Overgrowth - Weird combat game made by some guy for PC

Wok

Member
I don't know where I could post these recent images, either in this thread or the old OT (Overgrowth Thread, not Official Thread).

Gp3d7.jpg

cTc4w.jpg
 

Alexios

Cores, shaders and BIOS oh my!
That's some fun looking AI.

Last version I tried got severe frame rate issues whenever doing certain moves though, like rolling/falling.

Maybe it has to do with the dynamic animations.

I was also a bit disappointed to find how simplistic the controls are even though the animations are awesome.
 

SapientWolf

Trucker Sexologist
Is there any competitive multiplayer in this? Seems like a waste to put this fighting engine together just to battle AI.
 

Enco

Member
This game has been in development for so long.

I realise it doesn't have a big crew or anything but damn. All he seems to be doing is work on combat. There's no game at all. Maybe we'll see something in 10 years.

I haven't been keeping up much so maybe I've missed a lot of stuff
 

Wok

Member
This game has been in development for so long.

I realise it doesn't have a big crew or anything but damn. All he seems to be doing is work on combat. There's no game at all. Maybe we'll see something in 10 years.

I haven't been keeping up much so maybe I've missed a lot of stuff

Four years in alpha according to wiki.
 

jediyoshi

Member
I realise it doesn't have a big crew or anything but damn. All he seems to be doing is work on combat. There's no game at all. Maybe we'll see something in 10 years.

Combat is such an insanely broad term in the context of this game, I'm not even following what you're looking for. Things like plot and characters aren't exactly what brings people into platformers or fighters.
 
This game has been in development for so long.

I realise it doesn't have a big crew or anything but damn. All he seems to be doing is work on combat. There's no game at all. Maybe we'll see something in 10 years.

I haven't been keeping up much so maybe I've missed a lot of stuff
He has recently been working on level objectives and multi-part level design, such as: fight through enemies to get to point X, or pick pocket items off of enemies and deliver them to point Y without being seen, then complete a platforming challenge in area Z under a time limit. It's simple stuff, but it looks like it's getting there.
 

Falxix

Member
I tried to get into Lugaru since the first Humble Bundle but I couldn't stand the controls. I really hope this plays better because it looks glorious.
 

Apath

Member
This game has been in development for so long.

I realise it doesn't have a big crew or anything but damn. All he seems to be doing is work on combat. There's no game at all. Maybe we'll see something in 10 years.

I haven't been keeping up much so maybe I've missed a lot of stuff
Seems to me he's working on the core gameplay, which is by far the most important. If the mechanics are not fun and interesting, the game won't be fun nor interesting.
 

Zaptruder

Banned
Ugh. This is a team in terrible need of a good creative director.

Fantastic technology wasted on niche appeal with terrible controls.

A complex fighting game with KB+M as primary control focus, and violent adult style furries.

Which is a damn shame because of how much potential the tech and base idea has;

Free form fighting game that allows player to platform and navigate large environment with free running mechanics, allowing them to find favourable terrain, or use free form play mechanics to strategically engage and disengage with opponents.

I've actually dreamt of a fighting game like that... involving characters with crazy super powers that can destroy buildings and run around all parkour like while going in and landing some awesome blows. You replace the abstract terrain with destructable city scapes, replace the furries with a variety of super hero style characters, throw in a Tobal 2 leveling system, some time slow and other fancy special abilities (imagine smashing the roof off a building, using time slow, then jumping up onto the roof and using that as a platform to get to leap to the next higher roof top where the enemy is)... and you'd have something quite close to what I was dreaming up.
 
This made me realise how tough making a cutscene is.

Zaptruder, thanks for sharing about your dream DBZ game, but if you're not into anthromorphic characters (furries? lolwtf that's a fetish not a character style) or the terrain, then you can just ignore the game rather than backseat armchair game design. Especially this far in.

If this sells well on final release, then what does that say about niche appeal? Let's bet! :p This is on the PC after all, tons of niche appeal games sell well.
 
Ugh. This is a team in terrible need of a good creative director.

Fantastic technology wasted on niche appeal with terrible controls.

A complex fighting game with KB+M as primary control focus, and violent adult style furries.

Which is a damn shame because of how much potential the tech and base idea has;

Free form fighting game that allows player to platform and navigate large environment with free running mechanics, allowing them to find favourable terrain, or use free form play mechanics to strategically engage and disengage with opponents.

I've actually dreamt of a fighting game like that... involving characters with crazy super powers that can destroy buildings and run around all parkour like while going in and landing some awesome blows. You replace the abstract terrain with destructable city scapes, replace the furries with a variety of super hero style characters, throw in a Tobal 2 leveling system, some time slow and other fancy special abilities (imagine smashing the roof off a building, using time slow, then jumping up onto the roof and using that as a platform to get to leap to the next higher roof top where the enemy is)... and you'd have something quite close to what I was dreaming up.

I agree that the controls being limited to mouse are a bit restrictive, but I'm not sure why you are bringing up the character designs at all.

A lot of combat is based on luck and timing due to the contextual nature. I think players should have more control in how they handle a situation.
 
Ugh. This is a team in terrible need of a good creative director.

Fantastic technology wasted on niche appeal with terrible controls.

A complex fighting game with KB+M as primary control focus, and violent adult style furries.

Which is a damn shame because of how much potential the tech and base idea has;

Free form fighting game that allows player to platform and navigate large environment with free running mechanics, allowing them to find favourable terrain, or use free form play mechanics to strategically engage and disengage with opponents.

I've actually dreamt of a fighting game like that... involving characters with crazy super powers that can destroy buildings and run around all parkour like while going in and landing some awesome blows. You replace the abstract terrain with destructable city scapes, replace the furries with a variety of super hero style characters, throw in a Tobal 2 leveling system, some time slow and other fancy special abilities (imagine smashing the roof off a building, using time slow, then jumping up onto the roof and using that as a platform to get to leap to the next higher roof top where the enemy is)... and you'd have something quite close to what I was dreaming up.

Pardon me for being terse but nobody gives a shit about some hypothetical game you've dreamed up.

Back on topic, the game continues to have the best looking melee combat around:

http://www.youtube.com/watch?v=ioJNn5Oc3jY&feature=share&list=PLA17B3FAA1DA374F3
 

Zaptruder

Banned
Pardon me for being terse but nobody gives a shit about some hypothetical game you've dreamed up.

Back on topic, the game continues to have the best looking melee combat around:

http://www.youtube.com/watch?v=ioJNn5Oc3jY&feature=share&list=PLA17B3FAA1DA374F3

That's cool - a few paragraphs on an idea that isn't likely to happen doesn't really pique the imagination of those with scant amounts of it.

Point is, the tech is great, and to an extent, the game is already pretty cool; but it's a shame that they've found a thematic niche for it that doesn't marry up all that well with what the game is doing.

To an extent it's working - as you can see in the game - but it's clearly not all that marketable and for obvious reasons.

Thing is, you could have the guy working on all this cool stuff, but have it been applied to an idea that could reap him far greater rewards - and it's a shame it isn't, because they're some boundary pushing things in this game.
 

dab0ne

Member
Wow I preordered this game years ago for $30. I forgot ha ha. Hell I don't even remember which email address I signed up with or what my password is.
 
Ugh. This is a team in terrible need of a good creative director.

Fantastic technology wasted on niche appeal with terrible controls.

A complex fighting game with KB+M as primary control focus, and violent adult style furries.

Which is a damn shame because of how much potential the tech and base idea has;

Free form fighting game that allows player to platform and navigate large environment with free running mechanics, allowing them to find favourable terrain, or use free form play mechanics to strategically engage and disengage with opponents.

I've actually dreamt of a fighting game like that... involving characters with crazy super powers that can destroy buildings and run around all parkour like while going in and landing some awesome blows. You replace the abstract terrain with destructable city scapes, replace the furries with a variety of super hero style characters, throw in a Tobal 2 leveling system, some time slow and other fancy special abilities (imagine smashing the roof off a building, using time slow, then jumping up onto the roof and using that as a platform to get to leap to the next higher roof top where the enemy is)... and you'd have something quite close to what I was dreaming up.

What's wrong with the characters in this game? I'd rather have something unique and strange as opposed to generic dudebro space marines or superheroes with all the "unmarketable" edges filed off.
 
The knife video a few updates back is incredible, you can see the slashes where stricken, limbs become hurt, etc. Lugaru was a hell of a lot of fun and this is a state now where I'm comfortable paying for it. Not going to be now with the next consoles coming out but some time soon.

And the characters are hardly "furry" as there's no sexualization present.
 

Zaptruder

Banned
What's wrong with the characters in this game? I'd rather have something unique and strange as opposed to generic dudebro space marines or superheroes with all the "unmarketable" edges filed off.

If you like this kinda thing or are comfortable with it, nothing. It just doesn't resonate with most people. And that limits the potential appeal of the game and the tech behind it.
 

dsiOne

Banned
If you like this kinda thing or are comfortable with it, nothing. It just doesn't resonate with most people. And that limits the potential appeal of the game and the tech behind it.

Boring ass humans would limit the potential of the game, can't do batshit crazy rolls, wall runs, and 50 foot jumps with human legs. Get over your phobias.
 

stevil

Junior Member
If you like this kinda thing or are comfortable with it, nothing. It just doesn't resonate with most people. And that limits the potential appeal of the game and the tech behind it.

LOL yes just like those filthy lizard lovers from Bethesda or those fox and monkey loving Nintendo lovers. barf!
 
Ugh. This is a team in terrible need of a good creative director.
Not to be a dick but given your idea for it, I don't agree at all. Your idea sounds cool but would be a god damned nightmare to do with a large team and a lot of money, let alone a tiny team of a few guys. It's on par with the people who want GTA to model the inside of every building uniquely and be fully destructible. Only possible in theory, not in practice.
 

Mudcrab

Member
I didn't know there was a thread for this! Preordered last year, and occasionally a friend and I fight in single screen mode me on the KB&M and him on a 360 controller.

The Lugaru custom levels are really fun to play in the Overgrowth engine. As is the arena mode.

Giant whales!

There could be a whole multiplayer mode called "King of the Knife" just based on this:

Nothing is more satisfying than catching a knife and throwing it back in someone's furry skull.

Ugh. This is a team in terrible need of a good creative director.

I disagree I'm quite happy with what we have so far and his update videos are very refreshing way to communicate with his early adopters.
 
Finally, finally got this. First impressions:

I first played Lugaru years ago and that put Wolfire and Overgrowth on my radar. I replayed Lugaru recently and it was that, plus seeing some of the recent dev videos, that convinced me to finally get the alpha

First off, I haven't had this much fun just enjoying movement and jumping around since Prince of Persia 2003 and Mirror's Edge. Your character is so agile; just "parkour"-ing around is satisfying. But the real highlight is the combat. It takes everything I enjoyed in Lugaru and turns it up to 11. The little details like the blood effects, the smooth animations, the hard-hitting visceral feeling of the combat, it's all fantastic.

I was surprised by how much content the Alpha has. A few campaign missions, a bunch of challenges, the large sandbox-y areas, the arena. I've seen some bare-bone alphas so this much content is a treat.

Might not be sure now to do them yet, but I'll hoping to see the crouch all-fours run and the wall kick to return. Also would love to see more weapon specific moves (stuff like a jumping sword slash instead of a power kick or a spinning slash instead of a crouched spin kick). Also I found out how to dual wield weapons but it doesn't seem like you can attack with both at the same time

Games runs quite smoothly for me outside of combat, which is a bit surprising because I don't have the most powerful laptop. Combat can get laggy, but I just switch to slow motion mode (which makes everything more awesome)

Anyway, awesome game and I'm eagerly awaiting the next build
---
Oh, and throwing my two cents in: I'd take anthropomorphic animals in a weird post apocalyptic feudal/industrial world over some superhero game or a generic fighting game any day.
 
Played around with the settings, finally was able to have high textures and little to no lag during combat...so I spent like three hours in the arena. The combat is so good. Once you get the hang of dodging and blocking/counters, you feel like an absolute badass. So awesome taking on three enemies at once
 

SparkTR

Member
Ugh. This is a team in terrible need of a good creative director.

Fantastic technology wasted on niche appeal with terrible controls.

A complex fighting game with KB+M as primary control focus, and violent adult style furries.

Which is a damn shame because of how much potential the tech and base idea has;

Free form fighting game that allows player to platform and navigate large environment with free running mechanics, allowing them to find favourable terrain, or use free form play mechanics to strategically engage and disengage with opponents.

I've actually dreamt of a fighting game like that... involving characters with crazy super powers that can destroy buildings and run around all parkour like while going in and landing some awesome blows. You replace the abstract terrain with destructable city scapes, replace the furries with a variety of super hero style characters, throw in a Tobal 2 leveling system, some time slow and other fancy special abilities (imagine smashing the roof off a building, using time slow, then jumping up onto the roof and using that as a platform to get to leap to the next higher roof top where the enemy is)... and you'd have something quite close to what I was dreaming up.

Lugaru was in no way hampered by controls, and this won't be either.
 

Keasar

Member
This thread is more than two years old and they're still in alpha :/

I am pretty sure that the game itself is even older than that. I bought the Pregrowth pack (Natural Selection 2 and Overgrowth pre-Kickstarter-crowdfunding thing) long ago. Between then and now, I went to university and studied, got a job here at Coilworks and it still isn't out.

I could be wrong, but I feel like I was reading the main dude's development blog about (what turned into) this game 8 years ago.

Holy shit, 8 years!? I feel old now.
 

Htown

STOP SHITTING ON MY MOTHER'S HEADSTONE
I kinda want this game to come out

iFB3h6UDbZfK3.gif


Like, a lot.

this game is some straight Redwall shit
 

Haunted

Member
Wait, the game has dogs now? (and is getting cats, rats and wolves)


Now I can't describe it to others as that rabbit fighting game anymore. :(
 
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