.

+1 vote     reply to comment
SPTX
SPTX Dec 25 2011, 8:42am replied:

I faceplam at my downvotes. I didn't say his implementation was not good, I said the effect itself was ****. You people are really stupid.

0 votes     reply to comment
The_Harbinger
The_Harbinger Jan 16 2012, 2:42pm says:

Have you made the AI look in the directions of sound, I think that would make it look better.

+1 vote     reply to comment
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