Here is the latest in our new 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 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):
- Scripts can create and delete objects
- Scripts can translate, rotate and scale objects
- Scripts can change object script parameters
- Scripts can change tints and color palettes
- Substantial simplification of editor code
- Media mode hides character boxes and path points (e.g. screenshots with f7)
- Fixed jitter when AI changes attack range
- Fixed problem with AI attacking deleted enemies
- Added campaign selector to main menu
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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That is one of the coolest looking things ever! It's really neat to see all those objects can be moving around like that in real time!
The moving cubes are especially cool and reminds me of panels in Portal 2.
Indeed.
A moving platform arena would be fantastic.
I'm pretty sure that functionality wasn't meant to be used in real time, specially since it would force them to rework on the A.I. again; though I like your idea.
That might very well be, but Overgrowth already has splitscreen multiplayer, so for PVP it would be excellent.
Also, do not underestimate Wolfire's talents for coding ;p
"Also, do not underestimate Wolfire's talents for coding ;p "
Watching these videos allways makes it look like you can simply code these things if you want to.
That's really amasing, all that is left now is deformable terrain XD
Joking joking.
But this is really good and it's giving me some good ideas to work out.
Damn, Always impressed by depth of fighting mechanics!
Trippy.
You do realize you've set your editor up wonderfully to allow intentionally non-static levels?