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A comparison of social networks

April 18th, 2009

Part of our strategy for getting the word out about Overgrowth revolves around various social networks. Pretty much the only way we grow is organically through word of mouth. This is why we take social networking sites very seriously, because we are able to grow without being dependent on (insert giant news site here) to randomly write an article on ...

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Preliminary Hotspots

April 18th, 2009

One of the technologies we've been focusing on recently is game scripting. As part of this effort, I've been working on hotspots. Hotspots allow us to assign a physical location to scripts. We will be using them to initiate dialogues, trigger special effects, incite AI reactions, and much more. And, of course, they will be fully moddable. Here ...

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Does Overgrowth Need A Tagline?

April 17th, 2009

Sometimes we get a little spoiled because almost everyone that visits us on the blog, the forums, IRC and meebo already knows that Overgrowth is a ninja rabbit fighting game inheriting the spirit of David's original game Lugaru. However, we've come to realize, that when our media hits more mainstream channels, people don't really know what to ...

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Overgrowth Alpha 22

April 13th, 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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Object Browser

April 13th, 2009

Up until now, Overgrowth has been using the default Windows and Mac file browsers to load objects. This is functional enough, but it's slow, ugly, and no fun. One of my favorite things to do in games is to scan through all the cool items and upgrades one can get. At their best, these inventories have the same appeal ...

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Easter Bunny

April 11th, 2009

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Environment shadows - step 4

April 10th, 2009

I just started working on baking ambient occlusion into the lightmaps. This is currently performed by accumulating the shadows from 64 random light sources in the sky, and using the resulting ambient occlusion map to modulate the indirect lighting contribution. Here is what the Foothold map looks like with ambient occlusion enabled (above) and without (below): It's a fairly ...

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