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From: WolfireGames
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  • Comment removed

  • omg, SSAO looks effing awesome.

  • For real, these guys know how to make a game.

  • AWESOME! They use this in BF3 I noticed.

  • ok everyone i may sound like a noob but when the full game comes out would that include a map editor as well as singleplayer?

  • @b3n3y That is extremely likely, these guys are very mod-friendly.

  • Wow, the glowing outline effect looks amazing...

  • Spatial Ambient Occlusion is very ugly, in Crysis it was quite interesting but in many modern games it actually looks quite horrible.

    I am happy that it is not the only choice.

  • Realtime AO is a waste processing power in my opinion. It's not worth the performance hit.

  • Its seems very strange that you can actually hear the blood hitting the ground actually..

  • @Gyounen Strange from a human perspective, yes.

    Now imagine you are a crazy fighting animal that has fine-tuned hearing senses that picks up the slightest hint at a wounded enemy near by.

    Suddenly the idea of blood making sounds becomes wonderful :)

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  • how do you shift objects and change colors of other rabbits and yourself someone please reply asap

  • how to make the guards a different color

  • It would be cool if you added environmental attacks to combat. Such as, if you perform a counter close to a wall, you'll smash their face in it, smash them over tables, etc.

  • i just love the ragdoll fights :D

  • oh yeah how do u attack i have it and i dont know how to hit the bots and stuff ?

  • Amazing work!Keep it up!I hope you have many preordes and many many views on Youtube!

  • DAT SHADER. Winter Wonderland anyone?

  • 29.95 $? God whyyyyy? :(

  • I would preorder it, but that game is to expeinsiv for me at the moment...

  • Oh, and add assasination animations, like sneaking up behind an enemy and cutting his neck, then blood would come out.

  • 1: I've noticed when punching, or specially kicking, the leg goes through the whole bunny's body.

    2: When you use weapons such as, lets say, a giant sword or something like that, in certain hits the sword could be stucked in the dead bunny's body, but this would need an interaction between the dead bunny and the sword.

  • Could you guys post a demo? I want to try it before I buy it. :x

  • I think there should be a play-dead feature, so you can make enemy's think you're dead and they'll leave you alone. But if you barely took a hit, then they won't believe it.

  • @Ricochet8844 <-- Kind of like how TF2's dead ringer is used to feign death to other players, right? Could also add a "curiosity" parameter to make the AI more-or-less likely to investigate dead and "dead" bodies. Such a parameter could be carried over to affect search behaviors as well, but that's another topic.

  • 1:18 Aww, that wabbit's so cute!

  • PLEASE. ADD. DISMEMBERMENT! It would be better than...uhhh...........cake!

  • Get rid of the rabbit combat growling/speech.

  • @Vaysm What?The rabbit isn't a human,anyways,not like its game breaking

  • @Vaysm You've never played Lugaru have you?

    Go get it, it's only a dollar. It wouldn't be anywhere near as good if it weren't for the rabbits screams.

  • @mastermenthe No, I haven't :(

    I would gladly buy it, but I don't have a PayPal account right now.

    The thing about the rabbit screams is that they sound pretty obnoxious. I could imagine them being great if they were more subtle, and less often played. Perhaps a scream at death, and only grunts during combat?

    I dunno, I just find the sounds very obnoxious, so there's my two cents.

  • plz release it its good enough already

  • You should keep that glowing outline effect for some sort of "Zen" mode

  • Hi, it is me again. Wow, i didn't expected my comment in "Top Comment" section. I hope that Wolfire have read it. YouTubers, may you help me? I need this message to be read by Wolfire, so can you thumb it up? Wolfire guys, can i ask you few things about Overgrowth and programming in total? Because i want to be a game developer and i need a little advice from experienced people. Hope you read this.

  • I feel like by the time this finally releases, bigger developers will have something better already.

  • Is there customizable graphics options in these releases? Thinking about the system reqs....

    In my 2007 built PC, I have 4 gigs of RAM, my trusty ol' 8800GT (upgrading when I have cash), a pretty OK Intel Core2Duo and nice aircooling from Noctua. Should I pre-order?

  • @Samoutuomas Yea it will work fine

  • is there basic jabs and hook punches? in this 1

  • so guys how are the other races going

  • have any of you guys ever opened up the flash scripts in a doc?? I was reading it and was like holyyyy shiitttttttttttttttttttttttttt­tt, this guy is smart haha

  • How do I fullscreen in Overgrowth????

  • i don't really know what i'm talking about lol but yeah this looks like such a great damn game

  • it would be sick if they could make it multiplayer a the bethesda games like fallout 3, nv, elderscrolls

    like you can go to towns and stuff and like have random battles against guys trying to kill you for money

  • I have a suggestion: How about you do a preview of the effects that might be in the next release? I don't have a very large amount of internet usage, so I can only really download 1 alpha a month, and It would be handy to know whether to wait or not.

  • Looks awesome, but could you make it so that the players current idle stance slowly transitions back to the old idle stance when the player stands still for a little bit? Or maybe some idle random movements to give more life to the player.

  • Wheres overgrowth alpha 162? D:

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  • @BubbaDJ000 It's been postponed for Ludum Dare.

  • @Ricochet8844 That sucks D:

  • @WolfireGames You should make it so the training stages use that funky outline you were showcasing at 1:12. Kind of like a dream almost haha.

  • Wheres the next alpha :D I love these videos

  • What's the plot to this game?

  • Wheres todays video?!?!?? D:

  • @Zeath163 wolfire.com/2011/12/Alpha-162-­delayed-for-Ludum-Dare

  • 1:09 Congrats David, you have just made another game in that engine. Your next game definitely should be a stealth game with that version of the shader implemented.

    Seriously David is a god. He has done what even big AAA-title developers have failed to do. BATTLEFIELD 4 ON THE PHOENIX ENGINE!!!

  • You know, look at all your music videos you made for overgrowth like "Combat Music for Overgrowth", you should actually add those tracks to the alpha's. Like when you get in a fight, play the combat music. Just a thought :)

  • you should make the other character models, you know, the other cats (with clothes) and the rats?

  • This game looks very good fun, stoked!

  • THIS FUCKING GAME MAKES MY FUCKING DICK FUCKING HARRRD!!!!!!!

  • Greetings. I just beaten Lugaru, and what i want to say is: Do not focus on graphics. Many games are awful only because developers spent 75% of time on graphics. Graphics as it is now in Overgrowth is just awesome. It does not need any improvements. Focus on gameplay, many game developers think: "Oh, my game is just an eye candy! Maybe i shouldn't care about gameplay?". Your game has all of the potential to be Best Game 2012. Do not lose the chance. Oh, and do not forget Easter Eggs.

  • @MrModFag One could argue that having both IS an option for Best Game 2012.

  • @MrModFag It needs serious code optimization though, I can run Crysis on Normal at 30, where I can run Overgrowth at 20fps low

  • @MrModFag Also, add graphics settings. I can barely run the game.

  • @andraszodon The reason for that is because it's a tech demo intended for development. It's not optimized yet for commercial use, so it runs poorly almost universally.

  • @MrModFag Eastereggs would be so fitting ;) I say put literal ones!

  • @magictroll There already are x) (I mean real painted eggs)

  • @MrModFag Let me add this: multiplayer

  • @MrModFag Easter eggs are required for a game about rabbits.

  • @MrModFag One thing to keep in mind is that the Wolfire crew is building the game engine from scratch, and hasn't actually yet started the game itself. (Yes, you can run around, build stuff, and beat the crap out of NPC's but that's all just testing.)

    Oh, and 'Best Game 2012'? Try more like 2015. :grin: (I haven't noticed many people who pre-ordered over the last THREE YEARS asking for refunds, so Dave & Co. are obviously doing something right.)

  • @MrModFag

    Oh, I see what you did there. (easter eggs... rabbit)

  • @MrModFag Okay, dude, I'm going to let you in on a secret of game development. No one purposefully makes an unfun game. Fun games are hard to make. It's not as simple as "focus on gameplay". You can't just throw man hours at something like that and have it magically improve like you were grinding a stat in an RPG.

  • @AllOtherNamesTaken "Unfun" games appear when somebody throws all of their knowledge and enthusiasm into graphics.

  • @AllOtherNamesTaken What about the lets stare at the wall game i play?

    Its unfun and i force people to play it!

  • @MrModFag Hint: Developers don't actually think that.

  • @MrModFag Can't agree more.

    Please Wolfire, it's good that you want Overgrowth to look good, but don't go overboard to the point where you'll need a $2000 computer to run the game.

  • @INDIANCHAN BF3 and Crysis 1/2 don't even need a $1000 computer to run. Don't worry about it.

  • @MrModFag Yes, gameplay is more important than graphics, and yes, the game looks great as is right now, but what you are saying is just silly. If the graphics can be made better, then by all means they SHOULD be made better, as long as improving the graphics does not get in the way of improving the gameplay.

    Given that this is an indie developer that isn't adhering to a strict deadline, I really do not see how graphics would get in the way of gameplay.

  • @321cheeseman

    Some graphical enhancements can actually add a lot of work in other areas of coding. For example implementing various visual effects can actually increase the amount of calculations you have to do elsewhere.

    A good scenario of this would be wanting to implement damaged clothing.

    Even though a lot of it can be done graphically you'd suddenly have to consider whether a knife slash is physically hitting armor or going through a hole and cutting the fighters flesh at a specific area.

  • Altough I agree with @MrModFag I'd still suggest you add motion-blur, be that per-object or as a post-fx. Depth of field would also be nice but not nearly as important and probably too resource intensive for too little gain. One last thing: since sounds play on a substance basis (every surface has a different footstep sound) it should not be hard to make particles when feet collide with the groundt (e.g. when running on dirt). You could use one fx if you use luminance..

  • @Fangornmmc Oh, almost forgot, there seems to be no anti-aliasing, will this be in the game later on or isn't this planned? (Or am I overlooking it...)

  • @Fangornmmc It's in the config file I think though I forget what it's called

  • @kiwiking100 Hmm, well I don´t have the alpha version of the game and was merely basing my opinion on what I see in the videos. A couple of updates back motion blur was discussed which means it´s already in there. I´d still like to see some more camera motion blur though especially when you jump down big heights, gives a better sense of depth..

  • what are the system req?

  • I really want to thank you David, i am studying games design next year and these videos have given me a great insight to whats involved and the technology that is used, the information has been invaluable.

  • Wait a second you can every blood drop? God damn!

  • MULTIPLAYER WANTS OVERGROWTH

  • 1:43 'The sound of a cake hitting the player, is very high priority.'

    Ummm...

  • @zwerty007 Haha yeah it's sounds very much as a "cake" but it's actually a "kick".

  • I hope that you WILL implement your tweaked Ambient Occlusion in the final game, making it an optional video setting. :)

    About Pre-Order : didn't we get a final version guarantee when purchasing the very first (or second?) Humble Bundle?

  • I'd like to see random 'ear-looking', too - so ears swivel about to check out sounds, not always in the same direction as the head. Possibly leading a head-look, most of the time?

  • erm uhm wha im lost ._. youtube darn u gps but game looks outstanding o.o wen did u start making this! 

  • still haven't discovered how to edit the shaders...can anyone help me?

  • This is amazing, I played Skyrim and it was a dissapointment, just copy/pasta of oblivion to me, definitely will pre-order this.

  • This is one of the best changelogs so far!! Congratulations.

  • GET THE RIGHTS TO REDWALL! DO IT! YOU KNOW YOU WANT TO!

  • You HAVE to make that outline effect usable, I can think of so many things that could be done with it.

  • PLEASE MAKE THIS A FREE ROAM GAME.

  • why are they taking so long to finish this?

  • @Renneskid because "they" is pretty much just "he"

  • @Renneskid because its only a 4 man team and they have alot to put in it. Skyrim took 3 years to make and they had a team of like 100 or something.

  • @Armadillopants92 for me this game looks way better than skyrim.

  • @BRBSHUTUPNOOB The graphics are great! I wouldn't say exactly better than skyrim, but what these guys are doing is deff triple A status and i give them credit for making the graphics engine on their engine really high quality. It is very fun!

  • @Renneskid They are an indpendent development team. They are just 6 people, and if you compare the proportions of this game with the actual retail ones, this is beast for sch a short time and few people.

  • I DEMAND ARCHER LIZARDS

  • Hey a cool, small effect you could add is that if a character lands on their head, or gets kicked into a wall and hits their head, or an enemy punches/kicks their head in general, when the character gets up, the should put like a hand on their head, and the screen should get blurry for like 3 seconds to tell the had head damage. Anyone agree?

  • @BubbaDJ000 sounds good, but i dont like the blur :)

  • @DrTrinitrotoluene thanks for the feed back, and yeh you should be able to turn off the blur :D

  • I love these guys.. Bring tears to my eyes.. ; u ;

  • What platforms will this game be for?

  • @Bob0p mainly computer platforms

  • @AngelTheMadGamer asking which ones it will be for, not weather it will be on computers or on consoles. I already figgured it wont be for consoles. There is mac, windows, unix, linux, solaris, bsd, and much more out there.

  • @Bob0p wii only

  • @Goomashroom LOLOLOL true

  • @Goomashroom that can be arranged :S

  • Once I build my gaming rig, I'll definitely pre-order.

    My only concern is when the full game would be released if ever. I don't want to spend $30 on a game that gets canned if you know what I mean.

  • @TLOWNSU By preordering you can help guarantee it won't get canned. Besides, it's a strong, fiscally-sound company, they won't can Overgrowth.

  • 2:08 you can still hear him tumbling after it fades out lol

  • WOOT! cryptic sea :D

  • I used to jump like that rabbit, but then I took an arrow in the knee.

  • wow.. its like you guys are making an assassins creed with only 4 people :O thats a sick effort xD

  • @T3RR0RH4WK thanks heaps dude :)

  • the ssao was my favorite feature i love graphics for some reason

  • I've been following this game since '82 - when it was a side scrolling beat 'em up called Ninjaroo. Great work graphing the vexing modler for the multi 3d engine parts boys dirty dicks. Congratulations. Super School Girl Numba Won. The End.

  • are u a furry? if u are then keep workin, no hate the game looks awsome

  • wait adding ambient occlusion in a week is considered a minor SMALL change? O.o

  • Getting the characters to behave more natural? Finally! Now hook up the ears with some animations!!! They are still wobbling around as if the rabbit is unaware of them! I think it should look like the rabbit hears the environment and responds to it with its ears.

  • so this is the more expensive and more advanced version of spore galactic adventures level creator?

  • @LiamJoly Spore? This one is advanced but i doubt it is more expensive.

  • How many sound channels are there, exactly?

  • @Kelohmello

    He meant it in a slightly different way than you are probably thinking.

  • @Speculantscooter Could you explain it please?

  • @Kelohmello

    You are probably thinking sound channels as in speakers. He is talking about the different sound tracks that play at different times during the game. If one sound track (or "channel") happens to be activated at the same time another is activated, the software compares the priority setting of the two sound files, and plays the more prioritized one louder and the less prioritized one quieter so the final sound output doesn't sound muddled.

    At least, I think.

  • @Speculantscooter well yeah, basically I assumed it was how many sounds can be played at one time. I don't know too much about all this stuff.

  • cant wait for this to comeout!

  • Make a freestyle mode with fire-weapons =D

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  • @Wolfiregames a litte too expensive

  • Can't you just bake the ambient occlusion on to non moving geometry where the light source does not change and then apply the AO to entities that do move and have changing light sources or is it global illumination based and not possible? (if i have any incorrect information in my post feel free to correct me)

  • why not sometimes when they walk around they could put there hands in pockets or have different walking styles?

  • It's kind of creepy how the AI enemies will still slowly walk towards you, even after you die. Reminds me of zombies for some reason.

  • It would be cool to have a difficulty level that makes it so groups of enemies don't just stand by as one of them fights you.

  • That AI is brutal. Five or six of them against you, and even with a weapon, you can still get your ass kicked.

  • @ShotgunRocket depending on your skill and knowledge of timing,hand eye coordination, and knowing the weakness of your enemies.

  • So who won?

    

  • I think it would be really cool to make the weapons still do damage when out of a charaters hands. Like the weapon gets tossed and hits a rabbit in the face and kills them. Also having them stick into charaters like they do with other objects.

  • Know what would be cool?

    A cool down transition between the combat and idle stances when the AI's target is knocked out or killed. Would look more natural than all the characters just instantaneously reverting back to idle walking after a brawl.

  • "... the sound of blood dripping to the ground is low priority"

    Me:whoa whoa whoa

    YOU CAN HEAR THE BLOOD DRIP

    *golf clap*

  • @Kionsuu LMAO - These guys make development studios of hundreds look amateur and pathetic in comparison.

  • @KraGeRzr Not really. While I am definitely not saying what these guys have accomplished is not extremely impressive, you have to hand it to AAA development studios for all the work they put into a game, even with so many people. This is especially true for studios that actually make defining games (Naughty Dog, Valve, etc).

  • @Maholain I'm not putting down those guys - but the quality of work done by the Wolfire Team makes a lot of other studios look bad.

    Take Bethesda - their game engine is quite bad, taken objectively - their games are wonderful, but the technology struggles and holds it back. The graphics in Skyrim are nice, but their engines have always dragged behind by a few years - Fallout 3 used at 2005 engine, and Skyrim uses a 2007 era engine.

  • @KraGeRzr I love Skyrim, but I will never understand why a huge studio like Bethesda backed by a huge media conglomerate like Zenimax can't just license a 3rd party engine like Frostbyte or Cryengine or even Unreal....

    The Piranha Bytes guys are a team of 22, and they made Gothic 3, which has technologies similar to Skyrim, and Gothic 3 came out WITHIN THE SAME 6 MONTHS AS OBLIVION!

    That's how far behind Skyrim is.

  • @KraGeRzr Then take PB's next game, Risen - it's a mere 2GB in size, and has GORGEOUS graphics and a highly detailed world.

    That is some serious technology.

    Risen had a reputation for being buggy and unfinished, but I never felt that way when I played it - it's on my list of top 3 games for a reason - they made an incredible vibrant world and populated it with memorable characters. It's very simple - I would argue it's a better game than Skyrim.

  • @KraGeRzr I think your problem is that you think graphics define a game. Like you said, their games are wonderful, and appreciated by many. Why? Not for their graphics, but gameplay and story. I'm also not sure what file size has to do with anything. File size can be smaller due to compression and whether or not the game uncompresses them for a smoother experience.

  • @Maholain Not at all. I understand that's why people enjoy their games. But I'm looking at the technical side of things.

    My issue with Bethesda is with their programmers. They don't seem to be as clever as the Piranha Bytes or Wolfire team.

    Risen fits into 2 GB and runs at high frame rates on low end systems because the technology running it is more optimized and streamlined than Skyrim's, while still better looking.

  • @KraGeRzr Bethesda's games (specifically, Skyrim) is a much, much bigger game than Risen or Overgrowth. Like I said, I'm not sure why you think file size has so much to do with the technical side of things. Once again, streaming textures, compression, or the repeated use of textures all account for these differences. Oddly enough, the more programmers they have, the harder it is to coordinate between them. Recall I am not bashing Wolfire/PB - just that you are not giving pros enough credit.

  • @KraGeRzr I don't think you quite understand how game engines evolve over time. First off, Fallout used a 2001 engine, Gamebryo, and most engines are just advanced mods or extensions of old ones. Take the game "Half-Life" which used a heavily modified version of the Quake 2 engine, which just used a modified Quake 1 engine, which was really a polished Doom 2 engine, which was just really the Doom 1 engine, which was really a version of Wolfenstein 3D that allowed for a z axis. cont

  • @KaletheQuick And it also goes from there, from Quake 2, ID software made the Quake 3 engine, but Valve kept their branch going and eventually changed it so much it became the Source engine. Now, for Skyrim Bethesda made a new engine, the "Creation Engine." I would bet good money they finally just renamed their version of Gamebryo. Ill remind you that the engine does crazy advanced stuff, like calculate the weight of individual tree branches and their interelation with the wind.

  • @KaletheQuick Bethesda is not using an old engine, they, like almost everyone else is building on what they have already, like a Phylogenetic tree. And the engine does more than just graphics, think about everything happening at every moment in the game world, also remember that the whole game world and it's weather is being kept track of, and can be viewed simply by pressing a button.

  • @KraGeRzr this game is worth the wait

    hold the phone.

    there's an alpha version ;D

    these guys think of everything

  • @Kionsuu MASHED POTATOES!

  • @giantrobat rofl

    nice XD