Wolfire Blog


; Subscribe

Decals Demonstration Video

June 21st, 2009

We've been gradually improving our decals over the past few weeks (blogged in parts 1, 2, and 3). Now we're ready to show off the whole system in a video. Since my last decal update, I've added a few new specialized tools. In the video, you'll get to see how we can now manipulate and shuffle ...

Read more 0

Hotspots Part 2: Race Course

May 4th, 2009

After my last hotspot post, a lot of people recommended various ways we could make our hotspot and scripting interface more user-friendly. Accessibility is a big priority for us, so we are definitely working on this. As a first step, I've added a hotspot browser. This browser lets users select convenient, prepackaged hotspots and place them in the map ...

Read more 0

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 ...

Read more 0

Foothold

March 29th, 2009

Last week, Hale, from the forums, blew us away with his epic new Overgrowth level, Foothold (available on the Secret Preorder Forum). I never expected users would be doing this much with the level editor so soon. Without further ado, here is a showcase of Hale's amazing level: Click here to watch in HD! I especially like the siege ...

Read more 0

Dynamic physics objects

March 24th, 2009

We've had the Open Dynamics Engine integrated into the engine for a while now, but we were just using it for fast sphere-mesh collision checks for the camera and Rabbot. Anyway, I decided it would be fun to use it to add some dynamic objects that could fall and interact with the levels and terrain. In the new alpha ...

Read more 0

Wind Sounds

March 17th, 2009

I started working on the sound effects for Overgrowth, and decided to start with the sound of air rushing past as the camera moves around the scene. Here's a short video of our wind sounds so far! Please feel free to watch it in HD. This is a good test for our sound system because it requires looping sounds ...

Read more 0

OG Editor: Groups Versus Selections

March 15th, 2009

Because of all the exciting Overgrowth modding that's going on right now we wanted to go beyond the map editor tutorial video and editor controls post to clarify the difference between groups and selections. While groups and selections have the same behavior with respect to translations, they are distinct when it comes to scaling and rotations. Here's the ...

Read more 0