Report article RSS Feed New Overgrowth a199 video devlog

New features including - Different arena game types; weapon spawns - Player is handled as just one more arena fighter - Added arena team colors - Added multiple rounds for unarmed arena matches - Added more levels to main menu - Tintable Turner texture - Blunt damage can cause face cuts - Active block catches thrown weapons - AI can dodge knife attacks - Improved wounded stances while holding weapons - Cannot passive block attacks from behind - Added "ground aggression" parameter so low-level en

Posted by jeffr on Jun 19th, 2013

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):

- Different arena game types; weapon spawns
- Player is handled as just one more arena fighter
- Added arena team colors
- Added multiple rounds for unarmed arena matches
- Added more levels to main menu
- Tintable Turner texture
- Blunt damage can cause face cuts
- Active block catches thrown weapons
- AI can dodge knife attacks
- Improved wounded stances while holding weapons
- Cannot passive block attacks from behind
- Added "ground aggression" parameter so low-level enemies are less likely to hit grounded opponents
- Added active block knockback
- Added "meta event" system for handling high level arena logic
- Added support for levels with no terrain and no sky
- Improved texture conversion speed on Linux
- Fixed challenge level logic
- Fixed "display text" hotspot
- Added "No Save" parameter so that temporary objects are not saved
- Added new temporary arena level
- Fixed leaked file handles
- Ctrl-shift-a selects all objects of the same type
- Fixed problem with group ids and colors

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
[FH]Gorgutz
[FH]Gorgutz Jun 19 2013, 3:43am says:

Its really great to see an update!

+15 votes     reply to comment
CobraMad
CobraMad Jun 19 2013, 5:36am says:

Long time, no see! :)

+10 votes     reply to comment
SinKing
SinKing Jun 19 2013, 11:24am says:

Knife catching is ace! I haven't played OG since half a year, but I'll download the new build and play around with the editor some more.

It still looks like you can die too easily though. I like fights with more than one enemy, but chances you're getting your neck snapped are too high. Well, maybe not anymore. Off to testing the new build :)

+4 votes     reply to comment
BluishGreenPro
BluishGreenPro Jun 19 2013, 4:07pm says:

It's incredible to see how much this is shaping up. I look forward to every new update, just to see what cool new thing you guys have done!

+4 votes     reply to comment
streamdream
streamdream Jun 19 2013, 6:14pm says:

I love your guys updates and how you keep us informed over how it goes with the game. I don't regreat a singel bit that I purshased this about a year or two ago :D

+4 votes     reply to comment
Atlasfield
Atlasfield Jun 19 2013, 8:22pm says:

Excellent upgrade, nice and interesting point with the arena and nice addition for the knife combats. I was wondered if can add the public inside the walls.

And... well I was thinking in if... I was wondered if the team can add the old form of "finish" the fainted rabbits from Lugaru using the knifes or swords, it was creepy, but nice, epic in few words, should be nice take this idea, the engine can support something very interesting. :3

+3 votes     reply to comment
Hell_Diguner
Hell_Diguner Jul 20 2013, 3:52pm says:

Knife pong at the end ^_^

+2 votes     reply to comment
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