Anton's Live Performance of the OG Theme
January 23rd, 2010
Despite Anton Riehl's hectic music production schedule, he was kind enough to make time to meet up with us and brought the flute he used for the Overgrowth main theme along with him. We had no choice but to demand that he give us a live performance. Fortunately, a camera was nearby, and we can share the experience with ...
Choosing a scripting language
January 20th, 2010
For the last week or two I've been working on choosing a scripting language for Overgrowth. I haven't worked with scripting before, so I hooked up Lua, V8 and AngelScript in order to give them each a fair trial and see which is most appropriate for us. What is a scripting language? In general, scripting languages are programming ...
Last hours of the Organic Indie Preorder Pack!
January 13th, 2010
Well, thanks to everyone's support we've had quite a busy week. The organic indie preorder pack has dramatically exceeded our expectations across the board: press coverage, word of mouth, sales and how much fun it seemed to be for everyone involved. However, like all good things, this promotion must come to an end as well. There are less ...
The Organic Indie Preorder Pack
January 6th, 2010
Introducing The Organic Indie Preorder Pack! While hanging out with fellow San Francisco indie developer, Unknown Worlds, we had a crazy idea. Steam, Direct2Drive, and other distributors often have extremely popular game bundles... why not try that ourselves? Here's our first crack at it! As of today, Wolfire and Unknown Worlds are bundling our upcoming games: Overgrowth and Natural ...
Ragdoll Physics Update
December 27th, 2009
A while ago, David upgraded the old ragdoll system and linked it up to the rabbit guard mesh. So now when you push Alt-R (or Option-R on Mac) you can make ninja rabbits fall from the sky. By putting your mouse over a rabbit and holding right click, you can apply force and toss him around. I decided it was ...
HD detail map textures
December 24th, 2009
Last week I posted about some new levels I was working on. A number of people criticised the texture resolution. Recently, I've been working on updating some of our older textures to support higher resolution graphics. Here are some examples of these in the game! The textures are now 2048x2048, about double what they were in the previous screenshots ...
Soft normal maps for grass
December 21st, 2009
Grass is an especially difficult material to convey in a flat texture, because grass isn't flat. In fact, it's not even a continuous surface! For this reason, we'll eventually need a 3D grass effect in order to achieve really high fidelity. However, it's still important to have a good base terrain texture in case the fancier ...