Overgrowth Weekly Alpha
December 1st, 2008
Hey guys, we have just posted this week's Overgrowth Alpha, bringing us up to week 2! There is a lot of new stuff that's been covered on the blog recently (be sure to subscribe) and, of course, a little bit that hasn't. ;) The big changes are with the terrain rendering engine, bringing sweet shadows and higher detail ...
Preorder Overgrowth for Free!
November 30th, 2008
Yes, you read that right! Thanks to TrialPay, you can get a copy of Overgrowth for free simply by signing up for a free trial for another company like Netflix or by completing an offer for much less than the $29.95 Overgrowth costs. We have been testing this out in IRC to make sure everything works. Well, the experiment ...
Procedural animation redux
November 27th, 2008
While working on the initial procedural movement animation, I took breaks every now and then to record videos of each stage. I started out just blocking out the movement controls and then added layers of complexity. The final animation in Overgrowth is going to look much better than the last scene in this video! Overgrowth Procedural Animation Process from David ...
Ambient occlusion
November 25th, 2008
Direct light and shadows from the sun are only half of the lighting system in Overgrowth. The other half is indirect light from the rest of the sky. To make the indirect light look realistic, we also have to calculate indirect light shadows! I thought this looked cool, so here is a screenshot of the indirect shadows on the desert ...
Announcing Weekly Alphas!
November 25th, 2008
Hey guys, we are going to be trying something new: weekly alphas! No exceptions. Every week, we are going to release a new build to SPF. Whether it's ready or not. We feel that this open development is a great way to smooth out compatibility issues early on, get feedback to make the game as good as possible, and ...