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New Overgrowth alpha video with initial per-level award tracking and progress on savegame file saving and loading.

Posted by jeffr on Jun 25th, 2012

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 'case error' alert toggle to config (off by default)
- Added 'process pool' toggle to config (off by default)
- Initial per-level award tracking
- Progress on savegame file saving and loading (not exposed yet)

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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SUMOGUtilities Jun 25 2012 says:

For new users:

If you have not installed Overgrowth yet you can use the SUMLauncher ( to download it!
If you already have Overgrowth installed you can use the SUMLauncher to update it to the latest alpha.
The SUMLauncher also allows you to install the Menu Mod ( which gives you another 115+ maps to try.

For Existing SUMLauncher users:

If the menu files were changed in this alpha, the menu mod will no longer work. Updating the Menu Mod (to re-enable custom maps) might take us a little while. Once we have uploaded a new version you can use the menu mod installer to update it. (And don't worry, it won't break anything if you try running the installer before we upload the new files.)
It may also take us a bit to update the Menu Mod to include any new maps that this alpha may have added.

For future updates keep an eye on our twitter, @SUMOGUtilities (!

+7 votes     reply to comment
SinKing Jun 25 2012 says:

I know that wasn't the main point of the video, but the swordfights look amazing, even now. It just all works so well and fluent. The pacing seems a bit exaggerated, but somehow that fits the game. I sincerely enjoy every news update, and it's high time I install the latest version.

Also kudos for the SUMLauncher!

+6 votes     reply to comment
Swyter Jun 25 2012 says:

Don't enclose URLs in parenthesis or they won't work unless you add spaces.
And it's a bit cumbersome to use. ;) ( )

@Wolfire: Can you show us more technical stuff?
These are the parts that some of us enjoy the most.

+4 votes     reply to comment
moci Jun 25 2012 says:

I'm glad you admit you've been neglecting the "game" aspect (objectives, story, level design, ...). Where are the "art" updates btw?

+3 votes     reply to comment
SinKing Jun 25 2012 says:

I reinstalled OG after almost a year of not trying any builds and I pressed "v" when checking out the button mapping. Had to laugh so hard and kept pressing it. What the hell is that button for ^^? These spikes of humor that show even in minute aspects of the game design make it so enjoyable for me.

+2 votes     reply to comment
GnomanEmpire Jun 26 2012 says:

This looks amazing. The animation, design, everything.

I saw some tech demo videos you guys did a while back and was thoroughly impressed by the fluidity and simple beauty of what you had done. It just gets better and better.

On a somewhat-related note, I think the anthropomorphic art direction is a nice touch. Reminds me of Brian Jacques' Redwall series, a series of which I was an avid fan as a child.

I'm looking forward to the future of Overgrowth.

+2 votes     reply to comment
SinKing Jul 4 2012 says:

I've been testing combat in depth over the last weeks, and I have a few concerns.

In theory it is a nice idea to let their bones snap, in reality it makes fights too random. Overgrowth is not real life, you cannot target with the same precision and accomplish the same hits, like in real life. So it feels like you are getting killed quite randomly by the AI; no control.

This mechanic leads to undaring attacks, since when you just kick and block you will usually kill an enemy rabbot faster than when you combine some sick hits; makes combat boring.

Same goes for most of the arms. It's no fun defending, when one wrong hit will instakill you. Also, it's always the same hit, e.g. stab with the bastard sword or rapier, Overhead hit with the staff that the enemies use to kill you. I expect armor will help that system, but overall the swordfights are not a lot of fun, yet.

Change the bone system! Make Turners neck unsnappable, or at least give that option on easy. It shouldn't be about making the hardest game ever, but about the one that gives the most options. If combat works best in a stupid way, something is wrong with it. You should be rewarded for daring and not punished.

So there is - at this time - somewhat of a flaw in the combat mechanics. They are fun, but not rewarding, since its ever so easy to get your neck snapped. Especially with several enemies, fighting has to improve. The AI running off telling the next man and then coming back is fun to look at but also makes the fighting a lot harder. You can't expect this to work when Turner isn't more buff than the rest. It's too hard to control.

+1 vote     reply to comment
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