The Phoenix Engine is under development by Wolfire Games, it's being used to power their upcoming game Overgrowth. The Phoenix Engine aims to be easily modable and user friendly, it has built in support for rigging, animating and scripting.
Hey everyone! I’m Steve, the new character concept artist for Overgrowth. In this post I will share some of the designs I’ve been working on. All...
New features including self-documenting script registration, attached objects can be manipulated with editor, can attach groups to characters, and more!
New features including more simultaneous characters, ragdoll physics are more accurate and more efficient, improved chase AI, increased enemy sight distance...
New features including AI characters can be set to follow other characters, AI investigates dead bodies, new wolf variant with tintable colors, player...
New features including rendering uses cubemap mips instead of two cubemaps for diffuse and spec, finer jump velocity control, improved animation when...
New features including a dew settings screen, can change any graphics options without restart, new fullscreen system based on native desktop resolution...
New features including a tool to attach environment objects to character skeletons, added NVTX labels for GPU profiling, converted most immediate-mode...
New features including tail physhics, character scaling, random dog and color palette, improved wolf animation, added bone inflation effect, added muscle/fat/ear-size...
New Overgrowth development video, featuring the initial dialog system!
New features including spear throw, thrown weapons penetrate farther, spear run and threat animations, spear sweep attack, spear active block poses, added...
Plenty of new features in this alpha, focusing on improved combat and arena fighting!
New features including - Different arena game types; weapon spawns - Player is handled as just one more arena fighter - Added arena team colors - Added...
A new dev video is here, featuring the new audience system and other arena enhancements.
New features including an arena level with progressive difficulty, GPU character skinning, scripts can attach items to characters, split challenge level...
New features including scripts can create and delete objects, scripts can translate, rotate and scale objects, scripts can change object script parameters...
New features including slower AI reaction time to changes in target position, AI pays attention to attack pose (if target is planning to attack), AI can...
New features including double-tap tab to freeze time, hold space to move camera slowly, parameters have different editor controls, script definitions...
In this video, David shows off the new attachable armor / general object feature by giving a rabbit custom wooden armor and demos how it works with the...
In this video, David highlights a new item attachment system that he has added to the game.
Check out David's latest Overgrowth devlog featuring more scriptable hotspots for challenge levels.
This week's Overgrowth alpha includes hotspots for challenge levels and more challenge level support. Aubrey highlights his latest level with an art asset...
New features including ten early prototype challenge levels, initial challenge level selection menu (press 'challenge' on main menu), LevelSet xml files...
New features including a challenge end UI, NPC teams, and more!
New Overgrowth alpha video with initial per-level award tracking and progress on savegame file saving and loading.
The first Linux client is available! Check out David's latest video inside.
New features including animated debug text using webkit, set up proper animatable wolf rig, started to overhaul level load system, updated angelscript...
New features including left-handed weapon support, new debug text system, same-side sheathing animations, ability to swap weapons from one hand to the...
New features including initial dual wielding, initial scabbard wielding and sheathing, can active-block from ragdoll, started on attachments (like bags...
New features including stances, attacks and parries for one-handed dog sword, stuck weapons are physically active, sheathed weapons animate more accurately...
New features including characters can now sheathe one weapon and then pick up another, added effect for removing weapons that are embedded in bodies...
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