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):
- New sounds for weapon impacts and weapon air movement
- Material sliding sounds
- Added milky way sky
- Added low-light vision shader
- Levels can have specific post shaders (e.g. low-light shader for night level)
- Script control of ragdoll animation
- Blender weapon animation exports only if weapon layer visible
- Saving and loading item objects
- New block sound and some new hit sounds
- Fixed crash with non-trimesh swept collisions
- Fixed horizon band color problem
- New OG icon
- Simplified spawner code
Thanks as always for all the support! See you guys in IRC and the forums.
Also, feel free to support us by preordering Overgrowth!
Track us on ModDB (visit our page)
The 113 Alpha changes video gave me a nice chuckle. XD
Really impressive work guys.
Guys how to use Windows patch 113?
Nvm I got it.
Neat :)
BUT. Unless it's a solid (i.e. rock) surface, metal weapons are not going to make a very metal-y sound, just a kind of thud..
Also, no shadow blending...? :| (weapon shadow darkens character shadow where they overlap)
weapons sounds are only WiP as it was siad in video
BUT still very nice:D
Metal sounds better.
that warhammer throw was very nice :)
Wow, these weapons dropping sounds are really bad for this surface. You can use them on sidewalk or sth, but not on this ground.
Do you even know how to listen?
i loved the part, "makes him kind of, Flop over like a fish" *flop* xD
Lol those new ragdoll effects are wickid. I gonna get this next alpha video i think :P.
"And here is his walk animation" *mid-air walks, then faceplants* :D Awesome.
Very nice engine.
Woah, the ragdolled' animations are awesome. This is most DEFINATELY
the effect you need if a character dies from sudden cerebral damage.
Imagine a decapitated body still jerking his feet, muscels strained
in random spasms from the intense shock to his nervous system.
This would be a degree of realism no game has
I love your updates so much. Please, keep doing an amazing job.
Rabbit Seizures at 2:00! Everything looks so awesome!
I lolled at the active ragdolls, those should be kept in the final product, as an easteregg maybe.
Hmm... finally preordered to try the alpha in Linux... seems that was a dumb move.
Glad to see physics based animations from someone finally. Keep up the good work!
ZOOSH!
Wow, the night sky was spectacular. I am looking forward to just exploring the vistas in the game. Please work on weather, sun, and cloud effects.
Is there any possibility to buy this game with a Credit Card? I personally dislike, and don't want to use Paypal, and I'm sure there's others who think the same.
Amazon and Google Checkout both accept nearly all credit cards.
Thank you kindly... This would be my first game purchase online, other then Steam.
Hey, I Pre-Purchased Overgrowth. How do I find my alpha key so I can try the alpha? :(
Nice job with the active ragdolls, this may just make the eternal "you should use Euphoria" crew shut up for a while.
Those active ragdolls should allow double KO's :)
Those sliding sounds should have dust (i bet you're allready on this)
I've been following this for ages, i think its time i buy it lol - you should make it scripting/coding low - cause i'm a bit of a retard but i like to model and mod --
Also the night level looks reeeeally good.