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):
- Smoother movement around ledge corners
- Fall off ledges when there is no good grip or when ground is too close
- Smoother rotation interpolation into ledge grab
- More accurate collision ellipsoids while moving and flipping
- Vertical camera collision check e.g. for jumping into a ceiling
- Fixed problem with impacts to ragdolled enemies
- New flail fall animation
- 'V' plays falling scream instead of taunt
- Attached sounds follow ragdolls as well as kinematic characters
- Added new rabbit voice set as well as Lugaru voice set
- Added voice pitch shift in character xml file
- Added wood material to all objects that are made of wood
- Low modifiers for attack animations when opponent is lower
- Added soccer kick for attacking ragdolls
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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i laughed at the end; great vid and update you have there
I would to see a mix of this and mount and blade but with a map you can actually travel on with your troops
I WANT MY PREORDER DEAL!!! ;D
awesome update, enjoyed it as always :)
I like all voices, be good idea add in the options menu what kind of voices you want to listen.
A question, how many active characters support the game? thinking are high-med models with many scripts and those things, well in multiplayer will affect the game with lag? Or do not affect? I dont know I had this mind since I see the videos with few characters, less of 5 I guess. (Will be great see large battles with happy bunnies, hundred jumping and kicking ******** x3)
And... congrats by the epic end and broken ***, looks funny how ended the poor furry guy XD.
wow!
lol i love the part where he falls and flails & screams! i know it sounds kinda dark, but cartoon rabbits make falling from a 10 story building funny!
Interesting way that "just drop when trying to climb somewhere where it doesnt make sense" - thing
makes me think about the hero hanging somewhere and thinking to himself:
"Oh boy, i am hanging around 300m above the ground at a ledge, lets try if i can get up to safety... Nope not at this specific point, i guess it makes perfectly sense to just drop down instead of climbing some metres to the side to go up, i mean, what could possibly go wrong."
Just out of curiosity what do you guys use for your audio solution? A home-brew system or some third party API such as OpenAL?
I dont really think we should fall of the ledge if we cant go more further, we should.. just not be able to go there... like in POP when your ledge grabbing, if you try to goto some places you can't.. you just dont.. you dont fall...
ANYONE DIGS WHAT IM SAYING?
But then you're really just being fed the solutions. If the maps are designed well, I don't think that hand-holding will really be necessary. I want real danger instead of limitations when I want to do something reckless.
I really don't want to see any of the ledge highlighting I've seen elsewhere, either - exploring the environment is half the fun, so if I have the possibilities stabbed into my eyes in advance or being unable to abuse the scenery makes me tend to get bored and go play something else.
haha epic rabbit-matrix
I think the game is getting to a point where I'd just like to see some uninterrupted gameplay footage of somebody playing the game normally for a couple of minutes beyond simply demonstrating new features.
Then again, I suppose I could just buy in to the beta if I wanted that :P
how many alpha versions will there be before a beta?
The 'soccer kick' doesn't look right when the enemy is close. Add a stomp maybe?