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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...