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No new alpha this week

September 10th, 2012

This week I worked on some new editor features, including a way to directly change level parameters from within the game (instead of the XML file), and support for sliders and checkboxes in the parameter editor. However, I spent most of today working on it, so there wasn't time to make the video or set up the alpha builds ...

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No new alpha this week

August 13th, 2012

This week I continued working on refactoring, so there aren't enough external changes to justify an alpha. I should be done with refactoring for now though, and will have some new features next time! However, Aubrey did make a video this week showing off a new level that is designed to have several distinct play-spaces. He is also continuing ...

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Overgrowth a189 changelog

August 6th, 2012

This week I focused on code maintenance, such as bug fixes and refactoring. It's hard to make a video about that, but it's still important progress! Here are the changes for Alpha 189: "Must visit trigger" shows up in objectives screen Can sheathe collectable items like rat bag and spine Progress on editable parameter types Added Last's ...

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Art Asset Overview #33

July 3rd, 2012

This week I show some seasonal variations of a mostly-finished environment. I am now working on a set of new environments that will be finished to this level of quality. I think once those are done, we can adapt them to fit various challenge scenarios or story missions. For example, it would be pretty easy to add a raider camp ...

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Overgrowth a184 changelog

July 2nd, 2012

This week I added save files to store the player's scores and awards on each level. There's no UI for this yet, but it's a big step towards adding persistent goals for the challenge levels. I also changed team loyalties into editable parameters, so that character types are no longer locked to specific teams. This should give ...

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Overgrowth a181 changelog

June 4th, 2012

This week I got caught up in the task of converting the background thread pool to a background worker process pool, and that ended up taking too long to get any major visible changes in. I think this is the last technical feature I'll work on for a while though, so I can focus on higher-level gameplay! I will ...

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Art Asset Overview #32

May 31st, 2012

In this video I demonstrate how to manually change the terrain model to create caves (with some new cave rock assets). I also show some photos I took in Carlsbad Caverns when I stopped there during my drive to San Francisco. Be sure to watch it in HD! We've talked about it before, but I think it's important ...

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