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Group Browser

April 25th, 2009

Keeping track of all objects, groups, hotspots, scripts, characters, and more in a big Overgrowth level can quickly become a headache. We started noticing this with Hale's massive Foothold map, and it's becoming more apparent now that I'm adding hotspots and other new entities to the editors. So, we've been playing around with a number of ...

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Post processing - part two

April 24th, 2009

I had a lot of fun the other day experimenting with post-processing effects, so I made a video to show how they look in action, and to explain how some of them work. While they are fun to play with, we will probably focus on them last -- we want to make sure that Overgrowth looks great even without post-processing! However ...

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What features make a fight epic?

April 23rd, 2009

We still have some under the hood work to do before we can start implementing the Overgrowth combat system. However, one thing we think about frequently is what features make a fight epic? Fighters in the real world must obey the laws of physics. They get tired easily, can't jump very high to do ridiculous acrobatics and one or ...

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Dog Concept Timelapse

April 22nd, 2009

I have been working on fleshing out the ideas behind the dogs and their culture in Overgrowth. I am pretty excited about it so I made some new concept art! Be sure to check it out in HD. Addition by John: Guess how long it took Aubrey to draw this in the comments! We'll add the winner to our ...

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Post processing - part one

April 22nd, 2009

Inspired by recent blog comments about bloom, I added a post-processing step to the rendering pipeline in Overgrowth. Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters. One of the more interesting effects I tested is edge detection: setting the value of each ...

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Overgrowth Alpha 23

April 20th, 2009

Here is what is new in Overgrowth in this 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 done ...

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Updates to Overgrowth's music

April 19th, 2009

This is a post from Mikko Tarmia who is the composer for all of Overgrowth's music. In this post, I want to talk a little about the evolution of music in Overgrowth. You might have heard some of the original music tracks which were produced when Overgrowth was still in the shape of Lugaru 2 (well, I guess that ...

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