Report article RSS Feed New Overgrowth a206 video devlog

New features including rendering uses cubemap mips instead of two cubemaps for diffuse and spec, finer jump velocity control, improved animation when rolling off of edges, experimenting with triangle mesh subtraction, dynamic character cubemap test (radiosity/reflection), one-way physics collision (so camera/character can't get stuck), seamless cube map filtering and blurring, improved gamma and more!

Posted by jeffr on Jun 7th, 2014

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):

- rendering uses cubemap mips instead of two cubemaps for diffuse and spec
- enemies only try to pick up weapons in combat
- finer jump velocity control
- improved animation when rolling off of edges
- experimenting with triangle mesh subtraction
- dynamic character cubemap test (radiosity/reflection)
- one-way physics collision (so camera/character can't get stuck)
- Seamless cube map filtering and blurring
- Removed intel GPU warning
- Improved gamma correction compatibility
- Added debug options to disable animation features
- Improved dialogue text positioning
- Fixed dialogue camera preview
- Fixed split screen rendering
- Objectives and achievements are now stored in level parameters
- Improved wind effect on ears
- Fixed "GL_prefix reserved" error
- Controllers can be plugged and unplugged while game is running
- Automatically recognize common controller input (via SDL game controller db)
- Updated SDL to 2.0.3 (fixes some controller and windowing issues)
- Added cats and rats
- New mesh simplification algorithm for character LOD
- Arena preloads all necessary files (no stuttering from file I/O)
- Improved running bounce animation

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
d2theRizzle
d2theRizzle Jun 7 2014, 10:37pm says:

I really wish I had that much money on steam right now! :) when I do, I'm buying this for sure. I've been watching the updates for a while now, and it just never stops getting better. keep up the amazing work!

+6 votes     reply to comment
D.E.G
D.E.G Jun 8 2014, 5:43am says:

This is just awesome

+3 votes     reply to comment
SinKing
SinKing Jun 8 2014, 6:49am says:

It doesn't seem like asset production is a focus though. And you need a lot of assets if you are going to release in 2014. Which I thoroughly hope, because I have pre-ordered this game 5 or more years ago ^^

+6 votes     reply to comment
BluishGreenPro
BluishGreenPro Jun 12 2014, 9:20pm says:

Lots of neat features as always, seems like there are some impatient folks out there who aren't as appreciative of your work, and that's a shame.

+1 vote     reply to comment
KEEP_IT_UP!
KEEP_IT_UP! Jun 12 2014, 9:21pm says:

amazing update - again! love bouncelight alot, great you got it in now. and cats, man. CATS! :D

but i really can't wait to see some campaign/gameplay/story progress happening, the tech stuff you already added is outstanding, seriously, but for deciding to pre-order it, i still need that too. ;)
i enjoyed the comic-storys you guys did. thats how i imagined it, and all the props and artwork went into assets already, especially the character models are really inspiring and beautifully done...

watching you guys so long, always godo times seeing your updates.
really curious about the next updates!

+1 vote     reply to comment
reok
reok Jun 14 2014, 2:42pm says:

Never ending development of this game, lol

+2 votes     reply to comment
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