Post news Report content RSS feed Ragdoll knockouts test (HD)

Part of what made Lugaru unique was the way that every hit knocked the enemy head over heels using ragdoll physics. In Overgrowth, I'm planning to add more variety by using a combination of blended animations, active ragdolls, and passive ragdolls. However, there's something very satisfying about just blasting enemies away! Here is a test of Lugaru-style knockout blows in Overgrowth, which preorderers can test out in tomorrow's alpha release.

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Part of what made Lugaru unique was the way that every hit knocked the enemy head over heels using ragdoll physics. In Overgrowth, I'm planning to add more variety by using a combination of blended animations, active ragdolls, and passive ragdolls. However, there's something very satisfying about just blasting enemies away! Here is a test of Lugaru-style knockout blows in Overgrowth, which preorderers can test out in tomorrow's alpha release.


Be sure to watch it in HD!

In Lugaru I used slow motion to signify knockout blows, but in this video I'm testing out a two-part slow motion effect. I was thinking that if there is a slow motion pause before knockouts then it could give the player an opportunity to 'hold' the attack and stop just short of impact, perhaps by pressing the 'grab' button. This could be a very useful feature if we ever want to have non-lethal swordfights.

Of course most hits won't have slow motion, because that would get tiresome pretty quickly. Similarly, characters won't go full ragdoll unless they are actually unconscious or dead. Some other unfinished features in this video include the placeholder running animations and combat sounds, the lack of footprints and other material interaction, the missing standing-up animation, and missing details like ear physics. Those are all on my list, but I can only do one thing at a time, and I'd like to block out the gameplay before spending too much more time on details.

What do you think of the idea of using slow-motion to allow the player to halt lethal attacks? Would that be a cool feature, or would it just be confusing?



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Comments
Svenare
Svenare

awesome

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Paxton
Paxton

Their floppiness makes me smile.
(No ****)

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Captain_Perfect
Captain_Perfect

this is.....SPARTA over 20 times

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SliderFF
SliderFF

stunning!

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TalonFive
TalonFive

Man, that's awesome, kung-fu matrix FTW! :D
Keep up the good work guys !

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Chronosheep
Chronosheep

Looks awesome, but I noticed that there is something very wrong with your shadows. The overlap between the shadows of the 2 rabbits is much darker than the shadow from a single rabbit (as if their shadows multiply). This is something that should not occur with a single light source.

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grzyb
grzyb

mad rabbidz

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Wizardum
Wizardum

it's definitely a cool feature!

Slow motion on the last mortal strike makes everything much more immersive!

Good job! Keep it up! ;)

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feillyne StaffSubscriber
feillyne

What do you think of the idea of using slow-motion to allow the player to halt lethal attacks? Would that be a cool feature, or would it just be confusing?


Depends on how the lethal attacks will appear - if they do seem like mortal ones (emphasis on the opponent's weapon or anything he uses to do damage), then it would be very little confusing.

Or the slow motion could be made as a special skill of the player's character. That wouldn't be confusing at all.

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FonzieForce
FonzieForce

Excellent work guys!

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Newbez
Newbez

i'm super excited for this game to release!

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cW#Ravenblood

Nice, but the enemy stands up quickly for that that he get kicked in his nutz :D

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ANtY93
ANtY93

Slow-motion looks very neat, id like to see these walls crushing when hes landing on them after getting hit :D

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kazumo
kazumo

Hell yeah! I love the game, I hope this Christmas I will have enough money to buy it...

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formerlyknownasMrCP
formerlyknownasMrCP

Naughty bunnies.. play nicely.

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V1N3
V1N3

Otherwise this looks really nice, but getting up seems a bit clunky.

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Mr.Mellon
Mr.Mellon

they seem to only kick what about punches

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DeltaForce95
DeltaForce95

Next do a video like that scene in matrix with all the agent smiths jumpoing on neo and getting tossed around with him using a pipe as a staff

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ariehl
ariehl

@V1N3 There is no stand up animation yet... so not clunky, it just teleports...

@Mr.Mellon I'm pretty sure that punches will come along, but they are still working on the engine, so you are just seeing placeholder animations. When the engine is finished, they will start working on specific combat, (or the real combat)

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pvt.Johnson
pvt.Johnson

Looking great! I am also looking forward to seeing fist fights as well.
The fighting in Lugaru was awesome, I'm hoping this expands on that in amazing ways :]

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MadMonkey119
MadMonkey119

I love those puffs of smoke! Keep up the goodwork!

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nubblecakes
nubblecakes

I was hoping for a drop kick KO but those were pretty sick too.

Keep it up guys. The game is just looking sharper by the video.

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Bird_of_Prey
Bird_of_Prey

Not bad. Could get a little tiring if over used, but every now and then could really give fights a more cinematic look.

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Thief112
Thief112

in the first fighting test fighting looked dull now its SUPER-DUPER-UBER COOL

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preowned
preowned

thats awsome

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KiiNG
KiiNG

Should try it with there guys battling

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Capn_Nick
Capn_Nick

Looks painful.

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Aico
Aico

I think the slow motion right before the kill would be awesome. Giving you the choice to kill someone or not is definitely something I would wan't to see.

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Dra6o0n
Dra6o0n

Yeah, rather than a full ragdoll, it'll be more amazing to see the character "react" to being kicked at full force...

Like if you kick a rabbit off a cliff, Sparta style, they should react by "fapping" their arms and legs because they are panicking.

In a normal situation, a person who's kicked heavily will try to cushion his impacts, if it doesn't knock him unconscious that is...

Can there be a possible animation, like if a character attempts to block a heavy blow rather than dodging it?

Example: A rabbit tries to block a heavy blow, but ends up being knocked over and sent staggering backwards. This example means the opponent isn't unconscious, or on the ground.

Another example is if you trip a character, but they react to it by rolling instead of hitting the ground with a thud.

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WatchMaker
WatchMaker

This video further pronounces my shame that I am unable to appreciate this entire project because of anthropomorphic animals.

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SolidFake
SolidFake

@0:45: in your BALLS!

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Snarboo
Snarboo

I like the idea of being able to stop a lethal attack using slowmo. It's not something I've seen in a game before and I think it could be very intuitive.

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ThaWall
ThaWall

That **** looks awesome.

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awesomepossum
awesomepossum

that rabbit got its *** kicked

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