Overgrowth - Weird combat game made by some guy for PC

Saty

Member
Enemy running to get the knife the player threw was great. You hardly see that kind of A.I. behavior in games.
 
I've been checking in on this game every once and a while and I think it looks amazing so far. The combat looks so good. I'm really hoping the final product turns out great and that we get it sometime soon.
 

scitek

Member
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do these guys have some sort of timeline so that they can have an idea of when the game will be actually done, or when they're hoping it'll be done?
 
Rosen always reminds me of Uli, mainly for the amount of dedication to this project, but also for his talent with math and finding unique approaches to common problems with other game engines. He just needs a more active team to work on the game portion, which is lacking in comparison.
 

filipe

Member
no, obviously he is not the only one as there is an artist who also posts videos. Also there is an animator I think.

David is the lead/primary programmer, Aubrey as the artist. I don't know the other 2 gents names, but from what I've read, David has done like 95% of the programming, 5% being input from the other 2 guys and probably friends and such.
 

FoxSpirit

Junior Member
no, obviously he is not the only one as there is an artist who also posts videos. Also there is an animator I think.

David is the lead/primary programmer, Aubrey as the artist. I don't know the other 2 gents names, but from what I've read, David has done like 95% of the programming, 5% being input from the other 2 guys and probably friends and such.
Okay, sorry then.
 

Grakl

Member
I've followed this game every week, and it looks absolutely amazing. I would buy it right now, but I'm short on cash, heh.
 
Dude 166 is really awesome. The Knife throwing shit will be fantastic. I'm looking forward to the actual game content, hope its on the horizon in a year or two.
 
HUGE fucking kudos to this dude. What he is doing is what all the AAA developers should be doing and that's focusing heavily on animation and mechanics, rather than trying to create the biggest on-screen explosion or a wall with a bajillion polygons packed into it.

Fuck that.

On top of this, the game looks amazing; even if you were to strip back its visuals, it'd still look and feel more next-gen than 90% of the crap that's forced out today.
 

Xusder

Unconfirmed Member
Completely forgot about this game since the RPS article a while back. Suddenly, I just randomly click this GAF thread, and now I've found myself pre-ordering, waiting for the Alpha to download (via torrent, which is a kick ass option they set up, Alpha is 1.8GB!).

And it's done, just as I finished the last sentence!

Let's see if my crappy PC can run this, hehe...
 

R1CHO

Member
Completely forgot about this game since the RPS article a while back. Suddenly, I just randomly click this GAF thread, and now I've found myself pre-ordering, waiting for the Alpha to download (via torrent, which is a kick ass option they set up, Alpha is 1.8GB!).

And it's done, just as I finished the last sentence!

Let's see if my crappy PC can run this, hehe...

Nice, tell us your impressions later please.
 

Xusder

Unconfirmed Member
Nice, tell us your impressions later please.

Well, I can tell you a bit right now, some early impressions...

It runs great! From a rig that can barely run games at medium settings (I need to upgrade soon, haha), so far this game runs at high FPS (70 is the lowest I've gotten it) with most of the shaders and post-processing options that are found in the "config.txt" turned on.

Still, the game is far from complete, so maybe later releases (and even the full completed game) will start to tax my 4 year old computer with a 2 year old video card. Hopefully, I upgrade it before they finish (been wanting to play BF3 on the PC anyways, so I'm sure I'm going to do something to upgrade my comp).

Been playing around with the controls; it takes a while to get used to and I can't seem to get into fighting properly. I've only played for a short while, so that might be why. The latest build has the whole throwing weapons and stealth combat, so that was a kick when I grabbed a rabbit from behind and slit it's throat. Tried spawning more enemies (with combat turned off, "C" key), turned on the combat, and promptly got my ass handed to me. I did manage to kill one with an epic thrown knife to the face before I was launched off a cliff with a well placed kick.

Love the controller implementation that was revealed in the previous builds, got my 360 wired controller hooked up for play, while the K+M are used for the built-in editor (which I still haven't mastered, can spawn weapons and bots, but I still need to learn how to move things around, etc.).

Very good first play though, going to mess around with the alpha while waiting for what Wolfire adds next!
 
For everyone who hates rabbits and such, I suggest to wait for the mods. Someone already made a mod with Oni's characters.
Also, I replayed the first six Lugaru's challenges in Overgrowth. Amazing, especially with the knife.
 

Xusder

Unconfirmed Member
For everyone who hates rabbits and such, I suggest to wait for the mods. Someone already made a mod with Oni's characters.
Also, I replayed the first six Lugaru's challenges in Overgrowth. Amazing, especially with the knife.

Yep, I just stumbled across that mod today, immediately downloaded and installed it! So simple too, just drag and drop, nothing to it.

Someone else made a public video showcasing the mod.

Wanted to try out the Guns Mod next, but I'm going to see if I can read the Overgrowth Wiki to get a decent understanding of the editor, hehe.
 

Xusder

Unconfirmed Member
- Added sheathing and unsheathing for knives and small swords
- Changed "pick up" to "q" and "sheathe/unsheathe" to "e"

- More detailed damage model for thrown weapons
- Can dodge knife attacks by tapping a direction
- Added pain flinch animation layer when cut
- Added initial wounded poses when cut
- Fixed enemy knife attack voice problem
- Collapsing from knife wounds is less limp
- Local multiplayer players have auto-camera by default
- Improved bounce from non-sticking weapon impacts
- Fixed bug that allowed throat cutting while unarmed
- You can no longer hurt yourself with your own dropped or thrown weapon

- Improved performance impact of inactive weapons

Wow, most these issues were discussed by the community after 166 dropped. Will be fixed in next release. That's pretty cool, Wolfire Games. Now I know why people love them so much, haha!

Especially the bug that happens when an enemy grabs you and tries to slash your throat without a weapon, which crashed the game. That one happened a lot.
 
Just think if this had a more people working on it. This guy is pretty talented and its cool that he gets to make his ideas come to life week to week. I guess being a small studio allows him to do that.
 

subversus

I've done nothing with my life except eat and fap
he added a versus mode

the dev diary 137

- Added scriptable HUD images
- Added versus mode HUD with scripted sound and animation
- Improved versus camera tilt
- Improved support for more than one controller
- Controller settings live update
- Fixed leg stretching when characters collide
- Added some 'threat' poses when holding attack key
- Testing out 'multiple lives' damage model
- Fixed problem with non-square compressed textures
- Fixed bug when level resets while one character is standing on another
- Characters look at defeated enemies
 

SparkTR

Member
A fan also made this trailer, which looks great. As good as the mechanics and gameplay looks, I really want to see something from their campaign mode, something with structure. I'm hoping there's some guy in the background just creating levels with immense scripting and narrative, and one day they'll surprise us with something.
 

gabbo

Member
A fan also made this trailer, which looks great. As good as the mechanics and gameplay looks, I really want to see something from their campaign mode, something with structure. I'm hoping there's some guy in the background just creating levels with immense scripting and narrative, and one day they'll surprise us with something.

The campaign is why I preordered ages ago. All the features are nice, but I too hope to see something more structured in the near future.
 
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