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 basic knife throw auto-targeting and controls
- added knife throw animation
- getting hit cancels knife attack
- knife attack faces towards target even when running
- fixed bug with mirrored knife slashes
- fixed problem with choke animation when holding a weapon
- added blunt item-character collisions
- added support for multiple detail object layers
- added support for solid detail objects
- added wood/metal material lines for all weapons
- thrower velocity affects throw force
- throwing weapons in air pushes thrower back
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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sweet
Any news on the Linux support?
It is currently under active development by Edward Rudd (of Amnesia Mac / Linux fame). Not ETA though!
Really nice update, i think i'm really going to love my knifes :D
lol, first hammer fall make me laugh)
and what about network? i see so much fun on arena maps)
lalalala-DONK!!!
can you make the weapons stick in the enemy after you threw them?
Dude he just said... they're worki-- **** it.
STOP...Hammer Time! ;D
Hmm, just... what if you throw a weapon just randomly to find out if someone is close, can it be used to abuse sneaking system?
I mean, someone is sneaking and I don't know where, so I just throw my weapon and due to the auto-aim system he throws against the sneaking person or can you only throw against enemies that has a known presence.
Looks good so far but, will you ever add some animations where a character flinches or puts their hand across a wound? It looks weird to see them just get cut up without really reacting.
I agree, but it would depend how well trained they are. Also, I've variations on stories of people being cut or stabbed and not noticing until they felt their clothes getting wet.
From a gameplay stand point, it could end up with a case of stun locking your enemies. So any kind of flinching system would have to be limited.
That's mostly because of the adrenaline, which doesn't "activate" at the right time if you are inactive. So if you get ambushed, it would hurt a lot more than in an actual fight.
So might just make the animation, no matter what 8D
Is it me, or does he sound happier in this than usual?
Make sure the AI doesn't always run for the weapon, as it could be used to exploit. Even if it is to just distract the guard with a shiny while you run away or hit him in the back.
On a related note. I'm all for a telekinsis mod. :)
This throwing mechanic could be infinitely useful for other **** too. Using rocks to distract guards and the like.
I want dismemberment!
I feel like it shouldn't have auto-targetting, but a button that locks on to a target. Helps with melee as well.
It worked fine on Lugaru, though.
Throwing hammers? OwO
lol sounds crazy but... is Ok. x3
Only upgrade the physic, I feel the hammer go very "light", maybe need less range of fly when you drop it (same with swords and large weapons), well is my opinion.
Some crazy mesh stretching on the hand at 0:30
if you got hit by a hammer at 200 mph your mesh would stretch as well.
This was quite an entertaining devlog. Something funny happened every other scene.
lol'd @ the end
haha the end :P