Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on Overgrowth and other new stuff. Be sure to subscribe to get the latest news! Also, be sure to check out the forums for even more up to date news - or get on IRC for up to the second updates.

Overgrowth a125 video changelog

Add Comment! By David Rosen on April 5th, 2011

Here is the new weekly Overgrowth alpha video! This week I demonstrate how Overgrowth is becoming more like a game, which you can just start up and play.

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. If you'd like to see real-time news about Overgrowth, you can follow me on Twitter at @wolfire.

Be sure to watch it in HD!

The features highlighted in the above video are as follows (as well as some that didn't make it into the video):

  • Added 'editor-mode' toggle for config, game jumps right into gameplay when set to 'false'
  • Added player spawnpoints and enemy patrols to all levels
  • Enemy hostility is on by default
  • Rebuilt terrain caches for alpha
  • Added nav meshes to alpha
  • More stable AI character physics
  • Fixed batching identical objects with different detail textures
  • Added 'player' tag for character objects
  • Added level reset and exposed to script
  • Fix for back-and-forth patrols
  • Fixed some memory leaks

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

If you liked this video, be sure to subscribe to our YouTube channel.

Also, feel free to support us by preordering Overgrowth!