Overgrowth Alpha 101
October 19th, 2010
Here is what is new in Overgrowth in the 101st weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...
First fighting test
October 13th, 2010
Alpha 100 has the most important update so far, which is the first playable prototype of unarmed striking. I will describe it in more detail, but first, just watch the video demo! Be sure to check it out in HD! I am starting the combat system with an upgraded version of the Lugaru system, and then I can experiment with ...
Overgrowth Alpha 100
October 12th, 2010
Here is what is new in Overgrowth in the 100th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...
First foley sound effects test
October 9th, 2010
In modern film, almost every sound is recorded in post production. This includes even the most subtle sounds, such as clothing shifting as a character checks his wristwatch, or leather creaking as he tightens his bootstraps. These sounds are recorded behind the scenes by a "Foley" artist, who uses all sorts of materials to reproduce the on-screen movement as closely ...
Lugaru HD is now on Steam
October 8th, 2010
The guys at Valve who have already agreed to help us distribute Overgrowth on Steam, have just made Wolfire's original ninja rabbit fighter, Lugaru HD, available on Steam for Mac and Windows. We were pretty happy with Steam for making the wise decision to reach out to Mac gamers and now our humble cross-plaform title is a part of ...
Overgrowth Alpha 99
October 5th, 2010
Here is what is new in Overgrowth in the 99th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...
Imposters
October 3rd, 2010
We can achieve a lot of performance gains by using texture atlases and instancing, but it won't be enough for dense environments like forests and jungles. For these, we need imposters! What are imposters? Imposters are an extreme form of LOD (level of detail) optimization, replacing entire models with simple, flat pictures of themselves. They are much like the ...