Post news RSS New Overgrowth a209 video devlog

New features including self-documenting script registration, attached objects can be manipulated with editor, can attach groups to characters, and more!

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Here is the latest in our new 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 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):

- Self-documenting script registration
- Attached objects can be manipulated with editor
- Can attach groups to characters
- Can save characters with attached objects
- Can copy/paste/save/load connected objects
- Fixed mass of wolf and female rabbit ragdolls
- Character bone mass is proportional to the cube of character scale
- Fixed a problem with sky rendering when there is no terrain
- Fixed raider ear weights
- Shift moves camera along camera's up vector instead of world's up vector
- Fixed problem with floaty rolls
- Clamped IK hip movement to reasonable range
- New checksum for animations and character lod cache
- Added sky rotation level parameter
- Spawner no longer closes after spawning a new object
- Attached objects work better with different scales
- Fixed slowdown when transitioning from ragdoll to animation
- Attached objects work with different character scales
- Fixed Mac SDL framework
- Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
- Characters are immediately alerted when damaged in any way
- Fixed character dragging when weapon is in offhand
- Fixed persistent animation layers across reset
- Fixed deleting characters with item objects connected
- Path points can trigger wait, sit, sleep
- Fixed dialogue editor undo/redo
- Level objects can have detail objects
- Any kind of object can be in a group
- Telemetry profiling
- Progress on native UI widgets
- Can alt-drag multiple objects at once
- Cleaned up editor snapping (and can start snapping in the middle of an action)
- Attaching weapons and their scabbards to the same item slot puts one inside the other

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!

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Release date: 2020.

Awesome work as always, though.

Reply Good karma Bad karma+9 votes

All looks good, the fights, the models, the landscapes, even the weapons and armors, but I find is a huge world... and an empty world. Too bad cannot add more elements like people walking, something like assasins creed or critters, birds, other elements, or WATER, I´d like to see ships.

Release the game and leave the modders finish the game, anyway is literally a sandbox. ;)

Reply Good karma Bad karma+1 vote

Fear not, just because we have only seen the engine/assets/tools each release,doesn't mean that we have seen everything they have been doing. I'm pretty sure there is an actual game in the works made with all that stuff for us to look forward too.

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the game is released and the modders can technically finish it.

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The more I see about this game, the more it makes me want to pre-order it... especially since I've been following since the first day it came on ModDB!

I've always kept an eye on it and following the development from the shadows.

But now I see so much has improved that I'm considering the pre-order!

Reply Good karma Bad karma+1 vote

Just for the modding toolkit / level editor this is worth pre ordering.

Reply Good karma Bad karma+1 vote

dat ending...

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