Shader-free fallback
October 29th, 2008
We are working hard to make Overgrowth run smoothly for everyone, so we have a fallback rendering pipeline that uses no shaders at all! It doesn't look as nice as our high-end rendering mode, but it should work for almost anyone. Shaders on left, shader-free on right
Atmospheric haze
October 27th, 2008
I just added atmospheric haze to the engine! It is pretty subtle, so I made this comparison picture. It is notable for two reasons. First, it is radial fog, so it does not distort when you move the camera like fog often does in games. Second, it gets its color from a blurred version of the sky behind it, so ...
Alpha Testing / Join our Facebook group!
October 24th, 2008
Hey guys. We recently made a Facebook page for Overgrowth with a bunch of new concept art, some videos, and music! Here's the deal: Once we get 500 fans on the page, ready or not, John is going to grab the latest build, call it Alpha 1, and we're going to start alpha testing in SPF!
Live texture/shader updating
October 23rd, 2008
I just made Overgrowth dynamically update textures and shaders whenever you edit them outside of the program, so you can instantly see the changes in-game! This has no negative effect on performance because it only checks for changes when you switch to another application and back, and even then it only reloads files that have been modified. I also updated ...
Main theme song update
October 20th, 2008
Update from Mikko: Let me introduce you to the new version of Overgrowth theme music. Although I thought the first version of the theme song was quite good already, we thought it needed some updates. The new version has more powerful orchestration and it describes the nature of the game better this way I think. Instead of describing all the ...