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):
- Material hardness affects falling damage
- Ragdoll damage based on location (head and neck hurt extra)
- New ice sound effects
- Slippery movement on ice
- New attacks: knee strike, roundhouse, jab, right cross
- Exposed music playback to script
- Config toggle for music
- Camera restriction cone
- Characters go limp when dead
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)
That's looking great! So much detail and polish, it's pretty amazing. Loving the ragdolls, they are gorgeous.
Hey Guys, really respect what your doing here and love following your project. Kungfu rabbits? Yes please!
This is easily one of the most technologically advanced Indie games I've seen ever.
And by that I mean it is.
Great stuff.
Yes, and you don't see that with other indies at all, other than Natural Selection 2.
What we really need, are indie developers being more innovated with their coding and development, not just making a cool game, but making awesome tools too.
Unfortunately, not all of us have the time to make our own tools.
This is groovy. I'll be watching this gem.
Tibberius is correct. The world needs more Kungfu Rabbits!
Meh, I just want to try something like a demo to see if the game runs on my PC :( I don't want to buy it and then play at 5 fps.
The game is still in alpha, and hasn't been optimized yet, so even if you had a demo, it wouldn't be an accurate demonstration of the ability to run on your computer.
You can contact the Wolfire team after you have bought the game, and they will refund you the money if you aren't able to run it.
I asked John about it and he suggested that to me. I seriously haven't met with better Devs, ever.
That is so awesome! :D
I usually do elaborate comments on these videos, but the four first comments sum up my thoughts =)
I may have to tuck away my furry hate for this one...
Those animations are God-Tier.
And also not furry, since the animals don't have any human-ised features.
This is shaping up great. Glad I preordered a few months ago. :D
They walk on two legs, have arms, no paws, not walking on all 4, and have a human body shape. So yeah, furries. I hate them so much, but this is looking great.
By that logic, the tiger from winnie the pooh is a furry. This is definetely not a furry game.
It's great that you put attention into solving basic usability / polish scenarios like the camera collision that so many commercial games take a half arsed approach to :)
Looking great in general - really need to try out my pre-order!
Freaking amazing. one of the whole reasons i started tracking this way back when was that i saw the amazing ragdolls. For me that is a must in any game it always provides a good laugh.
Yesss!! Roundhouse kick at :55 is flawless!
Have you added in combo kicks like tornado kicks and spinning hook kicks? Those would be neat to see, especially in slow-mo.
Tbh, your camera collision is over complicated and silly.
I did it like that for my project:
Point A - Character body.
Point B - Where camera is now.
Do a trace between A and B and place camera where it hits any object.
Easy.
Don't know why you mess with some advanced computations and "cones", heh.
P.S. Don't down vote me just because I'm not cheering of joy and instead provide criticism. Thanks.
You didn't understand. They already have that in the game since forever. What this feature is about is that if you're too close to an object with the character, the camera would go INTO the chracter. With this new method that's mostly solved.
Nice graphics and the sky and illumination are very realistic and polished. Also style is almost poetic!
Anyway BreakingTheRules has better ragdolls.
You should copy from it.
And pay no attention whatsoever to the wall art in the background at the end of the video. Move along now.
Just a note, I live in the snow for most of the year, and that ice wouldn't slide gradually like that. It would if it was some pavement style black ice, or a patch of solid ice, but that looks like ice intermixed with weathering, and some snow, etc.
What makes that treacherous, is that it's unpredictable, and would probably provide good grip until you put a foot wrong.
I just think the 'patches of ice make you slide x much' is done basically as default in any game, and isn't really interesting anymore. People may disagree.
Also, you guys should check out some Ninjitsu stuff for the martial arts moves. Seems very suited, a lot of climbing, stealth, but really brutally efficient fighting concepts. Aikido would probably be good for throws/ evasion, or anything you want to have a fluid look. Do you guys have a Martial Arts guy on the team?
Different arts for different clans or enemies would be interesting too.
Hope you don't mind the critique/ ideas!
This game is already blowing minds <3
Dear Overgrowth dev's i love you. You guys make the best videos showing us everything your doing, really letting us know that you are making a game by gamers for gamers, everything you do looks and feels like the quality you would get out of a AAA game, keep up the good work and remember we all love ya
I agree, they are really impressive. I only wish Unknownworlds, NS2's devs, could be as impressive. They seem rather...beaten up whenever you got to their forums. Like they stopped having fun developing the game quite awhile ago, but they have to finish it regardless.
The one thing this video is missing is a pillar made of kittens.
slippery movement looks kinda wrong, can't really point it out though