The largest mod Overgrowth has seen yet: Therium-2 will feature around 46 levels, numerous custom assets, new types of enemies, new weapons, mechanics and deep lore and backstory. Nearly everything shown here is a work in progress and is due to change.

Report RSS Beta Stage, F path cut, The C path & Status

Hey, I've actually gotten some pretty good progress. And I'm also not dead. How about that? Some details on where I'm at in development, why I've cut the F path, details on the C path & an obligatory status update.

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I happen to not actually be dead yet.

So that's neat, isn't it?

Therium-2 is still in Alpha stage, but it's getting closer and closer to Beta stage by the day.


Status:

Well, for one, the F path is no longer going to be in the final release of Therium-2. I have a number of reasons why:

1. I'm awful with parkour levels.

The F path was going to be nothing but parkour, climbing and exploration. But, as it turns out, I'm garbage at parkour levels (at least, not as good as I want to be).

2. Uncertain about the storyline.

I have no idea what the F path's storyline would be, but the original plans for the path do not fit in with what Therium-2 is right now. If I were to implement the F path's storyline as I originally made it with Therium-2 as it is, it'd probably be garbage. Not that Therium-2 is high quality.

3. Development time.

It's already taking me long enough to develop Therium-2, so it'd be better off to cut the F path for the sake of time. Unless someone else happens to really enjoy making parkour levels in Overgrowth that aren't awful, I'm not gonna be able to make the four other paths along with the F path and release it some time other then 2017 or something.

On the other hand, I still've done plenty of development.


What I've done so far:

I have 23 levels planned (not counting endings, cutscenes or extra levels) for Therium-2.

  • 4 levels have to be remade (not high enough quality in my standards, which are probably shit).
  • 10 I have not begun development on.

I can't exactly guess how many levels are finished (it's uncertain), but it's not awful.

I've been working on textures, storyline & a bit of scripting recently (more on that later). I've also been working on the C path.


The C Path

I resumed development on the C path, which I haven't worked on in a while.

The C path will be entirely indoors, and will mostly have plenty of combat, but also plenty of stealth opportunities. It'll mostly feature the Beetles as enemies; rabbits who have knives strapped to their wrists for easy puncturing attacks.

To be 'beautified' later.

A strategy I'm going to be using for building this path is "ugly first, pretty later". AKA, each level I make will be an ugly gameplay prototype that'll serve as a chrysalis for when it blooms into a beautiful, finalized level.

As you can see in the screenshot above, it looks like shit. But that's totally okay, because it's just a prototype.

Later on, the C path'll look more like this. I'd describe it as a bit more like Thief, but a bit lighter in graphics. There'll be stuff like lanterns, torches on the wall, stuff that'll illuminate the corridors, but until then, it's going to be ugly, gross prototype blocks.


Let me know what you guys think in the comments, if anyone's actually going to read this and/or has anything to say. Sorry for the awful update schedule. I'm not actually busy, I'm just awful, so.

I'll detail more on the A, B and D paths later on, so you guys can have something to read.

I might also do a lore update.

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Guest
Guest - - 689,459 comments

Really nice to see you're still working on this. Good luck going forward!

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TI-Timbles Author
TI-Timbles - - 35 comments

Aw, shucks. Thanks!

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Guest
Guest - - 689,459 comments

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