The past two weeks in Overgrowth development
Beta 3 kept us busy these last two weeks, so this update came after two weeks instead of one. On the plus side, that means it's twice as big!
Here's all the things we've done in the last two weeks for the game:
Redesigned the mods menu after feedback. This will go into the release that follows Beta 3 pic.twitter.com/MbZkxeYJ8V
— David Rosen (@Wolfire) April 7, 2017
Here's the new caustics and moving fog at the base of the Sky Ark pic.twitter.com/DarjeVcspp
— David Rosen (@Wolfire) April 7, 2017
Some of the new effects being applied to the arena levels pic.twitter.com/DXxRilKjSK
— David Rosen (@Wolfire) April 7, 2017
More environmental blob shadows, this time for the camp fire itself pic.twitter.com/YMnfVvwv8n
— David Rosen (@Wolfire) April 8, 2017
Turner scouting out a camp in the upcoming new Overgrowth campaign pic.twitter.com/1nKuAdySCb
— David Rosen (@Wolfire) April 10, 2017
Doing some experiments with more varieties of detail objects pic.twitter.com/o5SbahQ3v4
— David Rosen (@Wolfire) April 11, 2017
Here's what the rain effect looks like after a few tweaks pic.twitter.com/88lgLh1fZQ
— David Rosen (@Wolfire) April 11, 2017
Replaced some of the detail objects with poly grass pic.twitter.com/aJAgpuqEsp
— David Rosen (@Wolfire) April 12, 2017
Here's a before and after of an SSAO prototype pic.twitter.com/XbCMhs66zr
— David Rosen (@Wolfire) April 12, 2017
Restructured the rocks in the first level of the upcoming new Overgrowth campaign to improve the jumps and the looks pic.twitter.com/BQAyHSxD2o
— David Rosen (@Wolfire) April 12, 2017
The new snow effect in slow-motion pic.twitter.com/wJDSvEodp9
— David Rosen (@Wolfire) April 13, 2017
Added some ambient blob shadows and improved the water transition effect pic.twitter.com/sb5VcPNAkX
— David Rosen (@Wolfire) April 14, 2017
Lava effects too! Happy Friday pic.twitter.com/bJDTGx7W6e
— David Rosen (@Wolfire) April 15, 2017
And color gradient smoke particle effects pic.twitter.com/lM1091ag9g
— David Rosen (@Wolfire) April 15, 2017
A shot from the prototype for a new level in the upcoming Overgrowth campaign pic.twitter.com/IWYUVzmbdm
— David Rosen (@Wolfire) April 17, 2017
More of the detail pass on the starting waterside cliffs pic.twitter.com/4ALxNROrjE
— David Rosen (@Wolfire) April 19, 2017
Change log:Detail pass on the cliffs of level one, and tweaking the light back to game play values again. pic.twitter.com/l7j7aZMWWI
— David Rosen (@Wolfire) April 19, 2017
- Released Beta 3
- Worked on defining the proposed scope and timeline for Beta 4 (faster than the last one!)
- Fix for bug with invisible characters on ATI video cards when GPU Skinning is disabled
- Fix for Intel HD 4000 #DRY 0:71 ';' syntax error
- Many many small fixes and quality of life improvements on new UI (many got into Beta 3)
- Fix sound prioritization issue for music
- Added support for overbright decals
- Built new (post Beta 3) mods UI to allow display of more mods at once, and to display more info per mod
- Added prototypes of SSAO support and volume shadows as check boxes in debug menu
- Removed detail objects from shadow render pass to improve perf
- Added ability to configure perferred audio device
- Added ability to toggle display of any debug text
- Made bug particles receive shadows
- Started some experiments on a new inline tutorial system
- Started out a test on ledge auto-grab behavior
- Made it easier to fall off "balance" flagged objects
- Added several idle animations (not hooked up yet)
- Improved detail objects/textures on several assets
- Improved perf on some tree prefabs by combining them into a single object
- Added several recently added assets to the spawner
- Fixed some bugs with black sky textures (seemed to be triggered by using jpg instead of tga)
- Fix problems with saving object tint weights
- Improvements to snow shaders
- Worked on improved path handling to try to resolve cache invalidation issues (w/ mods, etc)
- Fixed some graphical glitches caused by water caustics
- Did some experiments with geometry tesselation to add more detail to some objects
- Improvements to swamp water visuals
- Did some gameplay prototyping of challenging encounters
- Added firefly visuals
- Did some hacking on super secret [redacted] prototype
- Some fixes to new collision painting system
- Worked on some rendering and CPU perf improvements
- Switch to using file change notifications to detect files for live update (Windows only)
- Fix dupe packets bugs in TCP/IP scripting support after switching levels
- Add hotkey to launch scenegraph (CTRL + F)
- Support tree-based UI for scenegraph, toggable to flat list
- Started some work on supporting true prefabs instead of just group "macros" that get pasted in levels
- Rebuilt the platforms on level one to make the path clearer
- Did a detail art pass on Level one
- Added new ambient sounds to several levels
- Integrated several new music tracks into new campaign
- Added new watery cave prototype level for the new campaign
- Added improved environmental blob shadows to several levels new the new campaign
- Added more detail object variety to the second level and farm level
- Worked on a proposed remake/detail pass of the "rude awakening" pit combat level
- Did collision painting on a few levels
- Updated lighting on beach level
- Made obstacles taller in in rat HQ level to allow more stealth opportunities
- Gameplay improvements/bug fixes in night time slaver camp level
- Small updates to ice cliffs level
- Several tweaks and improvements to volcano level
- Updates to watchtower level
Overgrowth Beta 3 video changelog
Here is the new Overgrowth Beta video!
Don't forget that you can help support us, try out our beta (such as the one in the video), and chat with other people in early access in the Secret Preorder Forum by purchasing Overgrowth. If you'd like to see real-time news about Overgrowth, you can follow us on Twitter at @wolfire.
Be sure to watch it in HD!
The features highlighted in the above video are as follows:
Modding
- Added Steam Workshop support (initially invite only)
- Added new campaign/level/item pack mods types so modders no longer have to hack menus to make it easy for players to use them
Gameplay
- Added back the Arena, Versus, and Project 60 prototypes as mods. You can enable them in the mods menu
- Made water slow down characters and drown the player if head is under water too long
- Updated walk and run animations, and gave distinct voices for non-rabbit species
- Added ability to skip dialog by hitting enter
- Made it easier to set enemies on fire
- Made enemies in groups less likely to catch knives
- Made spear always stick into target when thrown
- Made dogs now throw weapons
- Added options for changing game speed and enemy difficulty (experimental)
Editor
- Added an experimental collision painting option (old collision preserved if you don’t use it)
- Added "frame selected" feature to editor ("F" key), to focus on selected objects
- Added “teleport to selected” feature to editor (Shift + “F” key)
- Added editor/player camera FOV controls when in editor mode (+, -, and 0 keys)
- Improved freeze button so that you can move the camera while game is frozen and moved freeze button to its own key (`)
- Improved object selection when using object groups
Graphics
- Visual overhaul for main menu, pause menu, settings menu, and mods menu
- Added splash effects and screen space reflections support to water
- Added heat distortion and lighting shader effects to magma arena, and fixed obvious tiling of lava
- Added back terrain edge fade effect
Performance
- Improved performance when full shadows are enabled (when “simple shadows” is not enabled)
- Improvements to level loading performance
Bugfixes
- Fixed “Error 0:71: ';' : syntax error” crash on some "Intel HD Graphics" GPUs
- Fixed vignette effect when simple shadows are enabled
- Fixed problem where enemies sometimes fell out of arena levels causing the level to be unbeatable
- Fixed some causes of sound/music not working after a while
- And many more…
Note for people with ATI GPUs: If your character suddenly starts disappearing, try enabling "GPU Skinning". To do this, return to the main menu, click "Settings" on the bar at the top, and check the "GPU Skinning" box. We already have a fix for this, and plan to hot-fix this soon.
These are just a few of the changes in this beta; you can find the full change log here.
Thanks as always for all the support! See you guys in Discord and the forums.
If you liked this video, be sure to subscribe to our YouTube channel.
Also, feel free to support us by purchasing an early access copy of Overgrowth!
The previous few weeks in Overgrowth
People have been asking us for more updates. We post on Twitter multiple times a day, but that doesn't reach our whole audience. This post will kick off a weekly wrap-up of our progress.
This week we've been working on new graphical features, bug fixing for Beta 3, and the new Overgrowth campaign levels. Here are some highlights from the previous few weeks.
First, we made a few gameplay changes:
Soon will tune this to be more reasonable. Until then, you can play a wicked game of catch with a dog. pic.twitter.com/rIwfohDJgW
— David Rosen (@Wolfire) March 7, 2017
We've also been working on improving some animations:Added a "freeze time" key to editor mode (~). It's great for precise timing, and capturing action shot angles you couldn't otherwise catch pic.twitter.com/fEAwKB1waR
— David Rosen (@Wolfire) March 9, 2017
Working on a new unique walk animation for cats. #nailedit pic.twitter.com/vxb3V6sFl5
— David Rosen (@Wolfire) March 11, 2017
Here's a new cat walk and run animation set that we're working on pic.twitter.com/41JsNqwLqJ
— David Rosen (@Wolfire) March 14, 2017
We added an experimental collision painting feature in the editor:Experimenting with some animations that may find their way into the game pic.twitter.com/YM4RpRMjCJ
— David Rosen (@Wolfire) March 17, 2017
...which lets you do things like this:The results after manual collision painting on a level. Use it to tweak climbing, wall running, balancing, and possibly more to come pic.twitter.com/FVrm9JekcN
— David Rosen (@Wolfire) March 23, 2017
The main menu UI has gotten a lot of work. I'm only posting one shot here, but most of it has been reworked:With practice and perserverance, Turner learned balance - and how to fall pic.twitter.com/ZMLGQjvzPL
— David Rosen (@Wolfire) March 18, 2017
We also added several new graphical effects:Beta 3 is rapidly approaching and with it will come a UI update. No more hunting around in the File menu to open up Red Shards! pic.twitter.com/lKRppEsyUt
— David Rosen (@Wolfire) March 23, 2017
Added cycling water level and a sand wetting effect. The visuals are just about done on this level, and now time to add game play pic.twitter.com/RzI75S0IMa
— David Rosen (@Wolfire) March 25, 2017
Another shot of the rain shader, showing the effect on characters and the environment pic.twitter.com/KaYjl27PET
— David Rosen (@Wolfire) March 31, 2017
Was much faster to use a shader to add the natural darkening of the rocks at sea level pic.twitter.com/hMe0JvNwl8
— David Rosen (@Wolfire) March 31, 2017
Testing out snow particles. You can also see the platforms close to the water are now icier pic.twitter.com/sj4kGIqHsT
— David Rosen (@Wolfire) April 1, 2017
Cinder, ash, and smoke particles recently added to this volcano level pic.twitter.com/nulmCcCalK
— David Rosen (@Wolfire) April 3, 2017
Testing out some motion fog effects on the new sky ark level pic.twitter.com/HOYaHWt78g
— David Rosen (@Wolfire) April 4, 2017
Now trying out some of the new effects on the arena levels pic.twitter.com/qUpbssC5vy
— David Rosen (@Wolfire) April 5, 2017
An example of an environment blob shadow decal, used here to ground objects to the environment pic.twitter.com/raAWZSb7tF
— David Rosen (@Wolfire) April 6, 2017
Added environmental water caustics to the area near the water. Here it is on the beach level pic.twitter.com/wusP6SYM73
— David Rosen (@Wolfire) April 6, 2017
We have also made a lot of progress on an all new Overgrowth campaign - Much more than we have screenshots for:WHAT DOES IT MEAN!?!?! pic.twitter.com/SmHm3oD35I
— David Rosen (@Wolfire) April 6, 2017
Art pass two is almost complete on this level in the new Overgrowth campaign. After that it will just need a second game play pass pic.twitter.com/8bw7IFa1em
— David Rosen (@Wolfire) March 21, 2017
Adding some volumetric fog to go with our muddy swamp pic.twitter.com/EXbHzONLzt
— David Rosen (@Wolfire) March 30, 2017
Next week will have a few more details, and a bit less Twitter spam. If all goes according to plan, then next week we will also release Beta 3. See you then!Beginning to add detail to this level. You might recognize it from the end of the teaser trailer pic.twitter.com/QUtjtOTeaE
— David Rosen (@Wolfire) March 31, 2017
Overgrowth Teaser Trailer
Here is a teaser trailer showing some shots of the new Overgrowth campaign we are working on:
Be sure to watch it in HD!
We're going to launch Beta 3 shortly -- one of the last updates before we release the new campaign and reach version 1.0!
Overgrowth is in the Humble Freedom Bundle
We're proud to announce that Overgrowth is included in the Humble Freedom Bundle, a charity bundle to raise money for the American Civil Liberties Union, the International Rescue Committee, and the MSF (Doctors Without Borders). For just $30 to charity, you can get more than $600 worth of games and books!
For many gamers and game developers, we are currently seeing the biggest humanitarian crisis in our lifetime, coupled with the largest threat to civil rights in America. If you've been feeling powerless, or unsure of what you can do to help, here is your chance to make a difference!