• Register
Post news Report RSS New Overgrowth a159 video devlog

New features: script functions can read string params as float or int, characters can have parameters, added some character parameters: aggression, block skill, block followup, damage resistance, attack speed and movement speed, character scripts can control animation speed, and more!

Posted by on

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):

- Scripts can read string params as float or int
- Characters can have parameters
- Added some character parameters: aggression, block skill, block followup, damage resistance, attack speed and movement speed
- Character scripts can control animation speed
- Web views consume keyboard events if they have keyboard focus, e.g. typing WASD into a text field doesn't cause the camera to move
- Enemy AI directly queries the animation for appropriate block timing
- Enemies avoid each other more effectively
- More efficient dynamic shadow decals, using the base model vbo instead of constructing a new cropped vertex array

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

Also, feel free to support us by preordering Overgrowth!

If you liked this video, be sure to subscribe below.



Track us
on ModDB (visit our page)

Please join us here too:
Facebook icon ModDB icon Steam icon Twitter icon YouTube icon

Post comment Comments
ChromeAngel
ChromeAngel - - 708 comments

<3 Emergent complex behaviour from "simple" rules.

Nice to see it can handle more AIs without chocking.

Does the parameters window support colour picking for colourizing assets?

Reply Good karma Bad karma+6 votes
FW:TOW_Hakre1
FW:TOW_Hakre1 - - 61 comments

<quote><3 Emergent complex behaviour from "simple" rules.</quote>

OH GOD ITS SKYNET ALL OVER AGAIN... lol

Looking awesome as always guys, glad to see some gameplay work being done.

Reply Good karma Bad karma+5 votes
dsi1
dsi1 - - 157 comments

Emergent complex behavior from simple rules is my favorite kind of complex behavior.

Reply Good karma Bad karma+1 vote
Dave27
Dave27 - - 262 comments

Thats looks wicked

Reply Good karma Bad karma+3 votes
KingJones
KingJones - - 383 comments

Nice, But they Were ******* your *** up at the End.
Bunny Rage! lmao

Reply Good karma Bad karma+1 vote
Dra6o0n
Dra6o0n - - 534 comments

Revenge of the Rabbits

Reply Good karma Bad karma+1 vote
Cossack-HD
Cossack-HD - - 1,526 comments

1:34 LOLED

Reply Good karma Bad karma+2 votes
reok
reok - - 469 comments

Truly amazing

Reply Good karma Bad karma+2 votes
TobiasNL
TobiasNL - - 14 comments

Does the engine support 2D or 2.5D as well?

Reply Good karma Bad karma+2 votes
BluishGreenPro
BluishGreenPro - - 534 comments

Fantastic! I kinda wish Minecraft had tools like these for building adventure maps...

Reply Good karma Bad karma+1 vote
macacos2
macacos2 - - 525 comments

I kind of wish Minecraft didn't exist.

Reply Good karma Bad karma+7 votes
Atlasfield
Atlasfield - - 1,121 comments

The pathfinding, team work and AI of the bunnies is amazing! OwO

Keep it. :D

Reply Good karma Bad karma+1 vote
Atlasfield
Atlasfield - - 1,121 comments

Ah... also, will be cool add an effect of "rage" for increase temporally the toughness and streght of the rabbit (for example make the effect of adrenaline when many bunnies are attacking, it will be really nice!)

Reply Good karma Bad karma+1 vote
Awesome_ninja
Awesome_ninja - - 809 comments

Keep em coming!
but make a proper auto updater already =/

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: