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):
- Merging shadow decals
- Optimized spawner with added icons
- Weapons can catch shadows
- Added spear attacks and stances
- Glaive uses spear slashes
- Testing some new ambient sounds (especially on dead volcano)
- Added motion blur to weapons
- Added distinction between light and heavy cuts
- Added cut lines (like cut planes but for stabbing)
- Characters revert to un-mirrored stance after moving
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)
Looking so great! Keep up the amazing work, guys!
Ahh, Overgrowth; Such a good start to my tuesday!
It's getting even better!
all extremely awesome updates! love it.
the motion blur looks creepy ... far too much Matrix-style ;)
Your updates are awesome. What are the minimum requirements I need to play this game later.
The motion blur he set is for you to see it ... it won't be like that in the finished game ...
Every day I get a cluster of mod/game updates and as I scroll through them it always plays out: "oh that's cool.." "neat.." "looks good.." "YES!! Overgrowth devlog video!! *Click*Click*"
Really great, can't wait
I love you Wolfire, i love you Overgrowth! :D
The exagerated effect looks cool. Even so, both the exagerated and regular blur looks a bit pixely to me.
just wow! many AAA-titles don't have that shadows overlapping problem fixed - and you got it in your "alpha build"?! you guys are genius! :)
That spear is SICK!!!!!
Agreed, I have a thing for spears and this could be my favorite weapon easily :D
Nice :)
Is it the same stipple pattern for each sample? the blur looks very checker-ed / regular.
Also, will you implement percentage closer soft shadows (closer the receiver to the blocker/caster the sharper the shadow) - how would that work with overlapping blockers, would it need a 'deep' buffer?
I'm not trying to troll, I'm trying to learn from someone who's work I admire :)
Getting a new pc next week so I'll finally get to try my pre-order - yaaaaay.
SPEARS! :D
As always: I love you guys!
Is looking good, only a recomendation, emmm, the blurry effect on the weapons... do not exagerate it, some people will feel dizzy if look it with frecuency, and also, this will generate many lag because since is a "loop" effect, will cause some "corruption" effects if you close the camera on it.
For the shadows you are right, however I suggest check other graphic engines the config, the mayority of the games has this effect solved using something of vertex effect or something like, is for mix the shadows but I am not sure if the game will be affected in form considerated.
Anyway, keep your works, keep experimenting... and keep the furry comunity happy and the rest is a piece of cake. =P
It would look awesome if the motion blur was exaggerated like you guys have there when it goes slo mo.
It would look so ******* cool.
That being said, I'm sure there are better methods for motion blur you guys could be using...
Actually maybe not. All examples I've seen of object/bone based motion blur that I've seen have all blurred everything behind the object that moves too. Maybe something to add some noise or blur out the stipple effect you have could work.
Either way, that would be an effect that would look nice on all objects and bones as long as the performance doesn't take to much of a hit.
omg the spear combat looks SICK! I would have fun just killing 100 of those rabbits with the spear, loving this mod and can't wait for release.
Next up: Halberds, Battle Axes, Throwing axes, lances, and Trebuchets to fling all those heads away.
Those are all European weapons. I'd like to see some more variety than that...
Definitely not the best motion blur I've seen. Since you don't use postprocessing motion blur, I guess the game doesn't have postprocessing at all?
This is just how every game should be! (In terms of attention to details and such, I don't want rabbits all over the internet)
Careful. Rabbits tend to multiply rather quickly.
might be a stupid question, but seeing all this stunning amount of detail being put into development, will there be some of the later technologies offered by OpenGL considered to be applied near end of development perhaps? Kinda move toward the later gen? Not that Im a graphic *****, but it would be awesome to see it match up to modern games, and probably kickass while at it. (and having a Linux based game to match up to windows games)