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):
- AI characters only notice targets within their field of view
- AI characters cannot see through walls
- AI characters are alerted by sounds
- AI characters keep an internal guess of where the target is when out of sight
- Fixed "Movement id -1 not found" error
- More efficient and accurate loading, copying and pasting
- Actor-waypoint connections are invisible in gameplay mode
- Fixed some problems loading decals from level files
- Copied objects get unique IDs
- Fixed some physics update problems, especially for groups
- Weapons use hard-spec shader even when not used as physics items
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)
I still haven't bought this.
What am I doing.
I love all this stuff you guys put in!
It's all very fancy and hi-tech and I'm sure the game will be great.
Yup, you need to buy this game.
Simple as that, the game sells itself.
Awesome work.
I really love everything you're doing with the AI. The fact that guards get alerted by sounds is really awesome.
Far out, another awesome update. I don't know how many times I can repeat myself by saying "I don't know how many times I can repeat myself, but this is awesome"....but THIS IS AWESOME!
Every single update is something really new and interesting. The progress in technology is nothing short of outstanding.
Watching developers progress with AI development is something that I find extremely interesting as it is a VERY tricky thing to approach without it costing too much in resources. You guys are already doing what nearly every single AAA title developer hasn't even bothered to do because they are so focused on making their game "pretty", but hey, lets face it, your game IS pretty, but also already has AI that is more complex than cash cow games like call of duty.
So well done on yet another awesome update wolfire :)
This is ridiculously exciting. I can't wait to see where this goes.
How I can know if Overgrowth will run on my PC? It was awesome to make a banchmark...Nice update anyway xD
You can buy Overgrowth, you can download the Alpha version seen in the video above, and see how it runs on your system. If it doesn't run too well, you will need to upgrade.
What if I don't want to spend money because I can't change my PC?
can you play other graphic intense games well? thats one of the easiest ways to know. can you play BC2 on high/medium? or MW2? BO? crysis2?? if you can play any of those on high/medium settings then you should be good
wtf.. doublepost sry.
the effort going into the game is incredible! awesome work as always. :)
WHERE'S THE NEXT PRE-ORDER DEAL?! ;P
Sweet i love all your stuff you put into this game :D.
Awesome update!
Will you guys ever add a feature that lets you crawl on the ground, thus making absolutely no sound so that you can sneak up on your enemy completely? The trade off would be that if you are noticed while on the ground, you would be a very easy target.
I think when the ai is trying to guess where someone is the ball should get bigger cause theres almost infinite possibilities to hide at or run to.
Great work! I live the idea of the ray cast vision checks, should make for some interesting moments. Maybe add different levels of reaction to spots. For example; if the AI only spots a little bit of your character (only one or two ray casts line up) than he will do a double take and change direction to look for you. This would mean you could be spotted without totally blowing your cover right away, as you would have time to hide better before you are found.
Holy ****... That, That is impressive just ******* jaw dropping.
Now all you need is tweak the AI to some extent so they have different "reactions" according to the environment.
Like...
Shocked - When you approached them out of nowhere, instantly, it makes them fumble and not able to react because you took them by surprise.
Curious - When partial sighting occurs, and/or they hear you from afar, but don't know who it is exactly. They Cautiously approach the area they think you are at and investigate it.
Alert - When a npc already knows there's a opponent around, but does not know where he is, he'll search around the place and will not be possible to take by surprise.
Kinda Metal Gear Solid style eh?
Also, sound waves shouldn't go through objects quite easily unless its a thin object, like multi-story floors.
Do i sense stealth missions on the horizon? Wonderful work!
Your sense serves you well...
Hey just wanted to admire all your hard work and offer some advice. You may have thought about this already and it may already be implemented but on the off chance you haven't, I noticed when the ai is triggered by sound it instantly turns around and heads straight for the player. My two cents on the matter is just to have it so if there is a sound trigger the ai turns in the general direction of the sound and only peruses the player if he is in the ai's field of view. I really do admire all the work your team does and really enjoyed the way you check to see if the target is visible or not, very ingenious.
Stunning. Very inspirational, and funnily enough a bit frightening to another game dev (me).
I say keep the A.I. as it is right now, with the way it loses track of objects. It may not be very "realistic" or "intelligent", but I think it serves a very simple, easy-to-understand gameplay function, and having A.I. that's fun to play around with is more important then having A.I. that functions realistically.
Wow ....I never seen such a kind of AI.
This is awesome.
It was never able to fool your AI enemy in this kind of way.
Artificial intelligence is nothing special nowadays.
But artificial stupidity is a tough piece of work.
Great work!!